yay cubes
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@@ -27,6 +27,11 @@ scan_code = 30
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name = "d"
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scan_code = 32
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[[button]]
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name = "test"
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scan_code = 20
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ctrl = true
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[[axis]]
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name = "move_forward"
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positive_button = "w"
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11
src/main.rs
11
src/main.rs
@@ -1,8 +1,8 @@
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use winit::{Event};
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use cgmath::{Matrix4, Rad, Vector3, Deg, Quaternion, Rotation3, One, Rotation};
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use cgmath::{Matrix4, Rad, Vector3, Deg, Quaternion, Rotation3, One, Rotation, SquareMatrix};
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mod vulkan;
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use crate::vulkan::{GameData, Game, LinePoint};
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use crate::vulkan::{GameData, Game, LinePoint, GameObject};
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mod input;
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use crate::input::{InputState};
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@@ -40,6 +40,11 @@ impl Game for TestGame<'_> {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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if self.input.button_just_pressed("test") {
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println!("test");
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game_data.game_objects.push(GameObject { mesh_index: 0, model_matrix: Matrix4::identity() });
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}
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_z(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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@@ -87,7 +92,7 @@ fn main() {
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let line_count = 30;
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vulkan::init(
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"models/iski51.obj",
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vec!["models/box.obj", "models/iski51.obj"],
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(-line_count..=line_count)
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.flat_map(|it| vec![
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LinePoint { position: [it as f32, -line_count as f32, 0.] },
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@@ -35,7 +35,6 @@ 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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@@ -64,6 +63,16 @@ pub trait Game {
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fn on_window_event(self: &mut Self, event: &Event);
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}
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pub struct Mesh {
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vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
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index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
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}
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pub struct GameObject {
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pub mesh_index: usize,
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pub model_matrix: Matrix4<f32>,
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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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@@ -72,11 +81,11 @@ pub struct GameData {
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pub recreate_pipeline: bool,
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pub dimensions: [u32; 2],
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pub shutdown: bool,
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mesh_vertex_buffer: Option<Arc<CpuAccessibleBuffer<[Vertex]>>>,
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mesh_index_buffer: Option<Arc<CpuAccessibleBuffer<[u32]>>>,
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pub game_objects: Vec<GameObject>,
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pub meshes: Vec<Mesh>,
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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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pub fn init(mesh_paths: Vec<&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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time: 0.0,
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@@ -95,8 +104,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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shutdown: false,
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line_vertices,
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dimensions: [0, 0],
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mesh_vertex_buffer: None,
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mesh_index_buffer: None,
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meshes: vec![],
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game_objects: vec![],
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};
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if game.validation_layers_enabled() {
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@@ -209,9 +218,8 @@ pub fn init(mesh_path: &str, line_vertices: Vec<LinePoint>, game: &mut dyn Game)
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PresentMode::Fifo, true, None).unwrap()
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};
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let (mesh_vertices, mesh_indices) = load_mesh(mesh_path);
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data.mesh_vertex_buffer = Some(CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), mesh_vertices.into_iter()).unwrap());
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data.mesh_index_buffer = Some(CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::index_buffer(), mesh_indices.into_iter()).unwrap());
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mesh_paths.iter().for_each(|path| data.meshes.push(load_mesh(device.clone(), path)));
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), data.line_vertices.iter().cloned()).unwrap();
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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@@ -321,23 +329,29 @@ 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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let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
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let mut cbb = 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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.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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.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, data.mesh_vertex_buffer.clone().unwrap(), data.mesh_index_buffer.clone().unwrap(), (), data.push_constants.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 are now inside the first subpass of the render pass
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for i in 0..data.game_objects.len() {
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cbb = cbb.draw_indexed(pipeline.clone(), &dynamic_state,
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data.meshes[data.game_objects[i].mesh_index].vertex_buffer.clone(),
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data.meshes[data.game_objects[i].mesh_index].index_buffer.clone(),
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(), data.push_constants.clone()).unwrap();
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}
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cbb = cbb.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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// next subpass.
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.end_render_pass().unwrap()
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.end_render_pass().unwrap();
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// Finish building the command buffer by calling `build`.
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.build().unwrap();
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let command_buffer = cbb.build().unwrap();
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let future = previous_frame_end.join(acquire_future)
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.then_execute(queue.clone(), command_buffer).unwrap()
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@@ -458,7 +472,7 @@ 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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.depth_stencil_simple_depth()
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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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@@ -470,6 +484,7 @@ fn create_pipeline<T: RenderPassAbstract, V: vulkano::pipeline::vertex::Vertex>(
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.triangle_list()
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.viewports_dynamic_scissors_irrelevant(1)
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.depth_stencil_simple_depth()
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.cull_mode_back()
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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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@@ -508,7 +523,7 @@ fn read_shader(vert_path_relative: &str, frag_path_relative: &str) -> Option<(Co
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}
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}
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fn load_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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fn load_mesh(device: Arc<Device>, mesh_path: &str) -> Mesh {
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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@@ -543,5 +558,7 @@ fn load_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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}
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}
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(vertices, indices)
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let vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), vertices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::index_buffer(), indices.into_iter()).unwrap();
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Mesh { vertex_buffer, index_buffer }
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}
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