Changed the OpenGL part and the GLSL shaders to use UBO and
[demo] / src / vulkan / mesh-vk.cc
index 4bd4791..540501e 100644 (file)
@@ -1,11 +1,17 @@
+#include <vulkan/vulkan.h>
+#include "allocator.h"
 #include "mesh-vk.h"
 
-MeshVK::MeshVK() {}
+MeshVK::MeshVK()
+{
+}
+
 MeshVK::MeshVK(const MeshVK &mesh)
 {
        indices = mesh.indices;
        vertices = mesh.vertices;
        normals = mesh.normals;
+       tex_coords = mesh.tex_coords;
 }
 
 MeshVK &MeshVK::operator=(const MeshVK &mesh)
@@ -17,20 +23,121 @@ MeshVK &MeshVK::operator=(const MeshVK &mesh)
        indices = mesh.indices;
        vertices = mesh.vertices;
        normals = mesh.normals;
+       tex_coords = mesh.tex_coords;
 
        return *this;
 }
 
 MeshVK::~MeshVK()
 {
+       vku_destroy_buffer(vk_vertices);
+       vku_destroy_buffer(vk_normals);
+       vku_destroy_buffer(vk_tex_coords);
+       vku_destroy_buffer(vk_indices);
+
        vertices.clear();
        normals.clear();
+       tex_coords.clear();
+       indices.clear();
 }
 
-void MeshVK::update_vertex_data()
+bool MeshVK::update_vertex_data()
 {
+       if(vertices.empty()) {
+               printf("empty vertices!\n");
+               return false;
+       }
+
+       /* create the buffers */
+
+       int vsz = vertices.size() * sizeof(Vec3);
+       if(!(vk_vertices = vku_create_buffer(vsz,
+                                            VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+               fprintf(stderr, "Failed to create the buffer for the vertices.\n");
+               return false;
+       }
+
+       int nsz = normals.size() * sizeof(Vec3);
+       if(!(vk_normals = vku_create_buffer(nsz,
+                                           VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+               vku_destroy_buffer(vk_vertices);
+
+               fprintf(stderr, "Failed to create the buffer for the normals.\n");
+               return false;
+       }
+
+       int tsz = tex_coords.size() * sizeof(Vec2);
+       if(!(vk_tex_coords = vku_create_buffer(tsz,
+                                              VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+               vku_destroy_buffer(vk_vertices);
+               vku_destroy_buffer(vk_normals);
+
+               fprintf(stderr,
+                       "Failed to create the buffer for the texture coordinates.\n");
+               return false;
+       }
+
+       int isz = indices.size() * 2;
+       if(!(vk_indices = vku_create_buffer(isz,
+                                           VK_BUFFER_USAGE_INDEX_BUFFER_BIT))) {
+               vku_destroy_buffer(vk_vertices);
+               vku_destroy_buffer(vk_normals);
+               vku_destroy_buffer(vk_tex_coords);
+
+               fprintf(stderr, "Failed to create the indices buffer.\n");
+               return false;
+       }
+
+       /* write the buffers */
+
+       if(!vku_write_memory(vk_vertices->mem_pool, vsz, (void *)vertices.data())) {
+               fprintf(stderr, "Failed to write the vertices to GPU.\n");
+               return false;
+       }
+       if(vkBindBufferMemory(vk_device, vk_vertices->buf, vk_vertices->mem_pool,
+                             0) != VK_SUCCESS) {
+               fprintf(stderr, "Failed to bind the vertex buffer memory\n");
+               return false;
+       }
+
+       if(!vku_write_memory(vk_normals->mem_pool, nsz, (void *)normals.data())) {
+               fprintf(stderr, "Failed to write the normals to GPU.\n");
+               return false;
+       }
+       if(vkBindBufferMemory(vk_device, vk_normals->buf, vk_normals->mem_pool, 0)
+               != VK_SUCCESS) {
+               fprintf(stderr, "Failed to bind the normal buffer memory\n");
+               return false;
+       }
+
+       if(!vku_write_memory(vk_tex_coords->mem_pool, tsz,
+                            (void *)tex_coords.data())) {
+               fprintf(stderr, "Failed to write the texture coordinates to GPU.\n");
+               return false;
+       }
+       if(vkBindBufferMemory(vk_device, vk_tex_coords->buf,
+                             vk_tex_coords->mem_pool, 0) != VK_SUCCESS) {
+               fprintf(stderr, "Failed to bind the tex coordinates buffer memory.\n");
+               return false;
+       }
+
+       if(!vku_write_memory(vk_indices->mem_pool, isz, (void *)indices.data())) {
+               fprintf(stderr, "Failed to write the indices to GPU.\n");
+               return false;
+       }
+       if(vkBindBufferMemory(vk_device, vk_indices->buf, vk_indices->mem_pool, 0)
+               != VK_SUCCESS) {
+               fprintf(stderr, "Failed to bind the index buffer memory.\n");
+               return false;
+       }
+
+       return true;
 }
 
 void MeshVK::draw() const
 {
-}
\ No newline at end of file
+}
+
+void MeshVK::draw_normals(float scale) const
+{
+}