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vulkan中vertex buffer的用法

2019-11-09 16:47:53
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-Vulkan的资源(buffer或者image)都用descriptor表示,vertex buffer也是以descriptor的形式来分配和使用的下面讲的是如果使用vertex buffer来向shader传递顶点数据1.准备vertex数据    const float vb[3][5] = {        /*      position             texcoord */        { -1.0f, -1.0f,  0.25f,     0.0f, 0.0f },        {  1.0f, -1.0f,  0.25f,     1.0f, 0.0f },        {  0.0f,  1.0f,  1.0f,      0.5f, 1.0f },    };2.调用vkCreateBuffer创建VkBuffer(buf),然后用vkAllocateMemory来分配device内存(men)3.vkMapMemory将device内存map到cpu端(data)4.memcpy(data, vb, sizeof(vb));5.调用vkBindBufferMemory(device,buf,mem)将device内存和vkbuffer绑定6.创建vi,VkPipelineVertexInputStateCreateInfo vi    demo->vertices.vi.vertexAttributeDescriptionCount = 2;

    demo->vertices.vi.pVertexAttributeDescriptions = demo->vertices.vi_attrs;//vi_attrs是关键

    demo->vertices.vi_attrs[0].binding = VERTEX_BUFFER_BIND_ID;    demo->vertices.vi_attrs[0].location = 0;    demo->vertices.vi_attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;    demo->vertices.vi_attrs[0].offset = 0;    demo->vertices.vi_attrs[1].binding = VERTEX_BUFFER_BIND_ID;    demo->vertices.vi_attrs[1].location = 1;    demo->vertices.vi_attrs[1].format = VK_FORMAT_R32G32_SFLOAT;    demo->vertices.vi_attrs[1].offset = sizeof(float) * 3;7.在create pipeline的时候传入刚创建的vi:pipeline.pVertexInputState = &vi;8.build cmd的时候,bind之前创建的vertex buffer    vkCmdBindVertexBuffers(demo->draw_cmd, VERTEX_BUFFER_BIND_ID, 1,&demo->vertices.buf, offsets);    vkCmdDraw(demo->draw_cmd, 3, 1, 0, 0);    vkCmdEndRenderPass(demo->draw_cmd);9.在shader中使用vertex buffer   vs #version 400  #extension GL_ARB_separate_shader_objects : enable  #extension GL_ARB_shading_language_420pack : enable  layout (location = 0) in vec4 pos;  layout (location = 1) in vec2 attr;  layout (location = 0) out vec2 texcoord;  void main() {     texcoord = attr;     gl_Position = pos;  }  fs #version 400  #extension GL_ARB_separate_shader_objects : enable  #extension GL_ARB_shading_language_420pack : enable  layout (binding = 0) uniform sampler2D tex;  layout (location = 0) in vec2 texcoord;  layout (location = 0) out vec4 uFragColor;  void main() {     uFragColor = texture(tex, texcoord);  }    comment:layout(location = attribute index) in vec3 position;

  跟glBindAttribLocation的功能类似,设置position使用哪个属性:

 static const GLfloat verts[3][2] = {                { -0.5, -0.5 },                {  0.5, -0.5 },                {  0,    0.5 }   };"attribute vec4 pos;/n"//in shaderglBindAttribLocation(PRogram, window->gl.pos, "pos");glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);glEnableVertexAttribArray(window->gl.pos);glDrawArrays()


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