chore: initial commit

This commit is contained in:
alphafetus committed 2026-04-16 11:45:26 -04:00
commit 9e4f531bd4
25 files changed
+4232

No files matched your search

+2
View File
@@ -0,0 +1,2 @@
[target.x86_64-pc-windows-msvc]
rustflags = ["-C", "link-args=/STACK:2000000"]
+1
View File
@@ -0,0 +1 @@
/target
+10
View File
@@ -0,0 +1,10 @@
# Default ignored files
/shelf/
/workspace.xml
# Ignored default folder with query files
/queries/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/
Generated
+17
View File
@@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="accountSettings">
<option name="activeProfile" value="profile:default" />
<option name="activeRegion" value="us-east-1" />
<option name="recentlyUsedProfiles">
<list>
<option value="profile:default" />
</list>
</option>
<option name="recentlyUsedRegions">
<list>
<option value="us-east-1" />
</list>
</option>
</component>
</project>
+14
View File
@@ -0,0 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="DiscordProjectSettings">
<option name="show" value="PROJECT_FILES" />
<option name="description" value="" />
<option name="applicationTheme" value="default" />
<option name="iconsTheme" value="default" />
<option name="button1Title" value="" />
<option name="button1Url" value="" />
<option name="button2Title" value="" />
<option name="button2Url" value="" />
<option name="customApplicationId" value="" />
</component>
</project>
+4
View File
@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
+8
View File
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/vulkano-test.iml" filepath="$PROJECT_DIR$/.idea/vulkano-test.iml" />
</modules>
</component>
</project>
Generated
+6
View File
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
+11
View File
@@ -0,0 +1,11 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="EMPTY_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
<excludeFolder url="file://$MODULE_DIR$/target" />
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>
Generated
+2800
View File
File diff suppressed because it is too large. Load diff
+10
View File
@@ -0,0 +1,10 @@
[package]
name = "vulkano-test"
version = "0.1.0"
edition = "2024"
[dependencies]
image = "0.25.10"
vulkano = "^0.35"
vulkano-shaders = "^0.35"
winit = "0.30.13"
+600
View File
@@ -0,0 +1,600 @@
use std::error::Error;
use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::command_buffer::allocator::{StandardCommandBufferAllocator, StandardCommandBufferAllocatorCreateInfo};
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, PrimaryAutoCommandBuffer, RenderPassBeginInfo, SubpassBeginInfo, SubpassContents, SubpassEndInfo};
use vulkano::descriptor_set::allocator::{DescriptorSetAllocator, StandardDescriptorSetAllocator};
use vulkano::device::{Device, DeviceCreateInfo, DeviceExtensions, Queue, QueueCreateInfo, QueueFlags};
use vulkano::device::physical::{PhysicalDevice, PhysicalDeviceType};
use vulkano::image::{Image, ImageUsage};
use vulkano::image::view::ImageView;
use vulkano::instance::{Instance, InstanceCreateFlags, InstanceCreateInfo, InstanceExtensions};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::{GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo};
use vulkano::pipeline::graphics::color_blend::{ColorBlendAttachmentState, ColorBlendState};
use vulkano::pipeline::graphics::GraphicsPipelineCreateInfo;
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::render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass};
use vulkano::swapchain::{Surface, Swapchain, SwapchainCreateInfo, SwapchainPresentInfo};
use vulkano::{swapchain, sync, Validated, VulkanError, VulkanLibrary};
use vulkano::shader::ShaderModule;
use vulkano::sync::GpuFuture;
use winit::application::ApplicationHandler;
use winit::event::WindowEvent;
use winit::event_loop::ActiveEventLoop;
use winit::window::{Window, WindowAttributes, WindowId};
use crate::math::Vector2;
use crate::triangle;
/// The `Vertex2` is an intermediate structure used to represent the [`Vector2`] in the graphics
/// pipeline. It specifies a positional value and can be passed directly into the shaders.
/// Note that conversion between a `Vector2` and a `Vertex2` may take extra computation time.
///
/// Honestly, I'm still not sure if this should be handled on a per-shader basis, as the position
/// argument changes with each shader.
#[derive(BufferContents, Vertex)]
#[repr(C)]
struct Vertex2 {
#[format(R32G32_SFLOAT)]
position: [f32; 2],
}
impl From<Vector2> for Vertex2 {
fn from(v: Vector2) -> Self {
Self {
position: [v.x, v.y],
}
}
}
#[derive(BufferContents, Vertex)]
#[repr(C)]
struct Vertex3 {
#[format(R32G32B32_SFLOAT)]
position: [f32; 3],
}
struct VulkanContext {
window: Arc<Window>,
device: Arc<Device>,
queue: Arc<Queue>,
swapchain: Arc<Swapchain>,
swapchain_images: Vec<Arc<Image>>,
mem_allocator: Arc<dyn MemoryAllocator>,
cmd_allocator: Arc<StandardCommandBufferAllocator>,
desc_allocator: Arc<dyn DescriptorSetAllocator>,
vert_shader: Arc<ShaderModule>,
frag_shader: Arc<ShaderModule>,
render_pass: Arc<RenderPass>,
framebuffers: Vec<Arc<Framebuffer>>,
pipeline: Arc<GraphicsPipeline>,
vertex_buffer: Arc<Subbuffer<[Vertex2]>>,
index_buffer: Arc<Subbuffer<[u32]>>,
cmd_buffers: Vec<Arc<PrimaryAutoCommandBuffer>>,
}
impl VulkanContext {
/// Initializes and returns a new `VulkanContext`. It may fail in all cases where a Vulkan object
/// may fail, specifically during initialization of shaders, devices, buffers, or any other such
/// structures.
pub fn init(instance: Arc<Instance>, event_loop: &ActiveEventLoop) -> Result<Self, Box<dyn Error>> {
let attributes = WindowAttributes::default()
.with_title("Vulkano Example")
.with_resizable(true);
let window = Arc::new(event_loop.create_window(attributes)?);
let surface = Surface::from_window(instance.clone(), window.clone())?;
let dev_extensions = DeviceExtensions {
khr_swapchain: true,
..Default::default()
};
// Get a physical device. Fails if there is no suitable device found. The device must have a
// graphics queue and swapchain capabilities.
let (physical_device, queue_family_idx) = Self::get_physical_device(
instance.clone(),
surface.clone(),
&dev_extensions
)?;
// Create a Vulkan device. This is a handle to the connection between the program and the
// chosen physical device.
let (device, mut queues) = Self::create_device(
physical_device.clone(),
&dev_extensions,
queue_family_idx as usize
)?;
// Get the first queue. This is what we'll use for drawing.
let queue = queues.next()
.ok_or("Queues list was empty.")?;
let capabilities = physical_device
.surface_capabilities(
&surface,
Default::default()
)?;
let dimensions = window
.inner_size();
let composite_alpha = capabilities
.supported_composite_alpha
.into_iter()
.next()
.ok_or("No composite alpha supported")?;
let image_format = physical_device
.surface_formats(&surface, Default::default())?
[0]
.0;
// Swapchain needs to be easily changeable, since resizing the window creates a whole new
// set of information. Putting this into a function would be good, but also the new
// information comes from the window event handler.
let (swapchain, images) = Swapchain::new(
device.clone(),
surface.clone(),
SwapchainCreateInfo {
min_image_count: capabilities.min_image_count + 1,
image_format,
image_extent: dimensions.into(),
image_usage: ImageUsage::COLOR_ATTACHMENT,
composite_alpha,
..Default::default()
}
)?;
let mem_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
let cmd_allocator = Arc::new(StandardCommandBufferAllocator::new(
device.clone(),
StandardCommandBufferAllocatorCreateInfo::default(),
));
let desc_allocator = Arc::new(StandardDescriptorSetAllocator::new(device.clone(), Default::default()));
let render_pass = vulkano::single_pass_renderpass!(
device.clone(),
attachments: {
color: {
format: swapchain.image_format(),
samples: 1,
load_op: Clear,
store_op: Store,
}
},
pass: {
color: [color],
depth_stencil: {},
}
)?;
let vert_shader = triangle::load_vertex(device.clone())
.map_err(|e| format!("Failed to load vertex shader: {e}"))?;
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 image_extents = swapchain.image_extent();
let pipeline = Self::create_pipeline(
&device,
&vert_shader,
&frag_shader,
&render_pass,
[image_extents[0] as f32, image_extents[1] as f32]
)?;
let vertex_buffer = Arc::new(Buffer::from_iter(
mem_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_HOST
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vec![
Vertex2 { position: [0.5, 0.5] },
Vertex2 { position: [-0.5, 0.5] },
Vertex2 { position: [-0.5, -0.5] },
Vertex2 { position: [0.5, -0.5] },
]
)?);
let index_buffer = Arc::new(Buffer::from_iter(
mem_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::INDEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_HOST
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vec![
0, 1, 2,
0, 2, 3,
]
)?);
let cmd_buffers = Self::get_command_buffers(
&cmd_allocator,
&queue,
&pipeline,
&framebuffers,
&vertex_buffer,
&index_buffer
)?;
Ok(Self {
window,
device,
queue,
swapchain,
swapchain_images: images,
mem_allocator,
cmd_allocator,
desc_allocator,
render_pass,
vert_shader,
frag_shader,
framebuffers,
pipeline,
vertex_buffer,
index_buffer,
cmd_buffers
})
}
/// Draws a frame on the current [`Surface`].
pub fn draw_frame(&mut self) -> Result<(), Box<dyn Error>> {
let (image_idx, suboptimal, acquire_future) =
match swapchain::acquire_next_image(self.swapchain.clone(), None)
.map_err(Validated::unwrap){
Ok(r) => r,
Err(VulkanError::OutOfDate) => {
println!("Swapchain is out of date!");
self.recreate_swapchain(true)?;
return Ok(());
}
Err(e) => panic!("Failed to acquire next image: {:?}", e),
};
// Swapchain images may be suboptimal, which means that the swapchain is not in a good state.
// This is fixed by recreating the swapchain, but we'll have to skip this frame.
if suboptimal {
println!("Swapchain is suboptimal!");
self.recreate_swapchain(false)?
}
let execution = sync::now(self.device.clone())
.join(acquire_future)
.then_execute(self.queue.clone(), self.cmd_buffers[image_idx as usize].clone())?
.then_swapchain_present(
self.queue.clone(),
SwapchainPresentInfo::swapchain_image_index(self.swapchain.clone(), image_idx),
)
.then_signal_fence_and_flush();
Ok(())
}
/// Gets the correct [`PhysicalDevice`], which needs to match these requirements:
/// - Must have the correct `khr_swapchain` extension
/// - Must contain a graphics queue
/// - Priority is given to a discrete GPU, then the CPU.
fn get_physical_device(
instance: Arc<Instance>,
surface: Arc<Surface>,
extensions: &DeviceExtensions
) -> Result<(Arc<PhysicalDevice>, u32), String> {
instance
.enumerate_physical_devices()
.map_err(|e| format!("Failed to enumerate physical devices: {e:?}"))?
.filter(|dev| dev.supported_extensions().contains(extensions))
.filter_map(|dev| {
dev.queue_family_properties()
.iter()
.enumerate()
.position(|(i, q)| {
q.queue_flags.contains(QueueFlags::GRAPHICS)
&& dev.surface_support(i as u32, &surface).unwrap_or(false)
})
.map(|q| (dev, q as u32))
})
.min_by_key(|(dev, _)| {
match dev.properties().device_type {
PhysicalDeviceType::DiscreteGpu => 0,
PhysicalDeviceType::Cpu => 1,
_ => 2
}
})
.ok_or_else(|| "No physical devices found".to_string())
}
/// Creates the Vulkan [`Device`] given a specific [`PhysicalDevice`].
fn create_device(
physical_device: Arc<PhysicalDevice>,
device_extensions: &DeviceExtensions,
graphics_index: usize
) -> Result<(Arc<Device>, impl ExactSizeIterator<Item = Arc<Queue>>), String> {
Device::new(
physical_device.clone(),
DeviceCreateInfo {
queue_create_infos: vec![QueueCreateInfo {
queue_family_index: graphics_index as u32,
..Default::default()
}],
enabled_extensions: device_extensions.clone(),
..Default::default()
}
)
.map_err(|e| format!("Failed to create device: {e}"))
}
/// Creates a new [`Framebuffer`] for each swapchain image.
fn create_framebuffers(
images: &Vec<Arc<Image>>,
render_pass: &Arc<RenderPass>
) -> Result<Vec<Arc<Framebuffer>>, Box<dyn Error>> {
let framebuffers = images.iter()
.map(|image| {
let view = ImageView::new_default(image.clone()).unwrap();
Framebuffer::new(
render_pass.clone(),
FramebufferCreateInfo {
attachments: vec![view],
..Default::default()
}
)
.unwrap()
})
.collect::<Vec<Arc<Framebuffer>>>();
Ok(framebuffers)
}
/// Creates a [`GraphicsPipeline`] that corresponds to the given [`RenderPass`], vertex shader,
/// and fragment shader.
pub fn create_pipeline(
device: &Arc<Device>,
vert_shader: &Arc<ShaderModule>,
frag_shader: &Arc<ShaderModule>,
render_pass: &Arc<RenderPass>,
extents: [f32; 2],
) -> Result<Arc<GraphicsPipeline>, Box<dyn Error>> {
// Get shader stages
let vs = vert_shader.entry_point("main")
.ok_or("Failed to find vertex shader entry point")?;
let fs = frag_shader.entry_point("main")
.ok_or("Failed to find fragment shader entry point")?;
let vertex_input_state = Vertex2::per_vertex()
.definition(&vs)?;
let stages = vec![
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
let subpass = Subpass::from(render_pass.clone(), 0)
.ok_or("Failed to create pipeline subpass")?;
let layout = PipelineLayout::new(
device.clone(),
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
.into_pipeline_layout_create_info(device.clone())?
)?;
let viewport = Viewport {
offset: [0.0, 0.0],
extent: extents,
depth_range: 0.0..=1.0,
};
Ok(GraphicsPipeline::new(
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()),
viewport_state: Some(ViewportState {
viewports: [viewport].into_iter().collect(),
..Default::default()
}),
rasterization_state: Some(RasterizationState::default()),
multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.num_color_attachments(),
ColorBlendAttachmentState::default()
)),
dynamic_state: Default::default(),
subpass: Some(subpass.into()),
..GraphicsPipelineCreateInfo::layout(layout)
}
)?)
}
/// Creates a [`PrimaryAutoCommandBuffer`] for each swapchain image.
fn get_command_buffers(
cmd_allocator: &Arc<StandardCommandBufferAllocator>,
queue: &Arc<Queue>,
pipeline: &Arc<GraphicsPipeline>,
framebuffers: &Vec<Arc<Framebuffer>>,
vertex_buffer: &Subbuffer<[Vertex2]>,
index_buffer: &Subbuffer<[u32]>
) -> 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::MultipleSubmit
).ok()?;
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()
}
).ok()?
.bind_pipeline_graphics(pipeline.clone()).ok()?
.bind_vertex_buffers(0, vertex_buffer.clone()).ok()?
.bind_index_buffer(index_buffer.clone()).ok()?
// .draw(vertex_buffer.len() as u32, 1, 0, 0).ok()?
.draw_indexed(index_buffer.len() as u32, 1, 0, 0, 0).ok()?
.end_render_pass(SubpassEndInfo::default()).ok()?;
}
builder.build().ok()
})
.collect();
Ok(buffers)
}
/// Handles recreation logic for the [`Swapchain`] by using the current information and any new
/// bounds. Will also handle resizing logic, as this requires extra information to be updated,
/// specifically the [`GraphicsPipeline`] and [`PrimaryAutoCommandBuffer`]. All information is
/// automatically set within the `VulkanContext`.
pub fn recreate_swapchain(&mut self, resized: bool) -> Result<(), Box<dyn Error>> {
unsafe { self.device.wait_idle()?; };
let (new_swapchain, new_images) = self.swapchain
.recreate(SwapchainCreateInfo {
image_extent: self.window.inner_size().into(),
..self.swapchain.create_info()
})?;
self.swapchain = new_swapchain;
self.swapchain_images = new_images;
// Recreate the framebuffers, which depend on the swapchain.
let new_framebuffers = Self::create_framebuffers(&self.swapchain_images, &self.render_pass)?;
self.framebuffers = new_framebuffers;
if resized {
let image_extents = self.swapchain.image_extent();
let new_pipeline = Self::create_pipeline(
&self.device,
&self.vert_shader,
&self.frag_shader,
&self.render_pass,
[image_extents[0] as f32, image_extents[1] as f32],
)?;
let command_buffers = Self::get_command_buffers(
&self.cmd_allocator,
&self.queue,
&new_pipeline,
&self.framebuffers,
&self.vertex_buffer,
&self.index_buffer
)?;
self.pipeline = new_pipeline;
self.cmd_buffers = command_buffers;
}
Ok(())
}
}
pub struct MainApplication {
instance: Arc<Instance>,
context: Option<VulkanContext>,
}
impl MainApplication {
pub fn new(instance_extensions: InstanceExtensions) -> Result<Self, Box<dyn Error>> {
Ok(Self {
instance: Self::get_instance(instance_extensions)?,
context: None,
})
}
pub fn draw_frame(&mut self) -> Result<(), Box<dyn Error>> {
// Draw a frame on the surface. This requires a VulkanContext, which in turn will handle
// the rendering logic. We'll pass on the required information to the context, if it exists,
// or we'll try to initialize the context.
self.context
.as_mut()
.expect("Context is not initialized")
.draw_frame()
}
/// Gets the Vulkan instance.
fn get_instance(
required_extensions: InstanceExtensions,
) -> Result<Arc<Instance>, String> {
let library = VulkanLibrary::new()
.map_err(|e| format!("Failed to find Vulkan library: {e}"))?;
Instance::new(
library,
InstanceCreateInfo {
flags: InstanceCreateFlags::ENUMERATE_PORTABILITY,
enabled_extensions: required_extensions,
..Default::default()
}
)
.map_err(|e| format!("Failed to create instance: {e}"))
}
}
impl ApplicationHandler for MainApplication {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
self.context.is_none()
.then(|| {
// Initialization logic
let context = VulkanContext::init(
self.instance.clone(),
event_loop
).expect("Couldn't initialize VulkanContext");
self.context = Some(context);
});
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, window_id: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => {
println!("Closing window.");
event_loop.exit();
}
WindowEvent::Resized(dimensions) => {
println!("Window was resized, recreating swapchain. New dimensions: {:?}", dimensions);
if let Some(context) = self.context.as_mut() {
context.recreate_swapchain(true).expect("Failed to recreate swapchain");
}
}
WindowEvent::RedrawRequested => {
// This is where all redrawing logic goes.
self.draw_frame()
.unwrap_or_else(|e| println!("Failed to draw frame, dropping: {:?}", e));
// Queue the next frame for drawing.
self.context.as_ref().unwrap().window.request_redraw();
}
_ => ()
}
}
}
+54
View File
@@ -0,0 +1,54 @@
mod app;
pub mod math;
use std::error::Error;
use vulkano::swapchain::Surface;
use winit::event_loop::{ControlFlow, EventLoop};
use crate::app::MainApplication;
// Compute shader compilation. Happens at runtime, but file contents are included during compilation.
mod cs {
vulkano_shaders::shader!{
ty: "compute",
path: "src/shaders/comp.glsl",
}
}
mod mandelbrot_shader {
vulkano_shaders::shader!{
ty: "compute",
path: "src/shaders/mandelbrot.glsl"
}
}
mod triangle {
vulkano_shaders::shader!{
shaders: {
vertex: {
ty: "vertex",
path: "src/shaders/triangle_vert.glsl"
},
fragment: {
ty: "fragment",
path: "src/shaders/triangle_frag.glsl"
},
}
}
}
fn main() -> Result<(), Box<dyn Error>> {
println!("Beginning initialization of vulkano");
// Create the window that we'll use for graphics rendering with a swapchain.
let event_loop = EventLoop::new()?;
let required_extensions = Surface::required_extensions(&event_loop)?;
// Create and start the window.
let mut app = MainApplication::new(required_extensions)?;
event_loop.set_control_flow(ControlFlow::Wait);
event_loop.run_app(&mut app)?;
println!("All operations successful, exiting.");
Ok(())
}
+152
View File
@@ -0,0 +1,152 @@
use std::ops::{Add, Div, Index, IndexMut, Mul, Sub};
use crate::math::traits::Matrix;
use crate::math::Vector2;
#[derive(Clone, Debug, PartialEq, PartialOrd, Copy, Default)]
pub struct Matrix2 {
row1: [f32; 2],
row2: [f32; 2],
}
impl Matrix2 {
pub fn new() -> Self {
Self::default()
}
pub fn row_vector(&self, row: usize) -> Vector2 {
Vector2::from([
self[row][0],
self[row][1],
])
}
pub fn column_vector(&self, col: usize) -> Vector2 {
Vector2::from([
self[0][col],
self[1][col],
])
}
}
impl Index<usize> for Matrix2 {
type Output = [f32; 2];
fn index(&self, index: usize) -> &Self::Output {
if index == 0 {
&self.row1
} else {
&self.row2
}
}
}
impl IndexMut<usize> for Matrix2 {
fn index_mut(&mut self, index: usize) -> &mut Self::Output {
if index == 0 {
&mut self.row1
} else {
&mut self.row2
}
}
}
impl Add for Matrix2 {
type Output = Self;
fn add(self, rhs: Self) -> Self::Output {
Self {
row1: [self[0][0] + rhs[0][0], self[0][1] + rhs[0][1]],
row2: [self[1][0] + rhs[1][0], self[1][1] + rhs[1][1]],
}
}
}
impl Sub for Matrix2 {
type Output = Self;
fn sub(self, rhs: Self) -> Self::Output {
Self {
row1: [self[0][0] - rhs[0][0], self[0][1] - rhs[0][1]],
row2: [self[1][0] - rhs[1][0], self[1][1] - rhs[1][1]],
}
}
}
impl Mul<f32> for Matrix2 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self {
row1: [self[0][0] * rhs, self[0][1] * rhs],
row2: [self[1][0] * rhs, self[1][1] * rhs],
}
}
}
impl Mul<Matrix2> for f32 {
type Output = Matrix2;
fn mul(self, rhs: Matrix2) -> Self::Output {
rhs * self
}
}
impl Mul for Matrix2 {
type Output = Self;
fn mul(self, rhs: Matrix2) -> Self::Output {
Self {
row1: [self[0][0] * rhs[0][0] + self[0][1] * rhs[1][0], self[0][0] * rhs[0][1] + self[0][1] * rhs[1][1]],
row2: [self[1][0] * rhs[0][0] + self[1][1] * rhs[1][0], self[1][0] * rhs[0][1] + self[1][1] * rhs[1][1]],
}
}
}
impl Div<f32> for Matrix2 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
todo!()
}
}
impl Div for Matrix2 {
type Output = Self;
fn div(self, rhs: Self) -> Self::Output {
todo!()
}
}
impl Matrix for Matrix2 {
fn identity() -> Self {
Self {
row1: [1.0, 0.0],
row2: [0.0, 1.0],
}
}
fn transpose(self) -> Self {
todo!()
}
fn determinant(self) -> f32 {
todo!()
}
fn minor(self) -> Self {
todo!()
}
fn cofactor(self) -> Self {
todo!()
}
fn adjugate(self) -> Self {
todo!()
}
fn inverse(self) -> Self {
todo!()
}
}
View File
Whitespace-only changes.
View File
Whitespace-only changes.
+14
View File
@@ -0,0 +1,14 @@
mod matrix4;
mod vector3;
mod vector2;
mod traits;
mod matrix3;
mod matrix2;
mod vector4;
pub use matrix4::*;
pub use matrix3::*;
pub use matrix2::*;
pub use vector4::*;
pub use vector3::*;
pub use vector2::*;
+57
View File
@@ -0,0 +1,57 @@
use std::ops::{Add, Div, Mul, Sub};
pub trait Vector: Copy + Default + PartialEq + PartialOrd + Add + Sub + Div<f32, Output = Self> + Mul<f32, Output = Self> {
/// Gets the dot product of the two vectors.
fn dot(self, other: Self) -> f32;
/// Gets the signed length of the vector.
fn length(&self) -> f32;
/// Creates a normalized vector.
fn normalize(self) -> Self;
/// Projects the given vector onto the current vector. For example:
/// ```
/// let v = <some vector>;
/// let u = <another vector>;
/// let vu_projection = v.project(u); // projects u onto v
/// let uv_projection = u.project(v); // projects v onto u
/// ```
fn project(self, other: Self) -> Self {
let dot = self.dot(other);
let length = self.length();
let full_length = length * length;
self * (dot / full_length)
}
}
pub trait Matrix: Copy + Default + PartialEq + PartialOrd + Add + Sub
+ Div<f32, Output = Self> + Div
+ Mul<f32, Output = Self> + Mul {
/// Creates an identity matrix.
fn identity() -> Self;
/// Gets the transpose of this matrix.
fn transpose(self) -> Self;
/// Gets the determinant of this matrix.
fn determinant(self) -> f32;
/// Finds the minor of this matrix. The element at location (`i`, `j`) of the minor is the
/// determinant of the submatrix obtained by removing row `i` and column `j` in the original
/// matrix.
fn minor(self) -> Self;
/// Finds the cofactor of this matrix. The element at location (`i`, `j`) of the cofactor is
/// defined as -1^ij * Mij, where Mij is the element at (`i`, `j`) in the minor of the matrix.
/// This is effectively flipping the sign of every other element in the minor of this matrix.
fn cofactor(self) -> Self;
/// Gets the adjugate of this matrix. This is the transpose of the cofactor of this matrix.
fn adjugate(self) -> Self;
/// Gets the inverse of this matrix. Note that this is a very expensive operation and should
/// be used as sparingly as possible.
fn inverse(self) -> Self;
}
+114
View File
@@ -0,0 +1,114 @@
use std::ops::{Add, Div, Mul, Sub};
use crate::math::traits::Vector;
#[derive(Copy, Clone, Debug, Default, PartialEq, PartialOrd)]
pub struct Vector2 {
pub x: f32,
pub y: f32,
}
impl Vector2 {
pub fn new() -> Self {
Self::default()
}
pub fn from_values(x: f32, y: f32) -> Self {
Self { x, y }
}
}
impl Add for Vector2 {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.y,
}
}
}
impl Sub for Vector2 {
type Output = Self;
fn sub(self, other: Self) -> Self {
Self {
x: self.x - other.x,
y: self.y - other.y,
}
}
}
impl Mul<f32> for Vector2 {
type Output = Self;
fn mul(self, other: f32) -> Self {
Self {
x: self.x * other,
y: self.y * other,
}
}
}
impl Mul<Vector2> for f32 {
type Output = Vector2;
fn mul(self, rhs: Vector2) -> Self::Output {
rhs * self
}
}
impl Div<f32> for Vector2 {
type Output = Self;
fn div(self, other: f32) -> Self {
Self {
x: self.x / other,
y: self.y / other,
}
}
}
impl Div<Vector2> for f32 {
type Output = Vector2;
fn div(self, rhs: Vector2) -> Self::Output {
rhs / self
}
}
impl Vector for Vector2 {
fn dot(self, other: Self) -> f32 {
self.x * other.x + self.y * other.y
}
fn length(&self) -> f32 {
self.x.hypot(self.y)
}
fn normalize(self) -> Self {
let length = self.length();
Self {
x: self.x / length,
y: self.y / length,
}
}
}
impl From<[f32; 2]> for Vector2 {
fn from(v: [f32; 2]) -> Self {
Self {
x: v[0],
y: v[1],
}
}
}
impl From<f32> for Vector2 {
fn from(v: f32) -> Self {
Self {
x: v,
y: 0.0,
}
}
}
+152
View File
@@ -0,0 +1,152 @@
use std::ops::{Add, Div, Mul, Sub};
use crate::math::traits::Vector;
use crate::math::vector2::Vector2;
#[derive(Copy, Clone, Debug, Default, PartialEq, PartialOrd)]
pub struct Vector3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
impl Vector3 {
pub fn new() -> Self {
Self::default()
}
pub fn xy(&self) -> Vector2 {
Vector2::from([
self.x,
self.y
])
}
pub fn yz(&self) -> Vector2 {
Vector2::from([
self.y,
self.z
])
}
pub fn xz(&self) -> Vector2 {
Vector2::from([
self.x,
self.z
])
}
pub fn xyz(&self) -> (f32, f32, f32) {
(self.x, self.y, self.z)
}
pub fn cross(self, other: Self) -> Self {
Self {
x: self.y * other.z - self.z * other.y,
y: self.z * other.x - self.x * other.z,
z: self.x * other.y - self.y * other.x,
}
}
}
impl Add for Vector3 {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
}
}
}
impl Sub for Vector3 {
type Output = Self;
fn sub(self, other: Self) -> Self::Output {
Self {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
}
}
}
impl Mul<f32> for Vector3 {
type Output = Self;
fn mul(self, other: f32) -> Self {
Self {
x: self.x * other,
y: self.y * other,
z: self.z * other,
}
}
}
impl Mul<Vector3> for f32 {
type Output = Vector3;
fn mul(self, rhs: Vector3) -> Self::Output {
rhs * self
}
}
impl Div<f32> for Vector3 {
type Output = Self;
fn div(self, other: f32) -> Self {
Self {
x: self.x / other,
y: self.y / other,
z: self.z / other,
}
}
}
impl Div<Vector3> for f32 {
type Output = Vector3;
fn div(self, rhs: Vector3) -> Self::Output {
rhs / self
}
}
impl Vector for Vector3 {
fn dot(self, other: Self) -> f32 {
self.x * other.x + self.y * other.y + self.z * other.z
}
fn length(&self) -> f32 {
self.x.hypot(self.y.hypot(self.z))
}
fn normalize(self) -> Self {
let length = self.length();
Self {
x: self.x / length,
y: self.y / length,
z: self.z / length,
}
}
}
impl From<[f32; 3]> for Vector3 {
fn from(v: [f32; 3]) -> Self {
Self {
x: v[0],
y: v[1],
z: v[2],
}
}
}
impl From<Vector2> for Vector3 {
fn from(v: Vector2) -> Self {
Self {
z: 0.0,
..v.into()
}
}
}
+152
View File
@@ -0,0 +1,152 @@
use std::ops::{Add, Div, Mul, Sub};
use crate::math::traits::Vector;
use crate::math::{Vector2, Vector3};
#[derive(Copy, Clone, Debug, Default, PartialEq, PartialOrd)]
pub struct Vector4 {
pub x: f32,
pub y: f32,
pub z: f32,
pub w: f32,
}
impl Vector4 {
pub fn new() -> Self {
Self::default()
}
pub fn xyzw(&self) -> (f32, f32, f32, f32) {
(self.x, self.y, self.z, self.w)
}
pub fn xyz(&self) -> Vector3 {
Vector3::from([self.x, self.y, self.z])
}
pub fn xy(&self) -> Vector2 {
Vector2::from([self.x, self.y])
}
pub fn yz(&self) -> Vector2 {
Vector2::from([self.y, self.z])
}
pub fn xz(&self) -> Vector2 {
Vector2::from([self.x, self.z])
}
}
impl Add for Vector4 {
type Output = Self;
fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.y,
z: self.z + other.z,
w: self.w + other.w,
}
}
}
impl Sub for Vector4 {
type Output = Self;
fn sub(self, other: Self) -> Self {
Self {
x: self.x - other.x,
y: self.y - other.y,
z: self.z - other.z,
w: self.w - other.w,
}
}
}
impl Mul<f32> for Vector4 {
type Output = Self;
fn mul(self, rhs: f32) -> Self::Output {
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
w: self.w * rhs,
}
}
}
impl Mul<Vector4> for f32 {
type Output = Vector4;
fn mul(self, rhs: Vector4) -> Self::Output {
rhs * self
}
}
impl Div<f32> for Vector4 {
type Output = Self;
fn div(self, rhs: f32) -> Self::Output {
Self {
x: self.x / rhs,
y: self.y / rhs,
z: self.z / rhs,
w: self.w / rhs,
}
}
}
impl Div<Vector4> for f32 {
type Output = Vector4;
fn div(self, rhs: Vector4) -> Self::Output {
rhs / self
}
}
impl Vector for Vector4 {
fn dot(self, other: Self) -> f32 {
self.x * other.x + self.y * other.y + self.z * other.z + self.w * other.w
}
fn length(&self) -> f32 {
self.x.hypot(self.y.hypot(self.z.hypot(self.w)))
}
fn normalize(self) -> Self {
self / self.length()
}
}
impl From<[f32; 4]> for Vector4 {
fn from(v: [f32; 4]) -> Self {
Self {
x: v[0],
y: v[1],
z: v[2],
w: v[3],
}
}
}
impl From<(Vector3, f32)> for Vector4 {
fn from((v, n): (Vector3, f32)) -> Self {
Self {
x: v.x,
y: v.y,
z: v.z,
w: n,
}
}
}
impl From<(Vector2, f32, f32)> for Vector4 {
fn from((v, n1, n2): (Vector2, f32, f32)) -> Self {
Self {
x: v.x,
y: v.y,
z: n1,
w: n2,
}
}
}
+11
View File
@@ -0,0 +1,11 @@
#version 460
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) buffer Data {
uint data[];
} buf;
void main() {
uint idx = gl_GlobalInvocationID.x;
buf.data[idx] *= 12;
}
+29
View File
@@ -0,0 +1,29 @@
#version 460
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0, rgba8) uniform writeonly image2D img;
void main() {
// Some normalized xy coord, plus 0.5, which gets the center of a pixel. Then it is
// normalized to the size of the image.
vec2 norm_coords = (gl_GlobalInvocationID.xy + vec2(0.5)) / vec2(imageSize(img));
// Need to look this up - not sure what this is.
// C is in the set when it is diverging when iterated from z = 0.
vec2 c = (norm_coords - vec2(0.5)) * 2.0 - vec2(1.0, 0.0);
vec2 z = vec2(0.0);
float i;
for (i = 0.0; i < 1.0; i += 0.005) {
z = vec2(
(z.x * z.x) - (z.y * z.y) + c.x,
(z.y * z.x) + (z.x * z.y) + c.y
);
if (length(z) > 4.0) {
break;
}
}
vec4 to_write = vec4(vec3(i), 1.0);
imageStore(img, ivec2(gl_GlobalInvocationID.xy), to_write);
}
+7
View File
@@ -0,0 +1,7 @@
#version 460
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
+7
View File
@@ -0,0 +1,7 @@
#version 460
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}