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
39 lines
775 B
C++
39 lines
775 B
C++
//
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// Created by atdunbg on 2026/9/20.
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//
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#ifndef HELLOVULKAN_COMMANDMANAGER_H
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#define HELLOVULKAN_COMMANDMANAGER_H
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#include <vulkan/vulkan.hpp>
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namespace Engine {
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class Device;
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class CommandManager {
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public:
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CommandManager(Device& device);
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~CommandManager();
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CommandManager(const CommandManager&) = delete;
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CommandManager& operator=(const CommandManager&) = delete;
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// 开始录制
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vk::CommandBuffer BeginFrame();
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// 结束录制
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void EndFrame();
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vk::CommandBuffer GetBuffer() const { return m_Buffer; }
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private:
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Device& m_Device;
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vk::CommandPool m_Pool;
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vk::CommandBuffer m_Buffer;
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};
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} // namespace Engine
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#endif //HELLOVULKAN_COMMANDMANAGER_H
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