feat: render with depth checking

This commit is contained in:
alphafetus committed 2026-05-14 15:32:14 -04:00
1 parent a1aea8e2a5
commit 14fb61a4d5
5 files changed
+156 -111

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+100 -104
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@@ -1,10 +1,9 @@
use std::collections::HashMap;
use std::alloc::Layout;
use crate::common::mesh::MeshRegistry;
use crate::gpu::vertex3::Vertex3;
use crate::triangle;
use std::error::Error;
use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::command_buffer::allocator::{
StandardCommandBufferAllocator, StandardCommandBufferAllocatorCreateInfo,
};
@@ -17,12 +16,10 @@ use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::device::{
Device, DeviceCreateInfo, DeviceExtensions, Queue, QueueCreateInfo, QueueFlags,
};
use vulkano::image::view::ImageView;
use vulkano::image::{Image, ImageUsage};
use vulkano::image::view::{ImageView, ImageViewCreateInfo};
use vulkano::image::{Image, ImageAspects, ImageCreateInfo, ImageLayout, ImageSubresourceRange, ImageType, ImageUsage};
use vulkano::instance::{Instance, InstanceCreateFlags, InstanceCreateInfo, InstanceExtensions};
use vulkano::memory::allocator::{
AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter, StandardMemoryAllocator,
};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::graphics::GraphicsPipelineCreateInfo;
use vulkano::pipeline::graphics::color_blend::{ColorBlendAttachmentState, ColorBlendState};
use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
@@ -37,8 +34,9 @@ use vulkano::shader::ShaderModule;
use vulkano::swapchain::{Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo};
use vulkano::sync::GpuFuture;
use vulkano::{Validated, VulkanError, VulkanLibrary, swapchain, sync};
use vulkano::descriptor_set::DescriptorSet;
use vulkano::descriptor_set::layout::DescriptorSetLayout;
use vulkano::format::{ClearValue, Format};
use vulkano::memory::MemoryType;
use vulkano::pipeline::graphics::depth_stencil::{DepthState, DepthStencilState};
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::ActiveEventLoop;
@@ -63,7 +61,6 @@ struct VulkanContext {
render_pass: Arc<RenderPass>,
framebuffers: Vec<Arc<Framebuffer>>,
pipeline: Arc<GraphicsPipeline>,
cmd_buffers: Vec<Arc<PrimaryAutoCommandBuffer>>,
mesh_registry: Arc<MeshRegistry>,
instance_registry: Arc<InstanceRegistry>,
camera: Camera,
@@ -150,12 +147,18 @@ impl VulkanContext {
format: swapchain.image_format(),
samples: 1,
load_op: Clear,
store_op: Store,
store_op: Store
},
depth: {
format: Format::D16_UNORM,
samples: 1,
load_op: Clear,
store_op: DontCare,
}
},
pass: {
color: [color],
depth_stencil: {},
depth_stencil: {depth},
}
)?;
@@ -164,7 +167,11 @@ impl VulkanContext {
let frag_shader = triangle::load_fragment(device.clone())
.map_err(|e| format!("Failed to load fragment shader: {e}"))?;
let framebuffers = Self::create_framebuffers(&images, &render_pass)?;
let framebuffers = Self::create_framebuffers(
mem_allocator.clone(),
&images,
&render_pass
)?;
let image_extents = swapchain.image_extent();
@@ -206,17 +213,6 @@ impl VulkanContext {
instance_registry.clone()
);
let cmd_buffers = Self::get_command_buffers(
&cmd_allocator,
&queue,
&pipeline,
&framebuffers,
&camera,
&camera_resources,
mesh_registry.clone(),
batches,
)?;
Ok(Self {
window,
device,
@@ -231,7 +227,6 @@ impl VulkanContext {
frag_shader,
framebuffers,
pipeline,
cmd_buffers,
mesh_registry,
instance_registry,
camera,
@@ -264,11 +259,11 @@ impl VulkanContext {
}
// Rebuild command buffers
let cmd_buffers = Self::get_command_buffers(
let cmd_buffer = Self::get_command_buffer(
&self.cmd_allocator,
&self.queue,
&self.pipeline,
&self.framebuffers,
self.framebuffers[image_idx as usize].clone(),
&self.camera,
&self.camera_resources,
self.mesh_registry.clone(),
@@ -283,7 +278,7 @@ impl VulkanContext {
.join(acquire_future)
.then_execute(
self.queue.clone(),
cmd_buffers[image_idx as usize].clone(),
cmd_buffer.clone(),
)?
.then_swapchain_present(
self.queue.clone(),
@@ -350,9 +345,24 @@ impl VulkanContext {
/// Creates a new [`Framebuffer`] for each swapchain image.
fn create_framebuffers(
alloc: Arc<dyn MemoryAllocator>,
images: &Vec<Arc<Image>>,
render_pass: &Arc<RenderPass>,
) -> Result<Vec<Arc<Framebuffer>>, Box<dyn Error>> {
let depth_buffer = ImageView::new_default(
Image::new(
alloc.clone(),
ImageCreateInfo {
image_type: ImageType::Dim2d,
format: Format::D16_UNORM,
extent: images[0].extent(),
usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT,
..Default::default()
},
AllocationCreateInfo::default()
)?
)?;
let framebuffers = images
.iter()
.map(|image| {
@@ -361,7 +371,7 @@ impl VulkanContext {
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
attachments: vec![view, depth_buffer.clone()],
..Default::default()
},
)
@@ -413,7 +423,6 @@ impl VulkanContext {
device.clone(),
None,
GraphicsPipelineCreateInfo {
flags: Default::default(),
stages: stages.into_iter().collect(),
vertex_input_state: Some(vertex_input_state),
input_assembly_state: Some(InputAssemblyState::default()),
@@ -429,86 +438,80 @@ impl VulkanContext {
)),
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.into()),
depth_stencil_state: Some(DepthStencilState {
depth: Some(DepthState::simple()),
..Default::default()
}),
..GraphicsPipelineCreateInfo::layout(layout)
},
)?)
}
/// Creates a [`PrimaryAutoCommandBuffer`] for each swapchain image.
fn get_command_buffers(
fn get_command_buffer(
cmd_allocator: &Arc<StandardCommandBufferAllocator>,
queue: &Arc<Queue>,
pipeline: &Arc<GraphicsPipeline>,
framebuffers: &Vec<Arc<Framebuffer>>,
framebuffer: Arc<Framebuffer>,
camera: &Camera,
camera_resources: &CameraResources,
mesh_registry: Arc<MeshRegistry>,
render_batches: Vec<RenderBatch>,
) -> Result<Vec<Arc<PrimaryAutoCommandBuffer>>, Box<dyn Error>> {
let buffers = framebuffers
.iter()
.filter_map(|framebuffer| {
let mut builder = AutoCommandBufferBuilder::primary(
cmd_allocator.clone(),
queue.queue_family_index(),
CommandBufferUsage::OneTimeSubmit,
)
.expect("Couldn't create command buffer builder");
) -> Result<Arc<PrimaryAutoCommandBuffer>, Box<dyn Error>> {
let mut builder = AutoCommandBufferBuilder::primary(
cmd_allocator.clone(),
queue.queue_family_index(),
CommandBufferUsage::OneTimeSubmit,
)
.expect("Couldn't create command buffer builder");
unsafe {
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values: vec![Some([0.1, 0.1, 0.1, 1.0].into())],
..RenderPassBeginInfo::framebuffer(framebuffer.clone())
},
SubpassBeginInfo {
contents: SubpassContents::Inline,
..Default::default()
},
)
.unwrap()
.set_viewport(
0,
[camera.viewport()].into_iter().collect()
)
.unwrap()
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
0,
camera_resources.descriptor_set().clone(),
)
.unwrap()
.bind_pipeline_graphics(pipeline.clone())
.unwrap()
.bind_vertex_buffers(0, mesh_registry.vertex_buffer.as_ref().clone())
.unwrap()
.bind_index_buffer(mesh_registry.index_buffer.as_ref().clone())
.unwrap();
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values: vec![
Some([0.1, 0.1, 0.1, 0.5].into()),
Some(1f32.into()),
],
..RenderPassBeginInfo::framebuffer(framebuffer.clone())
},
SubpassBeginInfo {
contents: SubpassContents::Inline,
..Default::default()
},
)?
.set_viewport(
0,
[camera.viewport()].into_iter().collect()
)?
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
0,
camera_resources.descriptor_set().clone(),
)?
.bind_pipeline_graphics(pipeline.clone())?
.bind_vertex_buffers(0, mesh_registry.vertex_buffer.as_ref().clone())?
.bind_index_buffer(mesh_registry.index_buffer.as_ref().clone())?;
render_batches.iter().for_each(|batch| {
// Grab mesh information
let mesh = mesh_registry.get(&batch.mesh_id)
.expect("Mesh does not exist in registry");
unsafe {
render_batches.iter().for_each(|batch| {
// Grab mesh information
let mesh = mesh_registry.get(&batch.mesh_id)
.expect("Mesh does not exist in registry");
builder
.bind_vertex_buffers(1, batch.instance_buffer.clone())
.unwrap()
.draw_indexed(mesh.index_count as u32, batch.instance_count, mesh.index_loc as u32, mesh.vertex_loc as i32, 0)
.unwrap();
});
builder
.bind_vertex_buffers(1, batch.instance_buffer.clone())
.unwrap()
.draw_indexed(mesh.index_count as u32, batch.instance_count, mesh.index_loc as u32, mesh.vertex_loc as i32, 0)
.unwrap();
});
}
builder
.end_render_pass(SubpassEndInfo::default())
.unwrap();
}
builder.end_render_pass(SubpassEndInfo::default())?;
builder.build().ok()
})
.collect();
let buffer = builder.build()?;
Ok(buffers)
Ok(buffer)
}
/// Handles recreation logic for the [`Swapchain`] by using the current information and any new
@@ -532,7 +535,11 @@ impl VulkanContext {
// Recreate the framebuffers, which depend on the swapchain.
let new_framebuffers =
Self::create_framebuffers(&self.swapchain_images, &self.render_pass)?;
Self::create_framebuffers(
self.mem_allocator.clone(),
&self.swapchain_images,
&self.render_pass
)?;
self.framebuffers = new_framebuffers;
@@ -553,19 +560,7 @@ impl VulkanContext {
self.instance_registry.clone()
);
let command_buffers = Self::get_command_buffers(
&self.cmd_allocator,
&self.queue,
&new_pipeline,
&self.framebuffers,
&self.camera,
&self.camera_resources,
self.mesh_registry.clone(),
batches
)?;
self.pipeline = new_pipeline;
self.cmd_buffers = command_buffers;
}
Ok(())
@@ -604,6 +599,7 @@ impl MainApplication {
library,
InstanceCreateInfo {
flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
enabled_layers: vec!["VK_LAYER_KHRONOS_validation".to_string()],
enabled_extensions: required_extensions,
..Default::default()
},
+1 -1
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@@ -32,7 +32,7 @@ impl Camera {
extents: impl Into<Vector2<u32>>
) -> Self {
let extents = extents.into();
let position = Vector3::new(-10.0, 10.0, -10.0);
let position = Vector3::new(-7.0, 7.0, -7.0);
let target = Vector3::zeros();
// Traveling along this vector moves us toward the target.
+3 -3
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@@ -1,6 +1,4 @@
use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
use vulkano::buffer::BufferContents;
use crate::common::camera::Camera;
#[derive(BufferContents)]
@@ -8,6 +6,7 @@ use crate::common::camera::Camera;
pub struct CameraUniform {
pub view: [[f32; 4]; 4],
pub proj: [[f32; 4]; 4],
pub position: [f32; 3],
}
impl From<Camera> for CameraUniform {
@@ -24,6 +23,7 @@ impl From<&Camera> for CameraUniform {
Self {
view: view.into(),
proj: proj.into(),
position: camera.position.into(),
}
}
}
+42 -1
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@@ -1,7 +1,48 @@
#version 460
// Per-fragment - mesh dependent information.
layout(location = 0) in vec3 inFragPosition;
layout(location = 1) in vec3 inNormal;
// Per-frame information - CameraUniform struct
layout(set = 0, binding = 0) uniform CameraUniform {
mat4 view;
mat4 projection;
vec3 position;
} camera;
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
// Default mesh color - no textures for now.
vec3 objectColor = vec3(0.1, 0.1, 0.1);
// Default light information - we aren't going to edit light information until we know more about it.
vec3 lightPosition = vec3(0.0, 10000.0, 0.0);
vec3 lightColor = vec3(1.0, 1.0, 1.0);
// Ambient lighting - literally just a base color percentage.
vec3 ambient = 0.1 * lightColor;
// Diffuse lighting - brighter on faces that catch more light.
// This is the dot product of the frag to the light, and the frag normal.
vec3 norm = normalize(inNormal);
vec3 lightDir = normalize(lightPosition - inFragPosition);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * lightColor;
// Specular lighting - shiny spots corresponding to reflected light toward the camera.
// The direction from the fragment to the camera.
vec3 viewDirection = normalize(camera.position - inFragPosition);
// The direction of reflection of light - the inverse of the light to the surface.
vec3 reflectDirection = reflect(-lightDir, norm);
// The specular is basically like diffuse, plus an extra "specular strength". There's also a coarseness, which
// determines the size of the "dot" created from the shading itself.
float specStrength = 0.5;
int specCoarseness = 32;
float spec = pow(max(dot(viewDirection, reflectDirection), 0.0), specCoarseness);
vec3 specular = specStrength * spec * lightColor;
vec3 result = (ambient + diffuse + specular) * objectColor;
f_color = vec4(result, 1.0);
}
+10 -2
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@@ -14,13 +14,21 @@ layout(location = 5) in vec4 transform_col4;
layout(set = 0, binding = 0) uniform CameraUniform {
mat4 view;
mat4 projection;
vec3 position;
} camera;
// Outputs
layout(location = 0) out vec3 outFragPosition;
layout(location = 1) out vec3 outNormal;
void main() {
// We then multiply each vertex by its transform to find the correct location in the scene.
mat4 transform = mat4(transform_col1, transform_col2, transform_col3, transform_col4);
mat4 model = mat4(transform_col1, transform_col2, transform_col3, transform_col4);
mat4 mvp = camera.projection * camera.view * transform;
mat4 mvp = camera.projection * camera.view * model;
gl_Position = mvp * vec4(position, 1.0f);
outFragPosition = vec3(model * vec4(position, 1.0));
outNormal = normal;
}