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

@@ -1,3 +1,6 @@
# Scan codes are in decimal
# See here: https://www.millisecond.com/support/docs/v6/html/language/scancodes.htm
[[button]] [[button]]
name = "quit" name = "quit"
scan_code = 1 scan_code = 1
@@ -8,8 +11,7 @@ scan_code = 59
[[button]] [[button]]
name = "reload_shaders" name = "reload_shaders"
scan_code = 19 scan_code = 63
ctrl = true
[[button]] [[button]]
name = "print_framerate" name = "print_framerate"

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@@ -6,6 +6,7 @@ layout(binding = 0) uniform ObjectUniformData {
mat4 projection; mat4 projection;
float time; float time;
vec3 light_position; vec3 light_position;
vec3 light_directional_rotation;
vec3 camera_position; vec3 camera_position;
} ubo; } ubo;
@@ -23,7 +24,9 @@ void main() {
vec3 normal_cam_u = texture(normal_tex, tex_coords).rgb; vec3 normal_cam_u = texture(normal_tex, tex_coords).rgb;
normal_cam_u = normal_cam_u * 2.0 - 1.0; normal_cam_u = normal_cam_u * 2.0 - 1.0;
normal_cam_u = normalize(tbn * normal_cam_u); normal_cam_u = normalize(tbn * normal_cam_u);
vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
// vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
vec3 light_direction_cam_u = normalize(vec3(sin(ubo.time), 1.0, cos(ubo.time)));
float ambient_strength = 0.1; float ambient_strength = 0.1;
vec3 light_color = vec3(1.0, 1.0, 1.0); vec3 light_color = vec3(1.0, 1.0, 1.0);

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@@ -10,6 +10,7 @@ layout(binding = 0) uniform ObjectUniformData {
mat4 projection; mat4 projection;
float time; float time;
vec3 light_position; vec3 light_position;
vec3 light_directional_rotation;
vec3 camera_position; vec3 camera_position;
} ubo; } ubo;

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@@ -1,10 +1,11 @@
use cgmath::{Deg, InnerSpace, Quaternion, Rotation3};
use winit::event::Event; use winit::event::Event;
use level::{load_level, save_level}; use level::{load_level, save_level};
use player::Player; use player::Player;
use crate::config::{LogConfig}; use crate::config::LogConfig;
use crate::input::InputState; use crate::input::InputState;
use crate::vulkan::{Game, MeshHandle, VulkanRenderer}; use crate::vulkan::{Game, MeshHandle, VulkanRenderer};
use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable}; use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable};
@@ -22,6 +23,7 @@ pub struct TestGame {
pub texture_index_counter: usize, pub texture_index_counter: usize,
pub last_time: f32, pub last_time: f32,
pub components: Vec<Box<dyn Updatable>>, pub components: Vec<Box<dyn Updatable>>,
pub paused: bool,
} }
impl Game for TestGame { impl Game for TestGame {
@@ -48,7 +50,7 @@ impl Game for TestGame {
} }
if self.input.button_just_pressed("reload_shaders") { if self.input.button_just_pressed("reload_shaders") {
renderer.game_data.recreate_pipeline = true; renderer.recreate_swapchain = true;
} }
if self.input.button_just_pressed("quicksave") { if self.input.button_just_pressed("quicksave") {
@@ -65,17 +67,15 @@ impl Game for TestGame {
} }
if self.input.button_just_pressed("test") { if self.input.button_just_pressed("test") {
if renderer.render_config.msaa_samples > 0 { self.paused = !self.paused;
renderer.render_config.msaa_samples = 0;
} else {
renderer.render_config.msaa_samples = 8;
}
renderer.recreate_swapchain = true;
} }
// Custom game object stuff // Custom game object stuff
let light_pos = self.player.camera.position * -1.0; let light_pos = self.player.camera.position * -1.0;
if !self.paused {
self.player.update(frame_time, &self.input, renderer); self.player.update(frame_time, &self.input, renderer);
}
self.game_objects[1].get_game_object_mut(renderer).unwrap().rotation = Quaternion::from_angle_y(Deg(time * -20.)).normalize();
// End frame // End frame
self.last_time = time; self.last_time = time;
@@ -86,9 +86,11 @@ impl Game for TestGame {
projection: self.player.camera.proj.into(), projection: self.player.camera.proj.into(),
time, time,
light_position: light_pos.into(), light_position: light_pos.into(),
light_directional_rotation: [45.0, 45.0, 0.0],
camera_position: self.player.camera.position.into(), camera_position: self.player.camera.position.into(),
_dummy0: [0; 12], _dummy0: [0; 12],
_dummy1: [0; 4], _dummy1: [0; 4],
_dummy2: [0; 4],
} }
} }
} }
@@ -103,6 +105,7 @@ impl TestGame {
texture_index_counter: 0, texture_index_counter: 0,
last_time: 0.0, last_time: 0.0,
components: vec![], components: vec![],
paused: false,
} }
} }

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@@ -250,7 +250,7 @@ impl VulkanRenderer {
let pipelines: Vec<Box<dyn Drawcall>> = vec![ let pipelines: Vec<Box<dyn Drawcall>> = vec![
Box::new(DefaultShader::new(device.clone(), render_pass.clone())), Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
// Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())), Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
]; ];
// Dynamic viewports allow us to recreate just the viewport when the window is resized // Dynamic viewports allow us to recreate just the viewport when the window is resized
@@ -269,9 +269,11 @@ impl VulkanRenderer {
projection: Matrix4::identity().into(), projection: Matrix4::identity().into(),
time: 0.0, time: 0.0,
light_position: [0.0, 0.0, 0.0], light_position: [0.0, 0.0, 0.0],
light_directional_rotation: [0.0, 0.0, 0.0],
camera_position: [0.0, 0.0, 0.0], camera_position: [0.0, 0.0, 0.0],
_dummy0: [0; 12], _dummy0: [0; 12],
_dummy1: [0; 4], _dummy1: [0; 4],
_dummy2: [0; 4],
}; };
for _ in 0..swapchain.num_images() { for _ in 0..swapchain.num_images() {
@@ -347,7 +349,7 @@ impl VulkanRenderer {
self.pipelines = vec![ self.pipelines = vec![
Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())), Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
// Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())), Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
]; ];
self.swapchain = new_swapchain; self.swapchain = new_swapchain;
@@ -473,6 +475,11 @@ impl VulkanRenderer {
pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) { pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) {
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
game.on_window_event(&event); game.on_window_event(&event);
if renderer.game_data.shutdown {
*control_flow = ControlFlow::Exit;
}
match event { match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit; *control_flow = ControlFlow::Exit;

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