feat: depth buffer + 3D model matrix — rotating cube now looks correct

- Depth image (D32_SFLOAT) + image view created in VulkanSwapchain
- VkPipelineDepthStencilStateCreateInfo: depth test + write enabled, CompareOp=Less
- Push constant changed from float angle (4B) to mat4 model (64B)
- 3D rotation: RotateY * RotateX in renderer, applied via push constant
- Vertex shader: gl_Position = vp * model * vec4(pos, 1.0)
- Depth attachment in VkRenderingInfo + depth clear (1.0)
- Depth image layout transition (Undefined → DepthStencilAttachmentOptimal)
- New Vulkan functions: vkCreateImage, vkDestroyImage, vkGetImageMemoryRequirements, vkBindImageMemory
- New structs: VkPipelineDepthStencilStateCreateInfo, VkStencilOpState, VkImageCreateInfo
- New enums: VkCompareOp, VkImageType, VkImageTiling
- 0 validation errors
This commit is contained in:
emil28092005
2026-06-18 02:14:54 +03:00
parent fde8b0f63a
commit d6bd1807cf
9 changed files with 265 additions and 18 deletions
+57 -2
View File
@@ -34,7 +34,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
var vertSpv = LoadShader("Shaders/triangle.vert.spv");
var fragSpv = LoadShader("Shaders/triangle.frag.spv");
_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, vertSpv, fragSpv);
_pipeline = new VulkanPipeline(ctx.Device, swapchain.Format, swapchain.DepthFormat, vertSpv, fragSpv);
_frameResources = new VulkanFrameResources(ctx.Device, ctx.GraphicsQueueFamilyIndex,
swapchain.ImageCount, ctx, _pipeline.DescriptorSetLayout);
@@ -109,11 +109,21 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
0, 0,
0x400, 0x100);
TransitionImageLayoutDepth(cmd, _swapchain.DepthImage,
VkImageLayout.Undefined, VkImageLayout.DepthStencilAttachmentOptimal,
0, 0,
0x100, 0x200);
var clearValue = new VkClearValue
{
Color = new VkClearColorValue { Float0 = 0.02f, Float1 = 0.02f, Float2 = 0.02f, Float3 = 1.0f },
};
var depthClearValue = new VkClearValue
{
DepthStencil = new VkClearDepthStencilValue { Depth = 1.0f, Stencil = 0 },
};
var colorAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
@@ -124,6 +134,16 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
clearValue = clearValue,
};
var depthAttachment = new VkRenderingAttachmentInfo
{
sType = VkStructureType.RenderingAttachmentInfo,
imageView = _swapchain.DepthImageView,
imageLayout = VkImageLayout.DepthStencilAttachmentOptimal,
loadOp = VkAttachmentLoadOp.Clear,
storeOp = VkAttachmentStoreOp.Store,
clearValue = depthClearValue,
};
var renderingInfo = new VkRenderingInfo
{
sType = VkStructureType.RenderingInfo,
@@ -135,6 +155,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
layerCount = 1,
colorAttachmentCount = 1,
pColorAttachments = &colorAttachment,
pDepthAttachment = &depthAttachment,
};
Vk.vkCmdBeginRendering(cmd, &renderingInfo);
@@ -168,7 +189,8 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Vk.vkCmdBindIndexBuffer(cmd, _indexBuffer.Buffer, 0, 0);
var angle = _totalTime;
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 4, &angle);
var model = Matrix4x4.CreateRotationY(angle) * Matrix4x4.CreateRotationX(angle * 0.5f);
Vk.vkCmdPushConstants(cmd, _pipeline.PipelineLayout, VkShaderStageFlags.Vertex, 0, 64, &model);
Vk.vkCmdDrawIndexed(cmd, _indexCount, 1, 0, 0, 0);
@@ -282,6 +304,39 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
Vk.vkCmdPipelineBarrier2(cmd, &depInfo);
}
private static void TransitionImageLayoutDepth(VkCommandBuffer cmd, VkImage image,
VkImageLayout oldLayout, VkImageLayout newLayout,
ulong srcStage, ulong srcAccess,
ulong dstStage, ulong dstAccess)
{
var barrier = new VkImageMemoryBarrier2
{
sType = VkStructureType.ImageMemoryBarrier2,
srcStageMask = srcStage,
srcAccessMask = srcAccess,
dstStageMask = dstStage,
dstAccessMask = dstAccess,
oldLayout = oldLayout,
newLayout = newLayout,
image = image,
subresourceRange = new VkImageSubresourceRange
{
AspectMask = VkImageAspectFlags.Depth,
LevelCount = 1,
LayerCount = 1,
},
};
var depInfo = new VkDependencyInfo
{
sType = VkStructureType.DependencyInfo,
imageMemoryBarrierCount = 1,
pImageMemoryBarriers = &barrier,
};
Vk.vkCmdPipelineBarrier2(cmd, &depInfo);
}
private static byte[] LoadShader(string path)
{
if (!File.Exists(path))