使用基于推送常量的顶点属性
在OpenGL中,我们可以通过顶点属性将数据传递给着色器。而推送常量则可以在渲染过程中实时改变着色器的属性。如果不使用基于推送常量的顶点属性,将会使得渲染过程变得更加复杂和低效。
以下是一个使用基于推送常量的顶点属性的示例:
// 设置推送常量
struct PushConstants {
mat4 model_view_projection;
} push_constants;
// 设置管道布局,并将推送常量绑定到管道
VkPushConstantRange push_constant_range = {};
push_constant_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constant_range.offset = 0;
push_constant_range.size = sizeof(PushConstants);
VkPipelineLayoutCreateInfo pipeline_layout_ci = {};
pipeline_layout_ci.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipeline_layout_ci.setLayoutCount = 1;
pipeline_layout_ci.pSetLayouts = &descriptor_set_layout;
pipeline_layout_ci.pushConstantRangeCount = 1;
pipeline_layout_ci.pPushConstantRanges = &push_constant_range;
vkCreatePipelineLayout(device, &pipeline_layout_ci, nullptr, &pipeline_layout);
// 定义顶点属性结构体
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 tex_coord;
};
// 创建顶点缓冲区
VkBuffer vertex_buffer;
VkDeviceMemory vertex_memory;
VkBufferCreateInfo buffer_ci = {};
buffer_ci.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_ci.size = sizeof(vertices);
buffer_ci.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
buffer_ci.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
vkCreateBuffer(device, &buffer_ci, nullptr, &vertex_buffer);
VkMemoryRequirements memory_requirements;
vkGetBufferMemoryRequirements(device, vertex_buffer, &memory_requirements);
VkMemoryAllocateInfo memory_alloc_info = {};
memory_alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memory_alloc_info.allocationSize = memory_requirements.size;
memory_alloc_info.memoryTypeIndex = 0;
vkAllocateMemory(device, &memory_alloc_info, nullptr, &vertex_memory);
vkBindBufferMemory(device, vertex_buffer, vertex_memory, 0);
// 绑定推送常量和顶点缓冲区到着色器
VkDescriptorSet descriptor_sets;
vkAllocateDescriptorSets(descriptor_pool, 1, &descriptor_set, &descriptor_sets);
VkWriteDescriptorSet write_descriptor_set = {};
write_descriptor_set.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
write_descriptor
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