feat: cube from OBJ with depth buffer, no rotation
- Load Content/cube.obj via ObjLoader (36 vertices, 36 indices) - Depth buffer re-enabled: depth test + write, CompareOp=Less - Depth image transition + depth attachment in rendering info - Push constant angle=0 (no rotation) - Camera at z=-2, perspective FOV 45° - UINT32 index type (fixed in previous commit) - Face normals computed by ObjLoader (no vn in cube.obj) - 0 validation errors
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@@ -14,7 +14,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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private readonly VkDevice _device;
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private bool _disposed;
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public VulkanPipeline(VkDevice device, VkFormat colorFormat, byte[] vertSpv, byte[] fragSpv)
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public VulkanPipeline(VkDevice device, VkFormat colorFormat, VkFormat depthFormat, byte[] vertSpv, byte[] fragSpv)
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{
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_device = device;
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VertModule = CreateShaderModule(vertSpv);
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@@ -115,6 +115,16 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sampleShadingEnable = VkBool32.False,
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};
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var depthStencilState = new VkPipelineDepthStencilStateCreateInfo
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{
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sType = VkStructureType.PipelineDepthStencilStateCreateInfo,
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depthTestEnable = VkBool32.True,
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depthWriteEnable = VkBool32.True,
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depthCompareOp = VkCompareOp.Less,
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depthBoundsTestEnable = VkBool32.False,
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stencilTestEnable = VkBool32.False,
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};
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var blendAttachment = new VkPipelineColorBlendAttachmentState
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{
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blendEnable = VkBool32.False,
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@@ -169,6 +179,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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sType = VkStructureType.PipelineRenderingCreateInfo,
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colorAttachmentCount = 1,
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pColorAttachmentFormats = &colorFormat,
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depthAttachmentFormat = depthFormat,
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};
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var pipelineInfo = new VkGraphicsPipelineCreateInfo
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@@ -182,6 +193,7 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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pViewportState = &viewportState,
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pRasterizationState = &rasterizationState,
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pMultisampleState = &multisampleState,
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pDepthStencilState = &depthStencilState,
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pColorBlendState = &colorBlendState,
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pDynamicState = &dynamicState,
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layout = PipelineLayout,
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@@ -34,25 +34,19 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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var vertSpv = LoadShader("Shaders/triangle.vert.spv");
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var fragSpv = LoadShader("Shaders/triangle.frag.spv");
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_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, vertSpv, fragSpv);
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_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, swapchain.DepthFormat, vertSpv, fragSpv);
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_frameResources = new VulkanFrameResources(ctx.Device, ctx.GraphicsQueueFamilyIndex,
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swapchain.ImageCount, ctx, _pipeline.DescriptorSetLayout);
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var vertices = new Vertex[]
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{
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new(new Vector3(-0.5f, -0.5f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0, 0, 1)),
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new(new Vector3( 0.5f, -0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0, 0, 1)),
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new(new Vector3( 0.0f, 0.5f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(0, 0, 1)),
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};
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var indices = new uint[] { 0, 1, 2 };
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_indexCount = 3;
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var mesh = LoadMesh("Content/cube.obj");
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_indexCount = (uint)mesh.Indices.Length;
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_vertexBuffer = new VulkanVertexBuffer(ctx.Device, ctx.PhysicalDevice,
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_frameResources.CommandPool, ctx.GraphicsQueue, ctx, vertices);
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_frameResources.CommandPool, ctx.GraphicsQueue, ctx, mesh.Vertices);
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_indexBuffer = new VulkanIndexBuffer(ctx.Device, _frameResources.CommandPool,
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ctx.GraphicsQueue, ctx, indices);
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ctx.GraphicsQueue, ctx, mesh.Indices);
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}
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private static Mesh LoadMesh(string path)
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@@ -115,6 +109,11 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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0, 0,
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0x400, 0x100);
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TransitionImageLayoutDepth(cmd, _swapchain.DepthImage,
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VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
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0, 0,
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0x100, 0x200);
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var clearValue = new VkClearValue
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{
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Color = new VkClearColorValue { Float0 = 0.02f, Float1 = 0.02f, Float2 = 0.02f, Float3 = 1.0f },
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@@ -135,6 +134,16 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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clearValue = clearValue,
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};
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var depthAttachment = new VkRenderingAttachmentInfo
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{
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sType = VkStructureType.RenderingAttachmentInfo,
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imageView = _swapchain.DepthImageView,
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imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
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loadOp = VkAttachmentLoadOp.Clear,
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storeOp = VkAttachmentStoreOp.Store,
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clearValue = depthClearValue,
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};
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var renderingInfo = new VkRenderingInfo
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{
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sType = VkStructureType.RenderingInfo,
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@@ -146,6 +155,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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layerCount = 1,
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colorAttachmentCount = 1,
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pColorAttachments = &colorAttachment,
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pDepthAttachment = &depthAttachment,
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};
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Vk.vkCmdBeginRendering(cmd, &renderingInfo);
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@@ -178,7 +188,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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Vk.vkCmdBindIndexBuffer(cmd, _indexBuffer.Buffer, 0, 1);
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var angle = _totalTime;
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float angle = 0.0f;
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Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 4, &angle);
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Vk.vkCmdDrawIndexed(cmd, _indexCount, 1, 0, 0, 0);
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@@ -256,8 +266,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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{
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var aspect = (float)_swapchain.Extent.Width / (float)_swapchain.Extent.Height;
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, aspect, 0.1f, 100f);
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, -2), Vector3.Zero, Vector3.UnitY);
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return view * proj;
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, -2), Vector3.Zero, Vector3.UnitY); return view * proj;
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}
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private static void TransitionImageLayout(VkCommandBuffer cmd, VkImage image,
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