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
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//
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// Created by atdunbg on 2026/9/20.
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//
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#include <Engine/Vulkan/UniformBuffer.h>
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#include <Engine/Vulkan/Device.h>
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#include <Engine/Vulkan/MemoryAllocator.h>
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#include <Engine/Core/Log.h>
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namespace Engine {
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UniformBuffer::UniformBuffer(Device& device, MemoryAllocator& allocator, u64 size)
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: m_Size(size)
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{
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// Uniform Buffer 需要 CPU 每帧更新,所以用 HOST_VISIBLE | HOST_COHERENT
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m_Buffer = CreateScope<Buffer>(
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device, allocator,
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size,
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vk::BufferUsageFlagBits::eUniformBuffer,
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vk::MemoryPropertyFlagBits::eHostVisible |
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vk::MemoryPropertyFlagBits::eHostCoherent);
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ENGINE_INFO("UniformBuffer created: {} bytes", size);
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}
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UniformBuffer::~UniformBuffer()
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{
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// Buffer 析构时自动销毁 vk::Buffer,内存由 MemoryAllocator 统一释放
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}
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void UniformBuffer::Update(const void* data, u64 size)
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{
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m_Buffer->Upload(data, size);
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}
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} // namespace Engine
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