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This commit is contained in:
6
.idea/inspectionProfiles/Project_Default.xml
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6
.idea/inspectionProfiles/Project_Default.xml
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@@ -0,0 +1,6 @@
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<component name="InspectionProjectProfileManager">
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<profile version="1.0">
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<option name="myName" value="Project Default" />
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<inspection_tool class="RsImplicitTraitObject" enabled="false" level="WARNING" enabled_by_default="false" />
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</profile>
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</component>
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@@ -2,6 +2,12 @@
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layout(location = 0) in vec3 position;
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layout(push_constant) uniform LinePushConstants {
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mat4 model;
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mat4 view;
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mat4 projection;
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} push;
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void main() {
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gl_Position = vec4(position, 1.0);
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gl_Position = push.projection * push.view * push.model * vec4(position, 1.0);
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}
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19
src/main.rs
19
src/main.rs
@@ -4,7 +4,6 @@ use std::iter::FromIterator;
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use cgmath::{Matrix4, Rad, Point3, Vector3, Deg};
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mod vulkan;
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use vulkan::vs::ty::PushConstants;
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const PRINT_KEYBOARD_INPUT: bool = false;
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@@ -24,7 +23,7 @@ impl Game for TestGame {
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let mut proj = cgmath::perspective(
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Rad::from(Deg(45.0)),
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game_data.aspect_ratio,
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game_data.dimensions[0] as f32 / game_data.dimensions[1] as f32,
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0.1,
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10.0
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);
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@@ -34,9 +33,11 @@ impl Game for TestGame {
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game_data.push_constants.model = model.into();
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game_data.push_constants.view = view.into();
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game_data.push_constants.projection = proj.into();
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game_data.line_push_constants.view = view.into();
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game_data.line_push_constants.projection = proj.into();
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}
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fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event) -> bool {
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fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event) {
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match event {
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Event::WindowEvent { event: WindowEvent::KeyboardInput { device_id, input }, .. } => {
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if PRINT_KEYBOARD_INPUT {
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@@ -61,7 +62,6 @@ impl Game for TestGame {
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}
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_ => {}
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}
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return false;
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}
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}
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@@ -69,10 +69,13 @@ fn main() {
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let mut game = TestGame {};
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vulkan::init(
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"models/box.obj",
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vec![
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LinePoint { position: [-0.9, 1., 0.] },
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LinePoint { position: [0.9, 0., 0.] },
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],
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(-10..10)
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.flat_map(|it| vec![
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LinePoint { position: [it as f32, -10., 0.] },
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LinePoint { position: [it as f32, 10., 0.] },
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LinePoint { position: [-10., it as f32, 0.] },
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LinePoint { position: [10., it as f32, 0.] },
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]).collect(),
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&mut game
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);
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}
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@@ -2,7 +2,7 @@ use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
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use vulkano::device::{Device, DeviceExtensions};
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use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract};
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use vulkano::image::{SwapchainImage, AttachmentImage};
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use vulkano::image::{SwapchainImage, AttachmentImage, ImageUsage};
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use vulkano::instance::{Instance, PhysicalDevice, ApplicationInfo, Version, InstanceExtensions};
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use vulkano::pipeline::{GraphicsPipeline};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule};
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@@ -13,7 +13,8 @@ use vulkano::sync::{GpuFuture, FlushError};
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use vulkano::sync;
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use vulkano::pipeline::vertex::{SingleBufferDefinition};
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use vulkano::descriptor::PipelineLayoutAbstract;
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use vulkano::format::Format;
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use vulkano::format::{Format, ClearValue};
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use vulkano::instance::debug::{DebugCallback, MessageTypes};
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use vulkano_win::VkSurfaceBuild;
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@@ -30,10 +31,11 @@ use shade_runner;
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use shade_runner::{CompiledShaders, Entry};
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use shaderc;
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use crate::PushConstants;
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use vulkano::instance::debug::{DebugCallback, MessageTypes};
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use vs::ty::PushConstants;
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use line_vs::ty::LinePushConstants;
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use tobj::{load_obj};
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use vulkano::pipeline::depth_stencil::DepthStencil;
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_LUNARG_standard_validation"
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@@ -62,20 +64,19 @@ pub trait Game {
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fn update(self: &mut Self, game_data: &mut GameData);
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/// Returns true if event should be ignored by the vulkan handler
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fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event) -> bool;
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fn on_window_event(self: &mut Self, game_data: &mut GameData, event: &Event);
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}
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pub struct GameData {
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pub start_time: SystemTime,
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pub line_vertices: Vec<LinePoint>,
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pub push_constants: PushConstants,
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pub line_push_constants: LinePushConstants,
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pub recreate_pipeline: bool,
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pub aspect_ratio: f32,
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pub dimensions: [u32; 2],
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pub shutdown: bool,
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}
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pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game) {
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let mut data = GameData {
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push_constants: PushConstants {
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@@ -85,11 +86,16 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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},
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line_push_constants: LinePushConstants {
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model: Matrix4::identity().into(),
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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},
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start_time: SystemTime::now(),
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recreate_pipeline: false,
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aspect_ratio: 1.0,
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shutdown: false,
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line_vertices,
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dimensions: [0, 0]
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};
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if ENABLE_VALIDATION_LAYERS {
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@@ -190,7 +196,7 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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// These drivers will allow anything but the only sensible value is the window dimensions.
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//
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// Because for both of these cases, the swapchain needs to be the window dimensions, we just use that.
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let initial_dimensions = if let Some(dimensions) = window.get_inner_size() {
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data.dimensions = if let Some(dimensions) = window.get_inner_size() {
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let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
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[dimensions.0, dimensions.1]
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} else {
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@@ -198,7 +204,7 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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};
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Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format,
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initial_dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
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data.dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
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PresentMode::Fifo, true, None).unwrap()
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};
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@@ -221,6 +227,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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store: DontCare,
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format: Format::D16Unorm,
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samples: 1,
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initial_layout: ImageLayout::Undefined,
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final_layout: ImageLayout::DepthStencilAttachmentOptimal,
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}
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},
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pass: {
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@@ -231,8 +239,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
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let mut pipeline = create_pipeline(device.clone(), sub_pass.clone(), "shaders/triangle.vert", "shaders/triangle.frag", false).unwrap();
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let line_pipeline = create_pipeline(device.clone(), sub_pass.clone(), "shaders/line.vert", "shaders/line.frag", true).unwrap();
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let mut pipeline = create_pipeline(device.clone(), sub_pass.clone(), "shaders/triangle.vert", "shaders/triangle.frag", false).unwrap();
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let line_pipeline = create_pipeline(device.clone(), sub_pass.clone(), "shaders/line.vert", "shaders/line.frag", true ).unwrap();
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Otherwise we would have to recreate the whole pipeline.
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@@ -240,7 +248,7 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// can draw we also need to create the actual framebuffers.
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let mut framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state, &mut data.aspect_ratio);
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let mut framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state);
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let mut recreate_swapchain = false;
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@@ -278,7 +286,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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swapchain = new_swapchain;
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// Because framebuffers contains an Arc on the old swapchain, we need to
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// recreate framebuffers as well.
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framebuffers = window_size_dependent_setup(device.clone(), &new_images, render_pass.clone(), &mut dynamic_state, &mut data.aspect_ratio);
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framebuffers = window_size_dependent_setup(device.clone(), &new_images, render_pass.clone(), &mut dynamic_state);
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data.dimensions = images[0].dimensions();
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recreate_swapchain = false;
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}
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@@ -311,22 +320,15 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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game.update(&mut data);
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// Specify the color to clear the framebuffer with i.e. blue
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let clear_values = vec!([0.0, 0.0, 1.0, 1.0].into(), 1f32.into());
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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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// Before we can draw, we have to *enter a render pass*. There are two methods to do
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// this: `draw_inline` and `draw_secondary`. The latter is a bit more advanced and is
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// not covered here.
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//
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// The third parameter builds the list of values to clear the attachments with. The API
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// is similar to the list of attachments when building the framebuffers, except that
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// only the attachments that use `load: Clear` appear in the list.
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values).unwrap()
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.begin_render_pass(framebuffers[image_num].clone(), false, vec![[0.0, 0.0, 0.0, 1.0].into(), ClearValue::Depth(1.0)]).unwrap()
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// We are now inside the first subpass of the render pass. We add a draw command.
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.draw_indexed(pipeline.clone(), &dynamic_state, mesh_vertex_buffer.clone(), mesh_index_buffer.clone(), (), data.push_constants.clone()).unwrap()
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.draw(line_pipeline.clone(), &dynamic_state, line_vertex_buffer.clone(), (), ()).unwrap()
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.draw(line_pipeline.clone(), &dynamic_state, line_vertex_buffer.clone(), (), data.line_push_constants.clone()).unwrap()
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// We leave the render pass by calling `draw_end`. Note that if we had multiple
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// subpasses we could have called `next_inline` (or `next_secondary`) to jump to the
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@@ -363,12 +365,11 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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// wait would happen. Blocking may be the desired behavior, but if you don't want to
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// block you should spawn a separate thread dedicated to submissions.
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events_loop.poll_events(|ev| {
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if !game.on_window_event(&mut data, &ev) {
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match ev {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => data.shutdown = true,
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
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_ => {}
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}
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game.on_window_event(&mut data, &ev);
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match ev {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => data.shutdown = true,
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
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_ => {}
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}
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});
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if data.shutdown { return; }
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@@ -376,9 +377,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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}
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/// This method is called once during initialization, then again whenever the window is resized
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fn window_size_dependent_setup(device: Arc<Device>, images: &[Arc<SwapchainImage<Window>>], render_pass: Arc<dyn RenderPassAbstract + Send + Sync>, dynamic_state: &mut DynamicState, aspect_ratio: &mut f32) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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fn window_size_dependent_setup(device: Arc<Device>, images: &[Arc<SwapchainImage<Window>>], render_pass: Arc<dyn RenderPassAbstract + Send + Sync>, dynamic_state: &mut DynamicState) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
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let dimensions = images[0].dimensions();
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*aspect_ratio = dimensions[0] as f32 / dimensions[1] as f32;
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let viewport = Viewport {
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origin: [0.0, 0.0],
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@@ -387,12 +387,12 @@ fn window_size_dependent_setup(device: Arc<Device>, images: &[Arc<SwapchainImage
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};
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dynamic_state.viewports = Some(vec!(viewport));
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let depth_buffer = AttachmentImage::transient(device.clone(), dimensions, Format::D16Unorm).unwrap();
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let depth_image = AttachmentImage::with_usage(device.clone(), dimensions, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap();
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images.iter().map(|image| {
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Arc::new(Framebuffer::start(render_pass.clone())
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.add(image.clone()).unwrap()
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.add(depth_buffer.clone()).unwrap()
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.add(depth_image.clone()).unwrap()
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.build().unwrap()
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) as Arc<dyn FramebufferAbstract + Send + Sync>
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}).collect::<Vec<_>>()
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@@ -405,6 +405,13 @@ pub mod vs {
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}
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}
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pub mod line_vs {
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vulkano_shaders::shader!{
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ty: "vertex",
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path: "shaders/line.vert"
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}
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}
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pub mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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@@ -412,6 +419,13 @@ pub mod fs {
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}
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}
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pub mod line_fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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path: "shaders/line.frag"
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}
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}
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fn create_pipeline<T: RenderPassAbstract, V: vulkano::pipeline::vertex::Vertex>(device: Arc<Device>, sub_pass: Subpass<Arc<T>>, vertex_shader_path: &str, fragment_shader_path: &str, is_line: bool) -> Option<Arc<GraphicsPipeline<SingleBufferDefinition<V>, Box<dyn PipelineLayoutAbstract + Send + Sync>, Arc<T>>>> {
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if let Some((shader, shader_data)) = read_shader(vertex_shader_path, fragment_shader_path) {
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let vertex_shader_entry;
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@@ -443,6 +457,7 @@ fn create_pipeline<T: RenderPassAbstract, V: vulkano::pipeline::vertex::Vertex>(
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.vertex_shader(vertex_shader_entry.clone(), ())
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.line_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.depth_stencil(DepthStencil::simple_depth_test())
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.fragment_shader(fragment_shader_entry.clone(), ())
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.render_pass(sub_pass.clone())
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.build(device.clone())
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Reference in New Issue
Block a user