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
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//
// Created by atdunbg on 2026/9/20.
//
#ifndef HELLOVULKAN_RENDERER_H
#define HELLOVULKAN_RENDERER_H
#pragma once
#include <Engine/Core/Types.h>
#include <vulkan/vulkan.hpp>
#include <chrono>
namespace Engine {
class Window;
class Device;
class MemoryAllocator;
class DescriptorManager;
class ShaderManager;
class Swapchain;
class CommandManager;
class SyncManager;
class Buffer;
class UniformBuffer;
class Renderer {
public:
Renderer(Window& window);
~Renderer();
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
void Render();
private:
void RecordCommands(vk::CommandBuffer cmd, u32 imageIndex);
void TransitionImageLayout(vk::CommandBuffer cmd, vk::Image image,
vk::ImageLayout oldLayout, vk::ImageLayout newLayout);
Window& m_Window;
Scope<Device> m_Device;
Scope<MemoryAllocator> m_Allocator;
Scope<DescriptorManager> m_DescriptorManager;
Scope<ShaderManager> m_ShaderManager;
Scope<Swapchain> m_Swapchain;
Scope<SyncManager> m_SyncManager;
Scope<CommandManager> m_CommandManager;
Scope<Buffer> m_VertexBuffer;
Scope<Buffer> m_IndexBuffer;
Scope<UniformBuffer> m_UniformBuffer;
vk::DescriptorSetLayout m_DescriptorSetLayout;
vk::PipelineLayout m_PipelineLayout;
vk::DescriptorSet m_DescriptorSet;
vk::ShaderEXT m_VertShader;
vk::ShaderEXT m_FragShader;
vk::Extent2D m_Extent;
vk::Format m_Format;
static constexpr u32 kMaxFramesInFlight = 2;
u32 m_CurrentFrame = 0;
std::chrono::steady_clock::time_point m_StartTime;
};
} // namespace Engine
#endif //HELLOVULKAN_RENDERER_H