hotload shader + directional light

This commit is contained in:
2021-02-25 21:36:29 +01:00
parent 26871da22b
commit 8735f2d409
8 changed files with 55 additions and 25 deletions

View File

@@ -1,12 +1,13 @@
use std::{convert::TryInto, io::{Read, Write}, sync::Arc};
use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}};
use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, pipeline::shader::ShaderModule};
use vulkano::command_buffer::DynamicState;
use vulkano::device::Device;
use vulkano::framebuffer::RenderPassAbstract;
use vulkano::framebuffer::Subpass;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract;
use vulkano::pipeline::shader::GraphicsShaderType;
use crate::GameObject;
use crate::vulkan::{LinePoint, Vertex};
@@ -42,6 +43,16 @@ pub struct DefaultShader {
pipeline: GP,
}
fn shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule> {
let mut file = std::fs::File::open(path).unwrap();
let mut buffer = vec![];
file.read_to_end(&mut buffer).unwrap();
let words: Vec<u32> = buffer.chunks_exact(4).map(|c| u32::from_ne_bytes(c.try_into().unwrap())).collect();
unsafe {
ShaderModule::from_words(device.clone(), &words).unwrap()
}
}
impl DefaultShader {
pub fn new(device: Arc<Device>, render_pass: RP) -> Self {
DefaultShader {
@@ -51,7 +62,6 @@ impl DefaultShader {
fn create_pipeline(device: Arc<Device>, render_pass: RP) -> GP {
let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
let vertex_shader = vs::Shader::load(device.clone()).unwrap();
#[cfg(debug_assertions)]
{
@@ -65,22 +75,26 @@ impl DefaultShader {
}
unsafe {
let mut fs_file = std::fs::File::open("shaders/triangle.frag.spv").unwrap();
let mut fs_buf = vec![];
fs_file.read_to_end(&mut fs_buf).unwrap();
let fs_words: Vec<u32> = fs_buf.chunks_exact(4).map(|c| u32::from_ne_bytes(c.try_into().unwrap())).collect();
let fs_module = vulkano::pipeline::shader::ShaderModule::from_words(device.clone(), &fs_words).unwrap();
static ENTRY_NAME: [u8; 5usize] = [109u8, 97u8, 105u8, 110u8, 0];
let entry_name_c = std::ffi::CStr::from_ptr(ENTRY_NAME.as_ptr() as *const _);
let fs_module = shader_module_from_file(device.clone(), "shaders/triangle.frag.spv");
let fs_layout = fs::Layout(ShaderStages {
fragment: true,
..ShaderStages::none()
});
static FS_NAME: [u8; 5usize] = [109u8, 97u8, 105u8, 110u8, 0];
let fs_name_c = std::ffi::CStr::from_ptr(FS_NAME.as_ptr() as *const _);
let fs_entry = fs_module.graphics_entry_point(fs_name_c, fs::MainInput, fs::MainOutput, fs_layout, vulkano::pipeline::shader::GraphicsShaderType::Fragment);
let fs_entry = fs_module.graphics_entry_point(entry_name_c, fs::MainInput, fs::MainOutput, fs_layout, GraphicsShaderType::Fragment);
let vs_module = shader_module_from_file(device.clone(), "shaders/triangle.vert.spv");
let vs_layout = vs::Layout(ShaderStages {
vertex: true,
..ShaderStages::none()
});
let vs_entry = vs_module.graphics_entry_point(entry_name_c, vs::MainInput, vs::MainOutput, vs_layout, GraphicsShaderType::Vertex);
Arc::new(GraphicsPipeline::start()
.vertex_input_single_buffer::<Vertex>()
.vertex_shader(vertex_shader.main_entry_point(), ())
.vertex_shader(vs_entry, ())
.triangle_list()
.viewports_dynamic_scissors_irrelevant(1)
.depth_stencil_simple_depth()