improved docs
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16 changed files with 315 additions and 40 deletions
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@ -35,6 +35,10 @@ import :DescriptorSet;
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import Crafter.Math;
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namespace Crafter {
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/**
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* @brief Shader for rendering indexed meshes
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* @tparam VertexType The vertex type to use that is internally stored, this must match the type the glsl shader expects.
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*/
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export template <typename VertexType>
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class MeshShader {
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public:
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@ -43,18 +47,40 @@ namespace Crafter {
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Camera* camera;
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Buffer<MatrixRowMajor<float, 4, 4, 1>> mvp;
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std::uint32_t threadCount;
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private:
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EventListener<void> cameraUpdate;
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public:
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/**
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* @brief Constructs the MeshShader with a mesh.
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* The Model-View-Projection (MVP) matrix and the transform matrix are initialized to the identity matrix.
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*
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* @param mesh Pointer to the mesh to use. The mesh must remain valid for the lifetime of this object.
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*/
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MeshShader(Mesh<VertexType>* mesh) : threadCount(std::ceil(static_cast<double>(mesh->indexCount)/64/3)), mvp(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT), mesh(mesh), camera(nullptr) {
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transform = MatrixRowMajor<float, 4, 4, 1>::Identity();
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*mvp.value = MatrixRowMajor<float, 4, 4, 1>::Identity();
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}
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/**
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* @brief Constructs the MeshShader with a mesh.
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* The transform is initialized to identity, the transform is initialized to identity and the mvp to the camera's projectionView.
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*
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* @param mesh Pointer to the mesh to use. The mesh must remain valid for the lifetime of this object.
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* @param mesh Pointer to the camera to use. The camera must remain valid for the lifetime of this object.
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*/
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MeshShader(Mesh<VertexType>* mesh, Camera* camera) : threadCount(std::ceil(static_cast<double>(mesh->indexCount)/64/3)), mvp(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT), mesh(mesh), camera(camera), cameraUpdate(
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&camera->onUpdate, [this](){
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Update();
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}
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) {
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transform = MatrixRowMajor<float, 4, 4, 1>::Identity();
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*mvp.value = camera->projectionView;
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}
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/**
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* @brief Writes this class's 3 descriptors to the set, this method must be called before rendering with this shader.
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* Slot 0 mvp: VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER.
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* Slot 1 vertex: VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER.
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* Slot 2 index: VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER.
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*/
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void WriteDescriptors(VkDescriptorSet set) {
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VkWriteDescriptorSet write[3] = {
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vks::initializers::writeDescriptorSet(set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &mvp.descriptor),
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