Changeset e1a7f5a in opengl-game
- Timestamp:
- Aug 16, 2019, 3:47:01 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- 5936c58
- Parents:
- 5f3dba8
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
README.txt
r5f3dba8 re1a7f5a 105 105 1 v 106 106 1 107 108 DEPLOYMENT 109 ----------- 110 111 The deploy folder has an old Inno Setup script for deploying the game on Windows. 112 113 I should check out IzPack. Seems to be a cross-platform solution. -
shaders/shader.frag
r5f3dba8 re1a7f5a 13 13 void main() { 14 14 if (isOverlay == 1) { 15 outColor = vec4(fragColor * texture(uiTexSampler, fragTexCoord).rgb, 0.3);15 outColor = vec4(fragColor * texture(uiTexSampler, fragTexCoord).rgb, 1.0); 16 16 } else { 17 17 outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0); -
shaders/shader.vert
r5f3dba8 re1a7f5a 23 23 } else { 24 24 gl_Position = vec4(inPosition, 1.0); 25 fragColor = vec3( 0.0, 1.0, 1.0);25 fragColor = vec3(1.0, 1.0, 1.0); 26 26 isOverlay = 1; 27 27 } -
vulkan-game.cpp
r5f3dba8 re1a7f5a 32 32 using namespace std; 33 33 34 // TODO: Maybe add asserts for testing 35 34 36 const int SCREEN_WIDTH = 800; 35 37 const int SCREEN_HEIGHT = 600; … … 182 184 VkSurfaceKHR surface; 183 185 184 // TODO: It seems that I can call all the same draw functions on an SDL_Renderer that I can185 // on an SDL_Surface, so I should use gRenderer (probably after renaming it) instead of getting186 // sdlSurface from the created window187 SDL_Surface* sdlSurface = nullptr;188 189 186 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; 190 187 VkDevice device; … … 221 218 VkImageView overlayImageView; 222 219 220 VkImage sdlOverlayImage; 221 VkDeviceMemory sdlOverlayImageMemory; 222 VkImageView sdlOverlayImageView; 223 223 224 VkSampler textureSampler; 224 225 … … 268 269 } 269 270 270 uiOverlay = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_ TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);271 uiOverlay = SDL_CreateTexture(gRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, SCREEN_WIDTH, SCREEN_HEIGHT); 271 272 if (uiOverlay == nullptr) { 272 273 cout << "Unable to create blank texture! SDL Error: " << SDL_GetError() << endl; … … 333 334 createFramebuffers(); 334 335 createImageResources("textures/texture.jpg", textureImage, textureImageMemory, textureImageView); 335 createImageResources ("textures/space.jpg", overlayImage, overlayImageMemory, overlayImageView);336 createImageResourcesFromSDLTexture(uiOverlay, sdlOverlayImage, sdlOverlayImageMemory, sdlOverlayImageView); 336 337 createTextureSampler(); 337 338 createVertexBuffer(); … … 444 445 445 446 void createSurface() { 446 sdlSurface = SDL_GetWindowSurface(window);447 448 if (sdlSurface == nullptr) {449 cout << "Could not get SDL Surface! =(" << endl;450 }451 452 447 if (gui->CreateVulkanSurface(instance, &surface) == RTWO_ERROR) { 453 448 throw runtime_error("failed to create window surface!"); … … 1087 1082 } 1088 1083 1084 void createImageResourcesFromSDLTexture(SDL_Texture* texture, VkImage& image, VkDeviceMemory& imageMemory, VkImageView& view) { 1085 int a, w, h; 1086 1087 // I only need this here for the width and height, which are constants, so just use those instead 1088 SDL_QueryTexture(texture, nullptr, &a, &w, &h); 1089 //cout << "TEXTURE INFO" << endl; 1090 //cout << "w: " << w << endl; 1091 //cout << "h: " << h << endl; 1092 1093 createImage(w, h, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_TILING_OPTIMAL, 1094 VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, 1095 VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, image, imageMemory); 1096 1097 view = createImageView(image, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_ASPECT_COLOR_BIT); 1098 } 1099 1100 void populateImageFromSDLTexture(SDL_Texture* texture, VkImage& image) { 1101 int a, w, h, pitch; 1102 1103 SDL_QueryTexture(texture, nullptr, &a, &w, &h); 1104 1105 VkDeviceSize imageSize = w * h * 4; 1106 unsigned char* pixels = new unsigned char[imageSize]; 1107 1108 SDL_RenderReadPixels(gRenderer, nullptr, SDL_PIXELFORMAT_ABGR8888, pixels, w * 4); 1109 1110 VkBuffer stagingBuffer; 1111 VkDeviceMemory stagingBufferMemory; 1112 1113 createBuffer(imageSize, 1114 VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT, 1115 VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, 1116 stagingBuffer, stagingBufferMemory); 1117 1118 void* data; 1119 1120 vkMapMemory(device, stagingBufferMemory, 0, VK_WHOLE_SIZE, 0, &data); 1121 memcpy(data, pixels, static_cast<size_t>(imageSize)); 1122 1123 VkMappedMemoryRange mappedMemoryRange = {}; 1124 mappedMemoryRange.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; 1125 mappedMemoryRange.memory = stagingBufferMemory; 1126 mappedMemoryRange.offset = 0; 1127 mappedMemoryRange.size = VK_WHOLE_SIZE; 1128 1129 // TODO: Should probably check that the function succeeded 1130 vkFlushMappedMemoryRanges(device, 1, &mappedMemoryRange); 1131 1132 vkUnmapMemory(device, stagingBufferMemory); 1133 1134 transitionImageLayout(image, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); 1135 copyBufferToImage(stagingBuffer, image, static_cast<uint32_t>(w), static_cast<uint32_t>(h)); 1136 transitionImageLayout(image, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); 1137 1138 vkDestroyBuffer(device, stagingBuffer, nullptr); 1139 vkFreeMemory(device, stagingBufferMemory, nullptr); 1140 } 1141 1089 1142 void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, 1090 1143 VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory) { … … 1452 1505 VkDescriptorImageInfo overlayImageInfo = {}; 1453 1506 overlayImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; 1454 overlayImageInfo.imageView = overlayImageView;1507 overlayImageInfo.imageView = sdlOverlayImageView; 1455 1508 overlayImageInfo.sampler = textureSampler; 1456 1509 … … 1595 1648 } 1596 1649 1597 //drawFrame();1598 1599 1650 drawUI(); 1651 1652 drawFrame(); 1600 1653 } 1601 1654 … … 1667 1720 } 1668 1721 1669 /* NOTES:1670 *1671 * SDL can already render rects and lines. Rendering circles would be nice, but I can implement it myself1672 * and wouldn't use it that often anyway1673 */1674 1722 void drawUI() { 1675 SDL_SetRenderTarget(gRenderer, nullptr); 1723 // TODO: Since I currently don't use any other render targets, 1724 // I may as well set this once before the render loop 1725 SDL_SetRenderTarget(gRenderer, uiOverlay); 1676 1726 1677 1727 SDL_SetRenderDrawColor(gRenderer, 0x00, 0x9F, 0x9F, 0xFF); 1678 SDL_RenderClear(gRenderer);1679 1680 SDL_SetRenderTarget(gRenderer, uiOverlay);1681 1682 SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0x00, 0x00);1683 1728 SDL_RenderClear(gRenderer); 1684 1729 … … 1701 1746 SDL_RenderDrawLine(gRenderer, 50, 5, 150, 500); 1702 1747 1703 SDL_SetRenderTarget(gRenderer, nullptr); 1704 1705 SDL_RenderCopy(gRenderer, uiOverlay, nullptr, nullptr); 1706 1707 SDL_RenderPresent(gRenderer); 1748 populateImageFromSDLTexture(uiOverlay, sdlOverlayImage); 1708 1749 } 1709 1750 … … 1766 1807 vkFreeMemory(device, overlayImageMemory, nullptr); 1767 1808 1809 vkDestroyImageView(device, sdlOverlayImageView, nullptr); 1810 vkDestroyImage(device, sdlOverlayImage, nullptr); 1811 vkFreeMemory(device, sdlOverlayImageMemory, nullptr); 1812 1768 1813 vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); 1769 1814
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