This commit is contained in:
2021-10-24 15:12:59 +02:00
parent 8d5457c810
commit 23e19bf9d0
9 changed files with 49 additions and 38 deletions

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@@ -5,7 +5,7 @@ layout(push_constant) uniform PushConstants {
mat4 model; mat4 model;
} push; } push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
mat4 ortho_projection; mat4 ortho_projection;
@@ -15,7 +15,7 @@ layout(binding = 0) uniform ObjectUniformData {
vec3 camera_position; vec3 camera_position;
} ubo; } ubo;
layout(binding = 1) uniform sampler2D diffuse_tex; layout(binding = 1, set = 0) uniform sampler2D diffuse_tex;
layout(location = 0) in vec2 tex_coords; layout(location = 0) in vec2 tex_coords;

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@@ -5,7 +5,7 @@ layout(push_constant) uniform PushConstants {
mat4 model; mat4 model;
} push; } push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
mat4 ortho_projection; mat4 ortho_projection;

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@@ -6,7 +6,7 @@ layout(push_constant) uniform PushConstants {
bool is_selected; bool is_selected;
} push; } push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
mat4 ortho_projection; mat4 ortho_projection;
@@ -16,7 +16,7 @@ layout(binding = 0) uniform ObjectUniformData {
vec3 camera_position; vec3 camera_position;
} ubo; } ubo;
layout(binding = 1) uniform sampler2D diffuse_tex; layout(binding = 1, set = 0) uniform sampler2D diffuse_tex;
layout(binding = 2) uniform sampler2D normal_tex; layout(binding = 2) uniform sampler2D normal_tex;
layout(location = 0) in vec2 tex_coords; layout(location = 0) in vec2 tex_coords;

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@@ -6,7 +6,7 @@ layout(push_constant) uniform PushConstants {
bool is_selected; bool is_selected;
} push; } push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
mat4 ortho_projection; mat4 ortho_projection;

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@@ -1,6 +1,6 @@
use cgmath::{Vector4, vec4}; use cgmath::{Vector4, vec4};
use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}}; use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, TextVertex, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}};
use super::{GameState, TestGame}; use super::{GameState, TestGame};
@@ -9,9 +9,9 @@ pub struct FpsCounter {
} }
impl FpsCounter { impl FpsCounter {
pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> Box<FpsCounter> { pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> FpsCounter {
let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.); let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.);
Box::new(FpsCounter { game_object: game.add_game_object(renderer, text_mesh) }) FpsCounter { game_object: game.add_game_object(renderer, text_mesh) }
} }
} }
@@ -38,8 +38,13 @@ pub struct UiQuad {
impl UiQuad { impl UiQuad {
pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad { pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad {
let quad_verts = vec![]; let quad_verts = vec![
let cpu_mesh = CPUMesh { vertices: CPUVertexList::Vertex3D(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None }; TextVertex { position: [0., 0., 0.], uv: [0., 0.] },
TextVertex { position: [0., 1., 0.], uv: [0., 1.] },
TextVertex { position: [1., 0., 0.], uv: [1., 0.] },
TextVertex { position: [1., 1., 0.], uv: [1., 1.] },
];
let cpu_mesh = CPUMesh { vertices: CPUVertexList::VertexText(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None };
let mesh_index = renderer.upload_mesh(cpu_mesh, None); let mesh_index = renderer.upload_mesh(cpu_mesh, None);
let mesh_handle = MeshHandle { let mesh_handle = MeshHandle {
index: mesh_index, index: mesh_index,
@@ -54,6 +59,6 @@ impl UiQuad {
impl Updatable for UiQuad { impl Updatable for UiQuad {
fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) { fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
todo!()
} }
} }

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@@ -6,7 +6,7 @@ use winit::event::Event;
use level::{load_level, save_level}; use level::{load_level, save_level};
use player::Player; use player::Player;
use crate::game::entities::FpsCounter; use crate::game::entities::{FpsCounter, UiQuad};
use crate::text::create_brush; use crate::text::create_brush;
use crate::{config::LogConfig, vulkan}; use crate::{config::LogConfig, vulkan};
use crate::input::InputState; use crate::input::InputState;
@@ -149,7 +149,10 @@ impl TestGame {
load_level("levels/test.lvl", self, renderer).unwrap(); load_level("levels/test.lvl", self, renderer).unwrap();
let fps = FpsCounter::new(self, renderer); let fps = FpsCounter::new(self, renderer);
self.components.push(fps); self.components.push(Box::new(fps));
let test_quad = UiQuad::new(self, renderer);
self.components.push(Box::new(test_quad));
println!("Game loaded!"); println!("Game loaded!");
} }

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@@ -17,7 +17,7 @@ pub struct GameObject {
pub rotation: Quaternion<f32>, pub rotation: Quaternion<f32>,
pub scale: Vector3<f32>, pub scale: Vector3<f32>,
pub children: Vec<GameObject>, pub children: Vec<GameObject>,
pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>, pub descriptor_sets: Vec<Vec<Arc<RendererDescriptorSets>>>,
pub is_selected: bool, pub is_selected: bool,
pub pipeline_index: usize, pub pipeline_index: usize,
pub visible: bool, pub visible: bool,
@@ -31,7 +31,7 @@ impl GameObject {
} }
pub fn init_descriptor_sets(&mut self, renderer: &mut VulkanRenderer) { pub fn init_descriptor_sets(&mut self, renderer: &mut VulkanRenderer) {
self.descriptor_sets = renderer.pipelines[self.pipeline_index].create_descriptor_set(&self.textures, renderer); self.descriptor_sets = renderer.pipelines[self.pipeline_index].create_descriptor_sets(&self.textures, renderer);
} }
pub fn _set_position(&mut self, x: f32, y: f32, z: f32) { pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {

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@@ -218,8 +218,8 @@ impl VulkanRenderer {
let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) { let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
(true, _, _, _) => "!!", (true, _, _, _) => "!!",
(_, true, _, _) => "!", (_, true, _, _) => "!",
(_, _, _, true) => "i", (_, _, true, _) => "i",
_ => " " _ => "v"
}; };
let layer_str = msg.layer_prefix; let layer_str = msg.layer_prefix;
@@ -228,7 +228,7 @@ impl VulkanRenderer {
}).ok(); }).ok();
} }
// TODO: Just get the first physical device we find, it's fiiiine... // TODO: Create device selector
let physical = PhysicalDevice::enumerate(&instance).next().unwrap(); let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
println!("Using device: {} (type: {:?})", physical.name(), physical.ty()); println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
@@ -236,14 +236,11 @@ impl VulkanRenderer {
let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap(); let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
let window = surface.window(); let window = surface.window();
// TODO: Tutorial says we need more queues // Queue
// In a real-life application, we would probably use at least a graphics queue and a transfers
// queue to handle data transfers in parallel. In this example we only use one queue.
let queue_family = physical.queue_families().find(|&q| { let queue_family = physical.queue_families().find(|&q| {
q.supports_graphics() && surface.is_supported(q).unwrap_or(false) q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
}).unwrap(); }).unwrap();
// Queue
let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() }; let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext, let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
[(queue_family, 0.5)].iter().cloned()).unwrap(); [(queue_family, 0.5)].iter().cloned()).unwrap();

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@@ -1,6 +1,6 @@
use std::{convert::TryInto, io::{self, ErrorKind, Read, Write}, path::PathBuf, sync::Arc}; use std::{convert::TryInto, io::{self, ErrorKind, Read, Write}, path::PathBuf, sync::Arc};
use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{DescriptorSet, descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, pipeline::{shader::{ShaderModule}}}; use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{DescriptorSet, descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet, pipeline_layout::PipelineLayoutDesc}, pipeline::{shader::{ShaderModule}}};
use vulkano::command_buffer::DynamicState; use vulkano::command_buffer::DynamicState;
use vulkano::device::Device; use vulkano::device::Device;
use vulkano::framebuffer::RenderPassAbstract; use vulkano::framebuffer::RenderPassAbstract;
@@ -22,7 +22,7 @@ type DS = Arc<dyn DescriptorSet + Send + Sync>;
pub trait Drawcall { pub trait Drawcall {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState); fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState);
fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS>; fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>>;
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP); fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP);
fn get_pipeline(self: &Self) -> &GP; fn get_pipeline(self: &Self) -> &GP;
} }
@@ -155,24 +155,23 @@ impl Drawcall for DefaultShader {
} }
} }
fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS> { fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone(); let descriptor_set_layout_0 = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
renderer.uniform_buffers.iter().map(|uniform_buffer| { renderer.uniform_buffers.iter().map(|uniform_buffer| {
let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>; let descriptor_set_0: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
debug_assert!(textures.len() == 2, "Expected diffuse and normal map for object shader!"); debug_assert!(textures.len() == 2, "Expected diffuse and normal map for object shader!");
let diffuse = &renderer.game_data.textures[textures[0]]; let diffuse = &renderer.game_data.textures[textures[0]];
let normal_map = &renderer.game_data.textures[textures[1]]; let normal_map = &renderer.game_data.textures[textures[1]];
descriptor_set = Arc::new(builder descriptor_set_0 = Arc::new(PersistentDescriptorSet::start(descriptor_set_layout_0.clone())
.add_buffer(uniform_buffer.clone()).unwrap() .add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
.add_sampled_image(normal_map.image.clone(), normal_map.sampler.clone()).unwrap() .add_sampled_image(normal_map.image.clone(), normal_map.sampler.clone()).unwrap()
.build().unwrap()); .build().unwrap());
descriptor_set vec![descriptor_set_0]
}).collect() }).collect()
} }
@@ -240,7 +239,7 @@ impl Drawcall for LineShader {
game_data.line_push_constants.clone()).unwrap(); game_data.line_push_constants.clone()).unwrap();
} }
fn create_descriptor_set(self: &Self, _textures: &Vec<TextureHandle>, _renderer: &VulkanRenderer) -> Vec<DS> { fn create_descriptor_sets(self: &Self, _textures: &Vec<TextureHandle>, _renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
vec![] vec![]
} }
@@ -318,6 +317,10 @@ impl TextShader {
.build(device.clone()) .build(device.clone())
.unwrap()); .unwrap());
println!("{:?}", gp.descriptor(0, 0).unwrap().ty);
println!("{:?}", gp.descriptor(0, 1).unwrap().ty);
println!("{:?}", gp.descriptor(0, 2).unwrap().ty); // TODO: Why does this exist?
gp gp
} }
} }
@@ -340,24 +343,27 @@ impl Drawcall for TextShader {
} }
} }
fn create_descriptor_set(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<DS> { fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone(); let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone();
renderer.uniform_buffers.iter().map(|uniform_buffer| { renderer.uniform_buffers.iter().map(|uniform_buffer| {
let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>; let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone()); let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
debug_assert!(textures.len() == 1, "Expected only diffuse map for text shader!"); let diffuse_index = match textures.len() {
let diffuse = &renderer.game_data.textures[textures[0]]; 0 => 0,
println!("Using diffuse image with size {:?}", diffuse.image.dimensions()); 1 => textures[0],
_ => panic!("Expected only diffuse map for text shader!"),
};
let diffuse = &renderer.game_data.textures[diffuse_index];
descriptor_set = Arc::new(builder descriptor_set = Arc::new(builder
.add_buffer(uniform_buffer.clone()).unwrap() .add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap()
.add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() // TODO: delet this
.build().unwrap()); .build().unwrap());
descriptor_set vec![descriptor_set]
}).collect() }).collect()
} }