用vulkan写个引擎 (一)综述

https://zhuanlan.zhihu.com/p/466830308

自己写个游戏引擎,这是个有趣的工程实践,vulkan的设备覆盖率已经非常高了。android 7.0以上的设备占比75%左右,iphone 6以上设备90%左右,桌面平台基本都支持,可以预见是个高收益的渲染接口。鉴于本人精力有限才疏学浅,我仅支持vulkan渲染接口,如OpenGL是不支持的。在工程组织方面,考虑良久,最终选择直接使用原始IDE工程,下载完毕即可打开编译调试,最大限度避免卡环境卡编译。

支持平台:android、iOS、macOS、window
开发语言:c语言为主,辅以c++、java和oc
扣扣交流群:554329899

已有功能和部分特点:
0.跨平台c语言基础工具集。 
1.线性代数数学库,定点数,伪随机数。 
2.信号槽组件EventSet。 
3.属性集组件PropertySet。 
4.跨平台系统常用接口抽象层nwsi。 
5.基础的vulkan工具,简化接口使用。 
6.gltf解析和加载,基本款pbr。 
7.小型的GUI组件,支持控件样式和主题皮肤。 
8.用FreeImage支持多种图片格式png、jpeg等。 
9.支持压缩纹理basis和压缩模型draco。 
a.完善的构建系统,可直接打出多平台发布包。 
b.一套tcp基本cs网络,一套前向纠错udp网络。 
c.大部分使用c语言,编译速度快便于调试。 
d.小型的音频播放组件,支持mp3,ogg,wav。

特别说下nwsi。该系统相当于glfw但是功能上多了文字排版组件,并且有更细腻的输入法接口。  
1.系统事件:鼠标、多点触控、按键,输入法等。 
2.文字排版系统使用系统原生接口抽象,免字库。 
3.嵌入式设计更轻量,尽量不破坏宿主工程结构。 
4.该系统可以剥离vulkan独立工作,方便拓展。 

GUI为保留式设计,主要参考cegui、cocos2dx。使用TexturePackage作为图集打包工具。使用类似qt绑定回调函数的方式完成界面逻辑编写。

仓库并不是一个,而是一系列,可自行选用
https://bitbucket.org/mm_longcheng
mm-make dev分支 工程编译多平台脚本工具 
mm-libx dev分支 第三方依赖库构建 
mm-core dev分支 多平台接口抽象工具集 
mm-nes dev分支 可选的nes模拟器内核 
mm-vulkan dev分支 vulkan测试工程 

mm-nes是可选的,mm-vulkan工程临时用到这个库,整合过来纯粹就是好玩,正式完成会去掉依赖。mm-libx可以单独使用,构建你自己的依赖。 

需要环境变量 MM_HOME=<指向检出的以上四个库的主目录> 

编译 
mm-libx 下面运行脚本 script/compile/compile_<需要的平台> 
mm-core 下面运行脚本 script/compile/compile_<需要的平台> 
mm-nes 下面运行类似地址的脚本 

编译的时候注意看一下mm-libx下面的readme.txt,避免出现常见编译问题,遇到问题也可以加群问我。 

工程结构不采用cmake这些外部构建,而是直接使用原始ide工程,需要IDE版本支持: 

1.windows需要visual studio 2017以上 最小支持 win 7 仅有64位版本 
2.xcode需要 xcode Version 12.5.1 以上 最小支持 macos 10.12 ios 12.1 
3.android 需要android studio NDK ndkVersion '21.4.7075529' 最小支持 minSdkVersion 24 

一旦依赖库编译完毕,直接打开对应ide的工程打开即可调试打包。

以下展示ui系统,过程式生成模型,动画系统

以下展示构建界面逻辑的基本套路

下面是个简单的使用Vulkan API编渲染管线的示例代码: ```c++ #include <vulkan/vulkan.h> #include <vector> #include <iostream> int main() { // 初始化Vulkan实例 VkInstance instance; VkInstanceCreateInfo instanceCreateInfo = {}; instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; vkCreateInstance(&instanceCreateInfo, nullptr, &instance); // 获取Vulkan设备列表 uint32_t deviceCount = 0; vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr); std::vector<VkPhysicalDevice> physicalDevices(deviceCount); vkEnumeratePhysicalDevices(instance, &deviceCount, physicalDevices.data()); // 选择第个物理设备 VkPhysicalDevice physicalDevice = physicalDevices[0]; // 获取设备属性 VkPhysicalDeviceProperties deviceProperties; vkGetPhysicalDeviceProperties(physicalDevice, &deviceProperties); // 创建设备 VkDevice device; VkDeviceCreateInfo deviceCreateInfo = {}; deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; vkCreateDevice(physicalDevice, &deviceCreateInfo, nullptr, &device); // 获取队列族索引 uint32_t queueFamilyIndex = 0; VkQueueFamilyProperties queueFamilyProperties; vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, &queueFamilyProperties); for (uint32_t i = 0; i < queueFamilyCount; i++) { if (queueFamilyProperties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) { queueFamilyIndex = i; break; } } // 创建命令池 VkCommandPool commandPool; VkCommandPoolCreateInfo commandPoolCreateInfo = {}; commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; commandPoolCreateInfo.queueFamilyIndex = queueFamilyIndex; vkCreateCommandPool(device, &commandPoolCreateInfo, nullptr, &commandPool); // 创建渲染管线 VkShaderModule vertexShaderModule; VkShaderModuleCreateInfo vertexShaderCreateInfo = {}; // 加载顶点着色器GLSL代码 vertexShaderCreateInfo.codeSize = sizeof(vertexShaderCode); vertexShaderCreateInfo.pCode = vertexShaderCode; vkCreateShaderModule(device, &vertexShaderCreateInfo, nullptr, &vertexShaderModule); VkShaderModule fragmentShaderModule; VkShaderModuleCreateInfo fragmentShaderCreateInfo = {}; // 加载片段着色器GLSL代码 fragmentShaderCreateInfo.codeSize = sizeof(fragmentShaderCode); fragmentShaderCreateInfo.pCode = fragmentShaderCode; vkCreateShaderModule(device, &fragmentShaderCreateInfo, nullptr, &fragmentShaderModule); VkPipelineShaderStageCreateInfo shaderStages[2] = {}; shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT; shaderStages[0].module = vertexShaderModule; shaderStages[0].pName = "main"; shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; shaderStages[1].module = fragmentShaderModule; shaderStages[1].pName = "main"; VkPipelineVertexInputStateCreateInfo vertexInputCreateInfo = {}; vertexInputCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; VkPipelineInputAssemblyStateCreateInfo inputAssemblyCreateInfo = {}; inputAssemblyCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; inputAssemblyCreateInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; VkViewport viewport = {}; viewport.x = 0.0f; viewport.y = 0.0f; viewport.width = WIDTH; viewport.height = HEIGHT; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; VkRect2D scissor = {}; scissor.offset = {0, 0}; scissor.extent = {WIDTH, HEIGHT}; VkPipelineViewportStateCreateInfo viewportCreateInfo = {}; viewportCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewportCreateInfo.viewportCount = 1; viewportCreateInfo.pViewports = &viewport; viewportCreateInfo.scissorCount = 1; viewportCreateInfo.pScissors = &scissor; VkPipelineRasterizationStateCreateInfo rasterizationCreateInfo = {}; rasterizationCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rasterizationCreateInfo.polygonMode = VK_POLYGON_MODE_FILL; rasterizationCreateInfo.cullMode = VK_CULL_MODE_BACK_BIT; rasterizationCreateInfo.frontFace = VK_FRONT_FACE_CLOCKWISE; rasterizationCreateInfo.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo multisampleCreateInfo = {}; multisampleCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; multisampleCreateInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState colorBlendAttachment = {}; colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; colorBlendAttachment.blendEnable = VK_FALSE; VkPipelineColorBlendStateCreateInfo colorBlendCreateInfo = {}; colorBlendCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; colorBlendCreateInfo.attachmentCount = 1; colorBlendCreateInfo.pAttachments = &colorBlendAttachment; VkPipelineLayout pipelineLayout; VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = {}; pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout); VkGraphicsPipelineCreateInfo pipelineCreateInfo = {}; pipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineCreateInfo.stageCount = 2; pipelineCreateInfo.pStages = shaderStages; pipelineCreateInfo.pVertexInputState = &vertexInputCreateInfo; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyCreateInfo; pipelineCreateInfo.pViewportState = &viewportCreateInfo; pipelineCreateInfo.pRasterizationState = &rasterizationCreateInfo; pipelineCreateInfo.pMultisampleState = &multisampleCreateInfo; pipelineCreateInfo.pColorBlendState = &colorBlendCreateInfo; pipelineCreateInfo.layout = pipelineLayout; pipelineCreateInfo.renderPass = renderPass; vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineCreateInfo, nullptr, &pipeline); // 渲染 VkCommandBuffer commandBuffer; VkCommandBufferAllocateInfo commandBufferAllocateInfo = {}; commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; commandBufferAllocateInfo.commandPool = commandPool; commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; commandBufferAllocateInfo.commandBufferCount = 1; vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer); VkCommandBufferBeginInfo commandBufferBeginInfo = {}; commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo); vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); vkCmdDraw(commandBuffer, 3, 1, 0, 0); vkCmdEndRenderPass(commandBuffer); vkEndCommandBuffer(commandBuffer); // 释放资源 vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer); vkDestroyCommandPool(device, commandPool, nullptr); vkDestroyShaderModule(device, vertexShaderModule, nullptr); vkDestroyShaderModule(device, fragmentShaderModule, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyPipeline(device, pipeline, nullptr); vkDestroyDevice(device, nullptr); vkDestroyInstance(instance, nullptr); return 0; } ``` 需要注意的是,上述示例代码仅仅是个简单的渲染管线,实际应用中还需要添加更多的细节和逻辑,例如纹理加载、深度测试、光照等。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值