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/*
 * Copyright 2022 Frederico de Oliveira Linhares
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef CANDY_GEAR_VK_GRAPHICS_PIPELINE_H
#define CANDY_GEAR_VK_GRAPHICS_PIPELINE_H 1

#include <memory>
#include <unordered_map>

#include "../command.hpp"
#include "core.hpp"
#include "camera.hpp"
#include "command_pool.hpp"
#include "model.hpp"
#include "model_instance.hpp"
#include "uniform_buffer.hpp"

namespace VK
{

struct GraphicsPipeline
{
  VkDescriptorSetLayout descriptor_set_layout_model_instance;
  VkDescriptorSetLayout descriptor_set_layout_view_projection;
  VkPipelineLayout pipeline_layout;

  // Depth image.
  VkImage depth_image;
  VkDeviceMemory depth_image_memory;
  VkImageView depth_image_view;

  // FIXME: if this vector get resized, it will cause a segmentation fault!
  std::vector<UniformBuffer> ub_view_projection;

  VkDescriptorPool descriptor_pool;
  std::vector<VkDescriptorSet> view_projection_descriptor_sets;

  VkRenderPass render_pass;
  std::vector<VkFramebuffer> swapchain_framebuffers;
  VkPipeline graphic_pipeline;

  QueueFamily *queue_family;
  VkCommandPool command_pool;
  std::vector<VkCommandBuffer> draw_command_buffers;

  // Buffering control.
  static const int max_frames_in_flight{2};
  size_t current_frame;
  std::vector<VkSemaphore> image_available_semaphores;
  std::vector<VkSemaphore> render_finished_semaphores;
  std::vector<VkFence> in_flight_fences;

  std::shared_ptr<Camera> camera;
  std::vector<std::unordered_map<
    std::shared_ptr<Model>, std::vector<ModelInstance>>>
  models_to_draw;

  GraphicsPipeline();
  ~GraphicsPipeline();

  void
  draw();
};

}

#endif /* CANDY_GEAR_VK_GRAPHICS_PIPELINE_H */