清理cpp 内容, 只保留主文件。CMakeLists.txt 采用根目录的。
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#pragma once
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <fstream>
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#include <iostream>
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#include <iostream>
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#include <stdexcept>
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#include <cstdlib>
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#include <vector>
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#include <optional>
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#include <set>
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struct QueueFamilyIndices {
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std::optional<uint32_t> graphicsFamily;
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std::optional<uint32_t> presentFamily;
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bool isComplete() {
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return graphicsFamily.has_value() && presentFamily.has_value();
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}
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};
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class HelloTriangleApplication
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{
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private:
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std::vector<char> readFile(const std::string &enginePath)
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{
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std::ifstream file{enginePath, std::ios::ate | std::ios::binary};
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if (!file.is_open())
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{
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throw std::runtime_error("failed to open file: " + enginePath);
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}
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size_t fileSize = static_cast<size_t>(file.tellg());
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std::vector<char> buffer(fileSize);
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file.seekg(0);
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file.read(buffer.data(), fileSize);
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file.close();
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return buffer;
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}
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VkShaderModule createShaderModule(const std::vector<char> &code)
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{
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = code.size();
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createInfo.pCode = reinterpret_cast<const uint32_t *>(code.data());
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VkShaderModule shaderModule;
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if (vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule) != VK_SUCCESS)
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{
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throw std::runtime_error("failed to create shader module!");
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}
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return shaderModule;
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}
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public:
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void run();
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private:
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GLFWwindow *window;
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VkInstance instance;
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void initWindow();
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void createSurface();
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void initVulkan();
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void mainLoop();
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void cleanup();
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void createInstance();
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void createImageViews();
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void createFramebuffers();
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void createCommandPool();
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void createCommandBuffer();
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void setupDebugMessenger();
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void pickPhysicalDevice();
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QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
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bool isDeviceSuitable(VkPhysicalDevice device);
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bool checkSwapChainSupport(VkPhysicalDevice device);
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bool checkDeviceExtensionSupport(VkPhysicalDevice device);
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bool checkValidationLayerSupport();
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void createLogicalDevice();
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void createSwapChain();
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void createPipelineLayout();
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void createGraphicsPipeline();
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void createRenderPass();
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void recordCommandBuffer(VkCommandBuffer commandBuffer, uint32_t imageIndex);
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void createSyncObjects();
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void drawFrame();
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private:
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; // 物理设备
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VkDevice device; // 逻辑设备
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VkQueue graphicsQueue; // 图形队列
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VkSurfaceKHR surface; // 窗口表面
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VkSwapchainKHR swapChain; // 交换链
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std::vector<VkImage> swapChainImages; // 交换链图像
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VkFormat swapChainImageFormat; // 交换链图像格式
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VkExtent2D swapChainExtent; // 交换链图像分辨率
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std::vector<VkImageView> swapChainImageViews; // 交换链图像视图
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VkRenderPass renderPass; // 渲染流程
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VkPipelineLayout pipelineLayout; // 管线布局
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VkPipeline graphicsPipeline; // 图形管线
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std::vector<VkFramebuffer> swapChainFramebuffers; // 帧缓冲区
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VkCommandPool commandPool; // 命令池
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VkCommandBuffer commandBuffer; // 命令缓冲区
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VkSemaphore imageAvailableSemaphore; // 图像可用信号量
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VkSemaphore renderFinishedSemaphore; // 渲染完成信号量
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VkFence inFlightFence; // 同步栅栏
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VkQueue presentQueue; // 呈现队列
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VkDebugUtilsMessengerEXT debugMessenger;
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const std::vector<const char*> validationLayers = {
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"VK_LAYER_KHRONOS_validation"
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};
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const int kWidth = 800;
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const int kHeight = 600;
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};
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