feat: implement a more modular graphics pipeline
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-85
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+1
@@ -2627,6 +2627,7 @@ dependencies = [
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"nalgebra",
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"postcard",
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"serde",
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"serde_json",
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"uuid",
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"vulkano",
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"vulkano-shaders",
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@@ -13,3 +13,4 @@ winit = "0.30.13"
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nalgebra = "*"
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uuid = { version = "1.23.1", features = ["v4"] }
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postcard = { version = "1.1", features = ["alloc"] }
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serde_json = "1.0.149"
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+89
-59
@@ -1,3 +1,4 @@
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use std::collections::HashMap;
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use crate::common::mesh::MeshRegistry;
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use crate::gpu::vertex3::Vertex3;
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use crate::triangle;
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@@ -30,16 +31,23 @@ use vulkano::pipeline::graphics::rasterization::RasterizationState;
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use vulkano::pipeline::graphics::vertex_input::{Vertex, VertexDefinition};
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use vulkano::pipeline::graphics::viewport::{Viewport, ViewportState};
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use vulkano::pipeline::layout::PipelineDescriptorSetLayoutCreateInfo;
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use vulkano::pipeline::{GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo};
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use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout, PipelineShaderStageCreateInfo};
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use vulkano::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass};
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use vulkano::shader::ShaderModule;
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use vulkano::swapchain::{Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo};
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use vulkano::sync::GpuFuture;
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use vulkano::{Validated, VulkanError, VulkanLibrary, swapchain, sync};
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use vulkano::descriptor_set::DescriptorSet;
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use vulkano::descriptor_set::layout::DescriptorSetLayout;
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use winit::application::ApplicationHandler;
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use winit::event::WindowEvent;
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use winit::event_loop::ActiveEventLoop;
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use winit::window::{Window, WindowAttributes, WindowId};
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use crate::common::camera::{Camera, CameraResources};
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use crate::common::instance::InstanceRegistry;
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use crate::common::render_batch::RenderBatch;
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use crate::common::scene::Scene;
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use crate::gpu::instance::GpuInstance;
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struct VulkanContext {
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window: Arc<Window>,
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@@ -57,6 +65,9 @@ struct VulkanContext {
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pipeline: Arc<GraphicsPipeline>,
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cmd_buffers: Vec<Arc<PrimaryAutoCommandBuffer>>,
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mesh_registry: Arc<MeshRegistry>,
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instance_registry: Arc<InstanceRegistry>,
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camera: Arc<Camera>,
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camera_resources: Arc<CameraResources>,
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}
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impl VulkanContext {
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@@ -156,6 +167,10 @@ impl VulkanContext {
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let framebuffers = Self::create_framebuffers(&images, &render_pass)?;
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let image_extents = swapchain.image_extent();
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// Create the camera.
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let camera = Arc::new(Camera::new(image_extents));
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let pipeline = Self::create_pipeline(
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&device,
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&vert_shader,
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@@ -164,58 +179,43 @@ impl VulkanContext {
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[image_extents[0] as f32, image_extents[1] as f32],
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)?;
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let vertex_buffer = Arc::new(Buffer::from_iter(
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mem_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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vec![
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Vertex3 {
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position: [0.5, 0.5, 0.0],
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},
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Vertex3 {
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position: [-0.5, 0.5, 0.0],
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},
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Vertex3 {
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position: [-0.5, -0.5, 0.0],
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},
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Vertex3 {
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position: [0.5, -0.5, 0.0],
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},
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],
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)?);
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// Get descriptor set layout
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let pipeline_layout = pipeline.layout().clone();
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let desc_set_layout = pipeline_layout.set_layouts()[0].clone();
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let index_buffer = Arc::new(Buffer::from_iter(
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// Create GPU-based camera resources
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let camera_resources = CameraResources::new(
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mem_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::INDEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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vec![0, 1, 2, 0, 2, 3],
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)?);
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desc_allocator.clone(),
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desc_set_layout
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);
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let scene = Scene::from_file_json("./test_scene.scene");
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let mesh_registry = Arc::new(MeshRegistry::from_scene(
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&scene,
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mem_allocator.clone()
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));
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let instance_registry = Arc::new(InstanceRegistry::from_scene(
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&scene
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));
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// Construct render batches each frame, starting with once here.
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let batches = RenderBatch::build_batches(
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mem_allocator.clone(),
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mesh_registry.clone(),
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instance_registry.clone()
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);
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let cmd_buffers = Self::get_command_buffers(
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&cmd_allocator,
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&queue,
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&pipeline,
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&framebuffers,
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&vertex_buffer,
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&index_buffer,
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camera_resources.descriptor_set(),
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mesh_registry.clone(),
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batches,
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)?;
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let mesh_registry = Arc::new(MeshRegistry::new(mem_allocator.clone())?);
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Ok(Self {
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window,
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device,
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@@ -232,6 +232,9 @@ impl VulkanContext {
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pipeline,
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cmd_buffers,
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mesh_registry,
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instance_registry,
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camera,
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camera_resources
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})
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}
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@@ -364,7 +367,8 @@ impl VulkanContext {
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.entry_point("main")
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.ok_or("Failed to find fragment shader entry point")?;
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let vertex_input_state = Vertex3::per_vertex().definition(&vs)?;
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let vertex_input_state = [Vertex3::per_vertex(), GpuInstance::per_instance()]
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.definition(&vs)?;
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let stages = vec![
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PipelineShaderStageCreateInfo::new(vs),
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@@ -417,8 +421,9 @@ impl VulkanContext {
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queue: &Arc<Queue>,
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pipeline: &Arc<GraphicsPipeline>,
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framebuffers: &Vec<Arc<Framebuffer>>,
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vertex_buffer: &Arc<Subbuffer<[Vertex3]>>,
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index_buffer: &Subbuffer<[u32]>,
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camera_desc_set: Arc<DescriptorSet>,
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mesh_registry: Arc<MeshRegistry>,
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render_batches: Vec<RenderBatch>,
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) -> Result<Vec<Arc<PrimaryAutoCommandBuffer>>, Box<dyn Error>> {
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let buffers = framebuffers
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.iter()
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@@ -428,7 +433,7 @@ impl VulkanContext {
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queue.queue_family_index(),
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CommandBufferUsage::MultipleSubmit,
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)
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.ok()?;
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.expect("Couldn't create command buffer builder");
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unsafe {
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builder
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@@ -442,18 +447,36 @@ impl VulkanContext {
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..Default::default()
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},
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)
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.ok()?
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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pipeline.layout().clone(),
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0,
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camera_desc_set.clone(),
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)
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.unwrap()
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.bind_pipeline_graphics(pipeline.clone())
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.ok()?
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.bind_vertex_buffers(0, vertex_buffer.as_ref().clone())
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.ok()?
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.bind_index_buffer(index_buffer.clone())
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.ok()?
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// .draw(vertex_buffer.len() as u32, 1, 0, 0).ok()?
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.draw_indexed(index_buffer.len() as u32, 1, 0, 0, 0)
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.ok()?
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.unwrap()
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.bind_vertex_buffers(0, mesh_registry.vertex_buffer.as_ref().clone())
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.unwrap()
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.bind_index_buffer(mesh_registry.index_buffer.as_ref().clone())
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.unwrap();
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render_batches.iter().for_each(|batch| {
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// Grab mesh information
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let mesh = mesh_registry.get(&batch.mesh_id)
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.expect("Mesh does not exist in registry");
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builder
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.bind_vertex_buffers(1, batch.instance_buffer.clone())
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.unwrap()
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.draw_indexed(mesh.index_count as u32, batch.instance_count, mesh.index_loc as u32, mesh.vertex_loc as i32, 0)
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.unwrap();
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});
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builder
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.end_render_pass(SubpassEndInfo::default())
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.ok()?;
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.unwrap();
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}
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builder.build().ok()
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@@ -496,13 +519,20 @@ impl VulkanContext {
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[image_extents[0] as f32, image_extents[1] as f32],
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)?;
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let batches = RenderBatch::build_batches(
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self.mem_allocator.clone(),
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self.mesh_registry.clone(),
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self.instance_registry.clone()
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);
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let command_buffers = Self::get_command_buffers(
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&self.cmd_allocator,
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&self.queue,
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&new_pipeline,
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&self.framebuffers,
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&self.mesh_registry.vertex_buffer,
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&self.mesh_registry.index_buffer,
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self.camera_resources.descriptor_set(),
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self.mesh_registry.clone(),
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batches
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)?;
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self.pipeline = new_pipeline;
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@@ -0,0 +1,160 @@
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use std::f32::consts::PI;
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use std::sync::Arc;
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use nalgebra::{Matrix4, Point3, Vector2, Vector3};
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::descriptor_set::allocator::DescriptorSetAllocator;
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use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
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use vulkano::descriptor_set::layout::DescriptorSetLayout;
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
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use crate::gpu::camera::CameraUniform;
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/// A camera set within 3D space.
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pub struct Camera {
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/// The position of the camera.
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position: Vector3<f32>,
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/// The forward direction of the camera.
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forward: Vector3<f32>,
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/// The upward direction of the camera.
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up: Vector3<f32>,
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/// The rightward direction of the camera.
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right: Vector3<f32>,
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/// The field of view, in radians.
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fov: f32,
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/// The extents of the viewport.
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extents: Vector2<u32>,
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}
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impl Camera {
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/// Creates a new camera. This default camera is positioned at (1, 1, 1) and is looking at
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/// (0, 0, 0), and a default FOV of 70 degrees.
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pub fn new(
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extents: impl Into<Vector2<u32>>
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) -> Self {
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let extents = extents.into();
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let position = Vector3::new(1.0, 1.0, 1.0);
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let target = Vector3::zeros();
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// Traveling along this vector moves us upward.
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let up = Vector3::new(0.0, 1.0, 0.0);
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// Traveling along this vector moves us to the right.
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let right = up.cross(&(position - target)).normalize();
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// Traveling along this vector moves us toward the target.
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let forward = target - position;
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Self {
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position,
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forward,
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up,
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right,
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fov: 70.0 * PI / 180.0,
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extents,
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}
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}
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/// Moves the camera forward, or backward if given negative speed.
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pub fn move_forward(&mut self, speed: f32) {
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self.forward += self.forward * speed;
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}
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/// Moves the camera to the right, or left if given negative speed.
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pub fn move_right(&mut self, speed: f32) {
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self.right += self.right * speed;
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}
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/// Moves the camera upwards, or downward if given negative speed.
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pub fn move_up(&mut self, speed: f32) {
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self.up += self.up * speed;
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}
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/// Sets the extents of the viewport.
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pub fn extents(&mut self, extents: impl Into<Vector2<u32>>) {
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let extents = extents.into();
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self.extents = extents;
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}
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/// Gets the current view matrix of the camera.
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pub fn get_view(&self) -> Matrix4<f32> {
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Matrix4::look_at_rh(
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&Point3::from(self.position),
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&Point3::from(self.forward - self.position),
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&self.up
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)
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}
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/// Creates a perspective matrix based on the current viewport aspect ratio.
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pub fn get_projection(&self) -> Matrix4<f32> {
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let aspect = self.extents.x as f32 / self.extents.y as f32;
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Matrix4::new_perspective(
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aspect,
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self.fov,
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1.0,
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10000.0
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)
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}
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}
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/// An intermediate struct that maintains the buffer and descriptor set for the [`Camera`] struct.
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/// The reason this information is not stored as part of the `Camera` itself is because tying
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/// the GPU or rendering resources to the camera itself is quite awkward.
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pub struct CameraResources {
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buffer: Arc<Subbuffer<CameraUniform>>,
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descriptor_set: Arc<DescriptorSet>,
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}
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impl CameraResources {
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/// Creates a new set of `CameraResources`. Automatically allocates a uniform buffer to store
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/// [`CameraUniform`] information.
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pub fn new(
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alloc: Arc<dyn MemoryAllocator>,
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desc_alloc: Arc<dyn DescriptorSetAllocator>,
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desc_layout: Arc<DescriptorSetLayout>,
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) -> Arc<Self> {
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// Allocate the buffer
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let buffer = Arc::new(Buffer::new_sized::<CameraUniform>(
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alloc.clone(),
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BufferCreateInfo {
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usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_HOST |
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MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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}
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).expect("Couldn't allocate the camera uniform buffer"));
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// Create the descriptor set
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let descriptor_set = DescriptorSet::new(
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desc_alloc.clone(),
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desc_layout,
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[WriteDescriptorSet::buffer(0, buffer.as_ref().clone())],
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[]
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).expect("Couldn't create camera descriptor set");
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Arc::new(Self {
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buffer,
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descriptor_set
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})
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}
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/// Updates the buffer with the given [`Camera`] information.
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pub fn update(&self, camera: &Camera) {
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// Update the buffer with the new information from the camera.
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let view = camera.get_view();
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let proj = camera.get_projection();
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let mut buffer_data = self.buffer.write()
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.unwrap();
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buffer_data.proj = proj.into();
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buffer_data.view = view.into();
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}
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/// Get a reference to the descriptor set.
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pub fn descriptor_set(&self) -> Arc<DescriptorSet> {
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self.descriptor_set.clone()
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}
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}
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+42
-16
@@ -1,4 +1,5 @@
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use crate::common::scene::SceneInstance;
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use std::collections::HashMap;
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use crate::common::scene::{Scene, SceneInstance};
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use nalgebra::{Matrix4, Vector3, Vector4};
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/// Contains all information about an instance of a mesh, specifically its translation, rotation,
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@@ -9,9 +10,8 @@ use nalgebra::{Matrix4, Vector3, Vector4};
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///
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/// Before passing this instance into the shaders, construct a transformation matrix by calling
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/// [`MeshInstance::transform_matrix`].
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#[derive(Debug, Clone)]
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pub struct MeshInstance {
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/// The ID of the mesh corresponding to this instance.
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pub mesh_id: String,
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/// The translation of the instance from the center of the standard space. It is possible that
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/// local translation will be required in the future.
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pub translation: Vector4<f32>,
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@@ -35,21 +35,47 @@ impl MeshInstance {
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Matrix4::from_axis_angle(&Vector3::z_axis(), self.rotation.z) *
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Matrix4::new_nonuniform_scaling(&self.scale)
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}
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}
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/// Constructs a `MeshInstance` from the given [`SceneInstance`] and mesh ID.
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fn from_scene_instance(
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mesh_id: String,
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SceneInstance {
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translation,
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rotation,
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scale,
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}: SceneInstance,
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) -> Self {
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impl From<SceneInstance> for MeshInstance {
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fn from(instance: SceneInstance) -> Self {
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Self::from(&instance)
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}
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}
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impl From<&SceneInstance> for MeshInstance {
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fn from(SceneInstance { translation, rotation, scale }: &SceneInstance) -> Self {
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Self {
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mesh_id,
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translation: Vector3::from(translation).to_homogeneous(),
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rotation: Vector3::from(rotation).to_homogeneous(),
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scale: Vector3::from(scale),
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translation: Vector3::from(*translation).to_homogeneous(),
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rotation: Vector3::from(*rotation).to_homogeneous(),
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scale: Vector3::from(*scale),
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}
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}
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}
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/// A registry containing a series of `MeshInstance` structs linked to a mesh ID.
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pub struct InstanceRegistry {
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instances: HashMap<String, Vec<MeshInstance>>,
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}
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impl InstanceRegistry {
|
||||
pub fn from_scene(scene: &Scene) -> Self {
|
||||
// Read information about the instances from the scene.
|
||||
let instances: HashMap<String, Vec<MeshInstance>> = scene.instances.iter()
|
||||
.fold(HashMap::new(), |mut map, (mesh_id, instance)| {
|
||||
map.entry(mesh_id.clone())
|
||||
.and_modify(|v| v.push(instance.into()))
|
||||
.or_insert(vec![instance.into()]);
|
||||
map
|
||||
});
|
||||
|
||||
Self {
|
||||
instances
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_instances_for(&self, mesh_id: &String) -> Vec<MeshInstance> {
|
||||
// We can't move these instances because we'll want them again later.
|
||||
self.instances.get(mesh_id).cloned().unwrap_or_default()
|
||||
}
|
||||
}
|
||||
+3
-3
@@ -32,7 +32,7 @@ impl Mesh {}
|
||||
/// used by the rendering pipeline.
|
||||
#[derive(Debug)]
|
||||
pub struct MeshRegistry {
|
||||
meshes: HashMap<String, Mesh>,
|
||||
pub meshes: HashMap<String, Mesh>,
|
||||
allocator: Arc<dyn MemoryAllocator>,
|
||||
pub vertex_buffer: Arc<Subbuffer<[Vertex3]>>,
|
||||
pub index_buffer: Arc<Subbuffer<[u32]>>,
|
||||
@@ -67,7 +67,7 @@ impl MeshRegistry {
|
||||
let vert_start = verts.len();
|
||||
let all_verts = obj.vertices();
|
||||
let vert_len = all_verts.len();
|
||||
verts.extend(all_verts.map(|v| Vertex3::from(v.position())));
|
||||
verts.extend(all_verts.map(|v| Vertex3::new(v.position(), v.normal().unwrap_or_default())));
|
||||
|
||||
let index_list = obj
|
||||
.triangles()
|
||||
@@ -156,7 +156,7 @@ impl MeshRegistry {
|
||||
}
|
||||
|
||||
/// Attempts to find a [`Mesh`] with the given ID, returning `None` if it's not found.
|
||||
pub fn get(&self, uuid: &str) -> Option<&Mesh> {
|
||||
pub fn get(&self, uuid: &String) -> Option<&Mesh> {
|
||||
self.meshes.get(uuid)
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,5 @@
|
||||
pub mod instance;
|
||||
pub mod mesh;
|
||||
pub mod scene;
|
||||
pub mod render_batch;
|
||||
pub mod camera;
|
||||
@@ -0,0 +1,56 @@
|
||||
use std::sync::Arc;
|
||||
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
|
||||
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
|
||||
use crate::common::instance::InstanceRegistry;
|
||||
use crate::common::mesh::MeshRegistry;
|
||||
use crate::gpu::instance::GpuInstance;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct RenderBatch {
|
||||
pub mesh_id: String,
|
||||
pub instance_buffer: Subbuffer<[GpuInstance]>,
|
||||
pub instance_count: u32,
|
||||
}
|
||||
|
||||
impl RenderBatch {
|
||||
/// Builds a `Vec<RenderBatch>` from the given list of instances and meshes. This should be done
|
||||
/// once per frame.
|
||||
pub fn build_batches(
|
||||
allocator: Arc<dyn MemoryAllocator>,
|
||||
mesh_registry: Arc<MeshRegistry>,
|
||||
instance_registry: Arc<InstanceRegistry>
|
||||
) -> Vec<Self> {
|
||||
mesh_registry.meshes.iter()
|
||||
.map(|(id, mesh)| {
|
||||
let instances = instance_registry.get_instances_for(id);
|
||||
|
||||
let gpu_instances = instances.iter()
|
||||
.cloned()
|
||||
.map(|instance| {
|
||||
instance.into()
|
||||
})
|
||||
.collect::<Vec<GpuInstance>>();
|
||||
|
||||
// Build instances into a RenderBatch
|
||||
let instance_buffer = Buffer::from_iter(
|
||||
allocator.clone(),
|
||||
BufferCreateInfo {
|
||||
usage: BufferUsage::VERTEX_BUFFER,
|
||||
..Default::default()
|
||||
},
|
||||
AllocationCreateInfo {
|
||||
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE |
|
||||
MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
|
||||
..Default::default()
|
||||
},
|
||||
gpu_instances
|
||||
).expect("Couldn't allocate instance buffer");
|
||||
|
||||
Self {
|
||||
mesh_id: id.clone(),
|
||||
instance_buffer,
|
||||
instance_count: instances.len() as u32,
|
||||
}
|
||||
}).collect()
|
||||
}
|
||||
}
|
||||
+46
-2
@@ -42,10 +42,23 @@ impl Scene {
|
||||
let mut contents = Vec::new();
|
||||
let _ = file.read_to_end(&mut contents).unwrap();
|
||||
|
||||
let mut scene: Self =
|
||||
let scene: Self =
|
||||
postcard::from_bytes(contents.as_slice()).expect("Couldn't deserialize scene");
|
||||
|
||||
let base = path.parent().unwrap_or(&Path::new("."));
|
||||
Self::resolve_paths(path, scene)
|
||||
}
|
||||
|
||||
pub fn from_file_json<P: AsRef<Path>>(path: P) -> Self {
|
||||
let path = path.as_ref();
|
||||
|
||||
let file = std::fs::File::open(path).unwrap();
|
||||
let scene: Self = serde_json::from_reader(file).unwrap();
|
||||
|
||||
Self::resolve_paths(path, scene)
|
||||
}
|
||||
|
||||
fn resolve_paths(scene_path: &Path, mut scene: Self) -> Self {
|
||||
let base = scene_path.parent().unwrap_or(&Path::new("."));
|
||||
scene.mesh_paths = scene
|
||||
.mesh_paths
|
||||
.into_iter()
|
||||
@@ -73,3 +86,34 @@ pub struct SceneInstance {
|
||||
pub rotation: [f32; 3],
|
||||
pub scale: [f32; 3],
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
pub mod create_files {
|
||||
use std::error::Error;
|
||||
use std::io::Write;
|
||||
pub use super::*;
|
||||
|
||||
#[test]
|
||||
pub fn create_test_scene() -> Result<(), Box<dyn Error>> {
|
||||
let scene = Scene {
|
||||
name: "Testing Scene".to_string(),
|
||||
mesh_paths: HashMap::from([
|
||||
("venator".to_string(), "Venator.obj".to_string())
|
||||
]),
|
||||
instances: HashMap::from([
|
||||
("venator".to_string(), SceneInstance {
|
||||
translation: [0.0, 0.0, 0.0],
|
||||
rotation: [0.0, 0.0, 0.0],
|
||||
scale: [1.0, 1.0, 1.0]
|
||||
})
|
||||
])
|
||||
};
|
||||
|
||||
let json = serde_json::to_string_pretty(&scene)?;
|
||||
|
||||
let mut file = std::fs::File::create("test_scene.scene")?;
|
||||
file.write_all(json.as_bytes())?;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
use std::sync::Arc;
|
||||
use vulkano::buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer};
|
||||
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
|
||||
use crate::common::camera::Camera;
|
||||
|
||||
#[derive(BufferContents)]
|
||||
#[repr(C)]
|
||||
pub struct CameraUniform {
|
||||
pub view: [[f32; 4]; 4],
|
||||
pub proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
impl From<Camera> for CameraUniform {
|
||||
fn from(camera: Camera) -> Self {
|
||||
Self::from(&camera)
|
||||
}
|
||||
}
|
||||
|
||||
impl From<&Camera> for CameraUniform {
|
||||
fn from(camera: &Camera) -> Self {
|
||||
let view = camera.get_view();
|
||||
let proj = camera.get_projection();
|
||||
|
||||
Self {
|
||||
view: view.into(),
|
||||
proj: proj.into(),
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -3,7 +3,7 @@ use vulkano::buffer::BufferContents;
|
||||
use vulkano::pipeline::graphics::vertex_input::Vertex;
|
||||
|
||||
/// A transformation matrix for a mesh that can be passed into the shaders.
|
||||
#[derive(BufferContents, Vertex)]
|
||||
#[derive(Debug, Clone, BufferContents, Vertex)]
|
||||
#[repr(C)]
|
||||
pub struct GpuInstance {
|
||||
#[format(R32G32B32A32_SFLOAT)]
|
||||
|
||||
@@ -1,2 +1,3 @@
|
||||
pub mod instance;
|
||||
pub mod vertex3;
|
||||
pub mod camera;
|
||||
+9
-3
@@ -6,12 +6,18 @@ use vulkano::pipeline::graphics::vertex_input::Vertex;
|
||||
pub struct Vertex3 {
|
||||
#[format(R32G32B32_SFLOAT)]
|
||||
pub(crate) position: [f32; 3],
|
||||
#[format(R32G32B32_SFLOAT)]
|
||||
pub(crate) normal: [f32; 3],
|
||||
}
|
||||
|
||||
impl From<[f32; 3]> for Vertex3 {
|
||||
fn from(v: [f32; 3]) -> Self {
|
||||
impl Vertex3 {
|
||||
pub fn new(
|
||||
position: [f32; 3],
|
||||
normal: [f32; 3],
|
||||
) -> Self {
|
||||
Self {
|
||||
position: v.clone(),
|
||||
position,
|
||||
normal,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
#version 460
|
||||
|
||||
// Per-vertex information - Vertex3 struct
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
|
||||
// Per-instance information - GpuInstance struct
|
||||
layout(location = 2) in vec4 trans_col1;
|
||||
layout(location = 3) in vec4 trans_col2;
|
||||
layout(location = 4) in vec4 trans_col3;
|
||||
layout(location = 5) in vec4 trans_col4;
|
||||
|
||||
// Per-frame information - CameraUniform struct
|
||||
//layout(location = 6) uniform vec4 proj_col1;
|
||||
//layout(location = 7) uniform vec4 proj_col2;
|
||||
//layout(location = 8) uniform vec4 proj_col3;
|
||||
//layout(location = 9) uniform vec4 proj_col4;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraUniform {
|
||||
mat4 view;
|
||||
mat4 projection;
|
||||
} camera;
|
||||
|
||||
void main() {
|
||||
// We then multiply each vertex by its transform to find the correct location in the scene.
|
||||
mat4 transform = mat4(trans_col1, trans_col2, trans_col3, trans_col4);
|
||||
//mat4 proj = mat4(proj_col1, proj_col2, proj_col3, proj_col4);
|
||||
|
||||
mat4 mvp = camera.projection * camera.view * transform;
|
||||
|
||||
gl_Position = transform * vec4(position, 1.0f);
|
||||
}
|
||||
@@ -1,7 +1,32 @@
|
||||
#version 460
|
||||
|
||||
// Per-vertex information - Vertex3 struct
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
|
||||
// Per-instance information - GpuInstance struct
|
||||
layout(location = 2) in vec4 transform_col1;
|
||||
layout(location = 3) in vec4 transform_col2;
|
||||
layout(location = 4) in vec4 transform_col3;
|
||||
layout(location = 5) in vec4 transform_col4;
|
||||
|
||||
// Per-frame information - CameraUniform struct
|
||||
//layout(location = 6) uniform vec4 proj_col1;
|
||||
//layout(location = 7) uniform vec4 proj_col2;
|
||||
//layout(location = 8) uniform vec4 proj_col3;
|
||||
//layout(location = 9) uniform vec4 proj_col4;
|
||||
|
||||
layout(set = 0, binding = 0) uniform CameraUniform {
|
||||
mat4 view;
|
||||
mat4 projection;
|
||||
} camera;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position, 1.0);
|
||||
// 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 proj = mat4(proj_col1, proj_col2, proj_col3, proj_col4);
|
||||
|
||||
mat4 mvp = camera.projection * camera.view * transform;
|
||||
|
||||
gl_Position = transform * vec4(position, 1.0f);
|
||||
}
|
||||
Reference in new issue
Block a user