use sdl and vulkan to render an fbx mod in csharp

To render an FBX model using SDL and Vulkan in C#, you'll need to follow these general steps:

  1. Load the FBX model using a library such as the Autodesk FBX SDK. This will give you access to the model's geometry and materials.
main.cs
using Autodesk.Fbx;
...

// Create an FBX manager and importer
FbxManager manager = FbxManager.Create();
FbxIOSettings ioSettings = FbxIOSettings.Create(manager, Globals.IOSROOT);
FbxImporter importer = FbxImporter.Create(manager, "");

// Import the FBX file
if (!importer.Initialize(fileName, -1, ioSettings))
    throw new Exception("Failed to initialize FBX importer: " + importer.GetStatus().GetErrorString());
FbxScene scene = FbxScene.Create(manager, "Scene");
if (!importer.Import(scene))
    throw new Exception("FBX import failed: " + importer.GetStatus().GetErrorString());

// Get the root node of the scene
FbxNode rootNode = scene.GetRootNode();
if (rootNode == null)
    throw new Exception("FBX file contains no root node.");
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  1. Use Vulkan to create a window where you can display the model.
main.cs
using Vulkan;
...

// Initialize Vulkan
Instance instance;
DebugReportCallbackEXT debugCallback;
InstanceManager.CreateInstance(out instance, out debugCallback, validationLayers, instanceExtensions, debug);
PhysicalDevice physicalDevice = InstanceManager.SelectPhysicalDevice(instance, surface, requiredDeviceExtensions);
Device device = DeviceManager.CreateDevice(physicalDevice, surface, queueFamilies, deviceExtensions);
Queue graphicsQueue = device.GetQueue(queueFamilies.GraphicsFamilyIndex, 0);

// Create a window using SDL
SDL_Init(SDL_INIT_VIDEO);
SDL_Window window = SDL_CreateWindow("Vulkan", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WindowFlags.SDL_WINDOW_SHOWN | SDL_WindowFlags.SDL_WINDOW_VULKAN);
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  1. Create a Vulkan pipeline that will render the model. This will include creating shaders, defining the layout of the vertex data, and specifying the order in which to draw the model's geometry.
main.cs
// Create the Vulkan pipeline
ShaderModule vertShader = PipelineManager.CreateShaderModule(device, vertShaderCode);
ShaderModule fragShader = PipelineManager.CreateShaderModule(device, fragShaderCode);
PipelineLayout pipelineLayout;
VkPipeline pipeline = PipelineManager.CreateGraphicsPipeline(device, renderPass, vertShader, fragShader, out pipelineLayout);

// Record the command buffer
CommandBuffer commandBuffer = CommandBufferManager.BeginSingleTimeCommands(device, commandPool);
CommandBufferManager.BeginRenderPass(commandBuffer, renderPass, framebuffers[i], width, height, clearValues);
CommandBufferManager.BindPipeline(commandBuffer, pipeline);
CommandBufferManager.BindVertexBuffer(commandBuffer, vertexBuffer, 0ul);
CommandBufferManager.BindIndexBuffer(commandBuffer, indexBuffer, 0ul, IndexType.UInt32);
CommandBufferManager.DrawIndexed(commandBuffer, indexCount, instanceCount, 0ul, 0, 0);
CommandBufferManager.EndRenderPass(commandBuffer);
CommandBufferManager.EndSingleTimeCommands(commandBuffer, graphicsQueue, commandPool);
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  1. Acquire the model's vertex data and copy it to the graphics card using a Vulkan buffer.
main.cs
// Create a Vulkan buffer to hold the vertex data
DeviceMemory vertexBufferMemory;
Buffer vertexBuffer = BufferManager.CreateVertexBuffer(device, vertices.Length * Vertex.Size(), out vertexBufferMemory);

// Copy the vertex data to the buffer
Vertex[] vertexArray = vertices.ToArray();
IntPtr data;
VkResult result = device.MapMemory(vertexBufferMemory, 0ul, (ulong)vertexBufferMemory.Size, VkMemoryMapFlags.None, out data);
Marshal.Copy(vertexArray, 0, data, vertices.Length);
device.UnmapMemory(vertexBufferMemory);
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  1. Run the Vulkan pipeline on the model to render it to the window.
main.cs
// Draw the model to the window
Swapchain swapchain = SwapchainManager.CreateSwapchain(device, surface, width, height, swapchainImages, presentMode, imageFormat, presentQueue, graphicsQueue);
Semaphore imageAvailableSemaphore = new Semaphore(device, SemaphoreCreateFlags.None, 0u);
Semaphore renderFinishedSemaphore = new Semaphore(device, SemaphoreCreateFlags.None, 0u);
CommandBufferManager.ClearCommandPool(device, commandPool);
SwapchainManager.AquireNextImage(device, swapchain, imageAvailableSemaphore, out uint imageIndex);
SwapchainManager.SubmitGraphicsQueue(device, commandBuffers[imageIndex], imageAvailableSemaphore, renderFinishedSemaphore, presentQueue);
SwapchainManager.PresentQueue(swapchain, imageIndex, renderFinishedSemaphore, presentQueue);
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These are just the general steps to render an FBX model using SDL and Vulkan in C#. The actual implementation will depend on your specific application and the requirements of your project.

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