feat: additional implementation of renderer

This commit is contained in:
alphafetus committed 2026-08-25 10:31:36 -04:00
1 parent 639875b603
commit 8683f8b565
16 files changed
+197 -195

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+52 -67
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@@ -1,4 +1,9 @@
use crate::common::camera::{Camera, CameraResources};
use crate::common::instance::InstanceRegistry;
use crate::common::mesh::MeshRegistry;
use crate::common::render_batch::RenderBatch;
use crate::common::scene::Scene;
use crate::gpu::instance::GpuInstance;
use crate::gpu::vertex3::Vertex3;
use crate::triangle;
use std::error::Error;
@@ -15,35 +20,33 @@ use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::device::{
Device, DeviceCreateInfo, DeviceExtensions, Queue, QueueCreateInfo, QueueFlags,
};
use vulkano::format::Format;
use vulkano::image::view::ImageView;
use vulkano::image::{Image, ImageCreateInfo, ImageType, ImageUsage};
use vulkano::instance::{Instance, InstanceCreateFlags, InstanceCreateInfo, InstanceExtensions};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, StandardMemoryAllocator};
use vulkano::pipeline::graphics::GraphicsPipelineCreateInfo;
use vulkano::pipeline::graphics::color_blend::{ColorBlendAttachmentState, ColorBlendState};
use vulkano::pipeline::graphics::depth_stencil::{DepthState, DepthStencilState};
use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
use vulkano::pipeline::graphics::multisample::MultisampleState;
use vulkano::pipeline::graphics::rasterization::RasterizationState;
use vulkano::pipeline::graphics::vertex_input::{Vertex, VertexDefinition};
use vulkano::pipeline::graphics::viewport::{Viewport, ViewportState};
use vulkano::pipeline::layout::PipelineDescriptorSetLayoutCreateInfo;
use vulkano::pipeline::{DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout, PipelineShaderStageCreateInfo};
use vulkano::pipeline::{
DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
};
use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass};
use vulkano::shader::ShaderModule;
use vulkano::swapchain::{Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo};
use vulkano::sync::GpuFuture;
use vulkano::{Validated, VulkanError, VulkanLibrary, swapchain, sync};
use vulkano::format::Format;
use vulkano::pipeline::graphics::depth_stencil::{DepthState, DepthStencilState};
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::ActiveEventLoop;
use winit::window::{Window, WindowAttributes, WindowId};
use crate::common::camera::{Camera, CameraResources};
use crate::common::instance::InstanceRegistry;
use crate::common::render_batch::RenderBatch;
use crate::common::scene::Scene;
use crate::gpu::instance::GpuInstance;
struct VulkanContext {
window: Arc<Window>,
@@ -165,23 +168,14 @@ 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(
mem_allocator.clone(),
&images,
&render_pass
)?;
let framebuffers = Self::create_framebuffers(mem_allocator.clone(), &images, &render_pass)?;
let image_extents = swapchain.image_extent();
// Create the camera.
let camera = Camera::new(image_extents);
let pipeline = Self::create_pipeline(
&device,
&vert_shader,
&frag_shader,
&render_pass,
)?;
let pipeline = Self::create_pipeline(&device, &vert_shader, &frag_shader, &render_pass)?;
// Get descriptor set layout
let pipeline_layout = pipeline.layout().clone();
@@ -191,17 +185,12 @@ impl VulkanContext {
let camera_resources = CameraResources::new(
mem_allocator.clone(),
desc_allocator.clone(),
desc_set_layout
desc_set_layout,
);
let scene = Scene::from_file_json("./test_scene.scene");
let mesh_registry = Arc::new(MeshRegistry::from_scene(
&scene,
mem_allocator.clone()
));
let instance_registry = Arc::new(InstanceRegistry::from_scene(
&scene
));
let mesh_registry = Arc::new(MeshRegistry::from_scene(&scene, mem_allocator.clone()));
let instance_registry = Arc::new(InstanceRegistry::from_scene(&scene));
Ok(Self {
window,
@@ -220,7 +209,7 @@ impl VulkanContext {
mesh_registry,
instance_registry,
camera,
camera_resources
camera_resources,
})
}
@@ -260,16 +249,13 @@ impl VulkanContext {
RenderBatch::build_batches(
self.mem_allocator.clone(),
self.mesh_registry.clone(),
self.instance_registry.clone()
)
self.instance_registry.clone(),
),
)?;
let future = sync::now(self.device.clone())
.join(acquire_future)
.then_execute(
self.queue.clone(),
cmd_buffer.clone(),
)?
.then_execute(self.queue.clone(), cmd_buffer.clone())?
.then_swapchain_present(
self.queue.clone(),
SwapchainPresentInfo::swapchain_image_index(self.swapchain.clone(), image_idx),
@@ -339,19 +325,17 @@ impl VulkanContext {
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 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()
@@ -388,8 +372,8 @@ impl VulkanContext {
.entry_point("main")
.ok_or("Failed to find fragment shader entry point")?;
let vertex_input_state = [Vertex3::per_vertex(), GpuInstance::per_instance()]
.definition(&vs)?;
let vertex_input_state =
[Vertex3::per_vertex(), GpuInstance::per_instance()].definition(&vs)?;
let stages = vec![
PipelineShaderStageCreateInfo::new(vs),
@@ -453,15 +437,12 @@ impl VulkanContext {
queue.queue_family_index(),
CommandBufferUsage::OneTimeSubmit,
)
.expect("Couldn't create command buffer builder");
.expect("Couldn't create command buffer builder");
builder
.begin_render_pass(
RenderPassBeginInfo {
clear_values: vec![
Some([0.1, 0.1, 0.1, 0.5].into()),
Some(1f32.into()),
],
clear_values: vec![Some([0.1, 0.1, 0.1, 0.5].into()), Some(1f32.into())],
..RenderPassBeginInfo::framebuffer(framebuffer.clone())
},
SubpassBeginInfo {
@@ -469,10 +450,7 @@ impl VulkanContext {
..Default::default()
},
)?
.set_viewport(
0,
[camera.viewport()].into_iter().collect()
)?
.set_viewport(0, [camera.viewport()].into_iter().collect())?
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
@@ -486,13 +464,20 @@ impl VulkanContext {
unsafe {
render_batches.iter().for_each(|batch| {
// Grab mesh information
let mesh = mesh_registry.get(&batch.mesh_id)
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)
.draw_indexed(
mesh.index_count as u32,
batch.instance_count,
mesh.index_loc as u32,
mesh.vertex_loc as i32,
0,
)
.unwrap();
});
}
@@ -524,12 +509,11 @@ impl VulkanContext {
self.swapchain_images = new_images;
// Recreate the framebuffers, which depend on the swapchain.
let new_framebuffers =
Self::create_framebuffers(
self.mem_allocator.clone(),
&self.swapchain_images,
&self.render_pass
)?;
let new_framebuffers = Self::create_framebuffers(
self.mem_allocator.clone(),
&self.swapchain_images,
&self.render_pass,
)?;
self.framebuffers = new_framebuffers;
@@ -541,7 +525,8 @@ impl VulkanContext {
&self.render_pass,
)?;
self.camera.extents([image_extents.width, image_extents.height]);
self.camera
.extents([image_extents.width, image_extents.height]);
self.pipeline = new_pipeline;
}