feat: 搭建 Vulkan 1.4 渲染器骨架,绘制旋转 3D 立方体

使用 Vulkan 1.4 现代路径初始化引擎骨架:
- 用 Shader Object (VK_EXT_shader_object) 替代传统 VkPipeline
- 用 Dynamic Rendering 替代 RenderPass/Framebuffer
- 用 Synchronization2 管理 barrier

核心模块:
- Window:GLFW 封装,GLFW_NO_API 模式,兼容 Wayland
- Log:spdlog 封装
- Types:u32/u64/f32 类型别名

Vulkan 后端:
- Device:Instance、PhysicalDevice、LogicalDevice、Queue 及 feature 查询
- Swapchain:Image、ImageView、DepthBuffer、Recreate
- ShaderManager:SPIR-V 加载与 ShaderEXT 创建
- CommandManager:CommandPool 与主 CommandBuffer
- SyncManager:per-frame Fence 与 ImageAvailable semaphore,per-image RenderFinished semaphore,2 frames in flight
- MemoryAllocator:内存子分配器,256MB block,persistent mapping
- Buffer:VertexBuffer、IndexBuffer、UniformBuffer 封装
- UniformBuffer:每帧上传 MVP 矩阵
- DescriptorManager:DescriptorSetLayout、DescriptorPool、DescriptorSet 及更新

Renderer:
- 协调所有子系统
- 绘制每面不同颜色的旋转 3D 立方体
- 启用 depth test,MVP 矩阵由 GLM 计算

构建:
- CMake 组织 Engine 静态库与 App 可执行文件
- glfw、glm、spdlog 通过 add_subdirectory 引入
This commit is contained in:
2026-09-20 23:09:40 +08:00
parent 706ee2301e
commit 381b7c0aa6
38 changed files with 2423 additions and 12 deletions
+27
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add_executable(HelloVulkan main.cpp)
target_link_libraries(HelloVulkan PRIVATE Engine)
###### 自动构建shader ######
find_program(GLSLC glslc REQUIRED)
set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders)
set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders)
# 定义一个 shader 编译目标:<name>(glsl_file stage)
function(auto_compile_shader glsl_file stage)
# string(REGEX REPLACE "\\.glsl$" "" base "${glsl_file}")
set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv)
add_custom_command(
OUTPUT ${spv}
COMMAND ${GLSLC} -fshader-stage=${stage} -o ${spv} ${SHADER_SRC_DIR}/${glsl_file}
DEPENDS ${SHADER_SRC_DIR}/${glsl_file}
VERBATIM)
set_source_files_properties(${spv} PROPERTIES GENERATED TRUE)
target_sources(${PROJECT_NAME} PRIVATE ${spv})
set_property(DIRECTORY APPEND PROPERTY HZ_SHADER_SPV_FILES ${spv})
endfunction()
auto_compile_shader(simple_shader.vert vert)
auto_compile_shader(simple_shader.frag frag)
+26
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//
// Created by atdunbg on 2026/9/20.
//
#include <Engine/Core/Window.h>
#include <Engine/Renderer/Renderer.h>
#include <Engine/Core/Log.h>
int main()
{
try {
Engine::Window window("HelloVulkan", 1280, 720);
Engine::Renderer renderer(window);
while (!window.ShouldClose()) {
window.PollEvents();
renderer.Render();
}
}
catch (const std::exception& e) {
ENGINE_FATAL("Exception: {}", e.what());
return -1;
}
return 0;
}