feat: implement a more modular graphics pipeline

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alphafetus committed 2026-05-10 01:04:42 -04:00
1 parent 6fe8ff2af0
commit 8b76fdb6ae
15 files changed
+498 -85

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