At least opens a window

This commit is contained in:
2026-04-06 20:35:13 +02:00
parent 0a4552a1a4
commit 0996bb3688
10 changed files with 62 additions and 61 deletions
+38 -18
View File
@@ -1,4 +1,5 @@
#include "FluidRenderPass.h"
#include "Graphics/Command.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
@@ -7,7 +8,8 @@
using namespace Seele;
FluidRenderPass::FluidRenderPass(Seele::Gfx::PGraphics graphics) : RenderPass(graphics) {
FluidRenderPass::FluidRenderPass(Seele::Gfx::PGraphics graphics)
: RenderPass(graphics) {
pipelineLayout = graphics->createPipelineLayout("FluidPipelineLayout");
descriptorLayout = graphics->createDescriptorLayout("params");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{
@@ -31,7 +33,8 @@ FluidRenderPass::FluidRenderPass(Seele::Gfx::PGraphics graphics) : RenderPass(gr
FluidRenderPass::~FluidRenderPass() {}
void FluidRenderPass::beginFrame(const Seele::Component::Camera &camera, const Seele::Component::Transform &transform) {
void FluidRenderPass::beginFrame(const Seele::Component::Camera &camera,
const Seele::Component::Transform &transform) {
updateViewParameters(camera, transform);
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer("density", 0, densityBuffer);
@@ -40,6 +43,12 @@ void FluidRenderPass::beginFrame(const Seele::Component::Camera &camera, const S
void FluidRenderPass::render() {
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(viewport);
renderCommand->bindPipeline(pipeline);
renderCommand->bindDescriptor(descriptorSet);
renderCommand->draw(3, 1, 0, 0);
graphics->executeCommands(std::move(renderCommand));
graphics->endRenderPass();
}
@@ -50,19 +59,21 @@ void FluidRenderPass::publishOutputs() {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.name = "FluidDepth",
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
.name = "FluidDepth",
});
}
void FluidRenderPass::createRenderPass() {
densityBuffer = resources->requestBuffer("DENSITY");
colorAttachment = Gfx::RenderTargetAttachment(viewport->getOwner()->getBackBuffer()->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_PRESENT_SRC_KHR, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment = Gfx::RenderTargetAttachment(depthTexture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
colorAttachment = Gfx::RenderTargetAttachment(
viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_PRESENT_SRC_KHR, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment = Gfx::RenderTargetAttachment(
depthTexture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
depthAttachment.clear.depthStencil.depth = 0.0f;
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
@@ -72,29 +83,38 @@ void FluidRenderPass::createRenderPass() {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(layout, dependency, viewport->getRenderArea(), "FluidRenderPass");
renderPass = graphics->createRenderPass(
layout, dependency, viewport->getRenderArea(), "FluidRenderPass");
pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
.vertexShader = vertexShader,
.fragmentShader = fragmentShader,
+7
View File
@@ -208,10 +208,17 @@ SimulationComputePass::SimulationComputePass(Seele::Gfx::PGraphics graphics) : R
}
uint64_t bufferSize = gridSize * gridSize * gridSize * sizeof(float);
Array<float> initialData(bufferSize / sizeof(float));
for(int i = 0; i < 20; ++i) {
int x = rand() % gridSize;
int y = rand() % gridSize;
initialData[x + y * gridSize] = 1.0f;
}
densityBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = bufferSize,
.data = (uint8*)initialData.data(),
},
.name = "DensityBuffer",
});
+1 -1
View File
@@ -25,7 +25,7 @@ private:
float viscosity = 0.001f;
float diffusion = 0.0001f;
float dt = 0.1f;
constexpr static uint gridSize = 128;
constexpr static uint gridSize = 64;
struct SetBounds
{
Seele::Gfx::OPipelineLayout pipelineLayout;
+2 -2
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@@ -6,13 +6,13 @@
using namespace Seele;
int main() {
OWindowManager windowManager = new WindowManager();
Gfx::OGraphics graphics = new Vulkan::Graphics();
graphics->init(GraphicsInitializer());
OWindowManager windowManager = new WindowManager();
auto window = windowManager->addWindow(graphics, WindowCreateInfo{
.title = "Seele Fluid Simulation",
.width = 1280,
.height = 720,
.title = "FluidSimulation",
});
auto view = new FluidSimulationView(graphics, window,
ViewportCreateInfo{