Different textures per object

This commit is contained in:
2020-10-25 04:01:47 +01:00
parent d6f2b5d385
commit c055ea19ed
6 changed files with 63 additions and 54 deletions

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@@ -1,46 +1,50 @@
use std::sync::Arc;
use crate::vulkan::RendererDescriptorSets;
use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg}; use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg};
use crate::vulkan::{MeshHandle, VulkanRenderer}; use crate::vulkan::{MeshHandle, VulkanRenderer};
use crate::input::InputState; use crate::input::InputState;
#[derive(Debug, Clone)] #[derive(Clone)]
pub struct GameObject { pub struct GameObject {
pub mesh_index: usize, pub mesh_index: usize,
pub texture_index: usize, pub texture_index: usize,
pub position: Vector3<f32>, pub position: Vector3<f32>,
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>>
} }
impl GameObject { impl GameObject {
pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject { pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0), GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![] } rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
descriptor_sets: vec![] }
} }
pub fn set_position(&mut self, x: f32, y: f32, z: f32) { pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
self.position.x = x; self.position.x = x;
self.position.y = y; self.position.y = y;
self.position.z = z; self.position.z = z;
} }
pub fn set_scale(&mut self, x: f32, y: f32, z: f32) { pub fn _set_scale(&mut self, x: f32, y: f32, z: f32) {
self.scale.x = x; self.scale.x = x;
self.scale.y = y; self.scale.y = y;
self.scale.z = z; self.scale.z = z;
} }
pub fn set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) { pub fn _set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) {
self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z))); self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z)));
} }
pub fn translate(&mut self, x: f32, y: f32, z: f32) { pub fn _translate(&mut self, x: f32, y: f32, z: f32) {
self.position.x += x; self.position.x += x;
self.position.y += y; self.position.y += y;
self.position.z += z; self.position.z += z;
} }
pub fn rotate(&mut self, x: f32, y: f32, z: f32) { pub fn _rotate(&mut self, x: f32, y: f32, z: f32) {
self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z))); self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
} }

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@@ -1,5 +1,6 @@
use crate::player::{Camera, Player}; use crate::vulkan::TextureHandle;
use cgmath::{Deg, Matrix4, Quaternion, Rotation, Rotation3, Vector3, vec3, Vector4}; use crate::player::{Player};
use cgmath::{Matrix4, Vector3, vec3, Vector4};
use winit::event::Event; use winit::event::Event;
use crate::config::LogConfig; use crate::config::LogConfig;
@@ -18,13 +19,12 @@ mod player;
struct TestGame { struct TestGame {
input: InputState, input: InputState,
player: Player, player: Player,
meshes: Vec<(MeshHandle, usize)>, meshes: Vec<(MeshHandle, TextureHandle)>,
game_objects: Vec<GameObjectHandle>, game_objects: Vec<GameObjectHandle>,
log_config: LogConfig, log_config: LogConfig,
texture_index_counter: usize, texture_index_counter: usize,
last_time: f32, last_time: f32,
components: Vec<Box<dyn Updatable>>, components: Vec<Box<dyn Updatable>>,
show_grid: bool,
} }
impl TestGame { impl TestGame {
@@ -38,7 +38,6 @@ impl TestGame {
texture_index_counter: 1, texture_index_counter: 1,
last_time: 0.0, last_time: 0.0,
components: vec![], components: vec![],
show_grid: false,
} }
} }
} }
@@ -79,9 +78,7 @@ impl Game for TestGame {
} }
// Custom game object stuff // Custom game object stuff
let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0); let light_pos = self.player.camera.position * -1.0;
self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
self.player.update(frame_time, input, renderer); self.player.update(frame_time, input, renderer);
// End frame // End frame
@@ -108,20 +105,13 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
impl TestGame { impl TestGame {
fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) { fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
let cube_meshes = self.load_gltf(renderer, "models/box.glb"); let cube = self.add_from_gltf(renderer, "models/box.glb");
let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0); cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0); let sphere = self.add_from_gltf(renderer, "models/sphere.glb");
sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0); sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0); let plane = self.add_from_gltf(renderer, "models/plane.glb");
light_sphere.get_game_object(renderer).unwrap().scale = vec3(0.1, 0.1, 0.1);
let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0); plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
println!("Game loaded!"); println!("Game loaded!");
@@ -129,23 +119,41 @@ impl TestGame {
fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> { fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
let mut mesh_handles = Vec::new(); let mut mesh_handles = Vec::new();
// Load file
let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap(); let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
for cpu_mesh in meshes.into_iter() { for cpu_mesh in meshes.into_iter() {
// Convert file texture id to game texture id
let id = match cpu_mesh.texture_index { let id = match cpu_mesh.texture_index {
Some(tex_id) => tex_id + self.texture_index_counter, Some(local_tex_id) => local_tex_id + self.texture_index_counter,
None => 0, None => 0,
}; };
if cpu_mesh.texture_index.is_some() {
self.texture_index_counter += 1; self.texture_index_counter += 1;
}
// Upload mesh
let mesh_handle = renderer.upload_mesh(cpu_mesh); let mesh_handle = renderer.upload_mesh(cpu_mesh);
self.meshes.push((mesh_handle, id)); self.meshes.push((mesh_handle, id));
mesh_handles.push(mesh_handle); mesh_handles.push(mesh_handle);
} }
textures.iter().for_each(|tex| renderer.upload_texture(tex));
// TODO: this assumes each texture is actually used in a mesh above
textures.iter().for_each(|tex| {
renderer.upload_texture(tex);
});
mesh_handles mesh_handles
} }
fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle { fn add_from_gltf(&mut self, renderer: &mut VulkanRenderer, path: &str) -> &mut GameObjectHandle {
let obj = GameObject::new(mesh, texture_index); let meshes = self.load_gltf(renderer, path);
self.add_game_object(renderer, *meshes.first().unwrap())
}
fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> &mut GameObjectHandle {
let (mesh_id, mesh_texture_id) = self.meshes[mesh];
let obj = GameObject::new(mesh_id, mesh_texture_id);
let obj_handle = renderer.add_game_object(obj); let obj_handle = renderer.add_game_object(obj);
self.game_objects.push(obj_handle); self.game_objects.push(obj_handle);
self.game_objects.last_mut().unwrap() self.game_objects.last_mut().unwrap()

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@@ -1,7 +1,6 @@
use cgmath::{vec3, One, SquareMatrix, Deg, Rad, Quaternion, Vector3, Matrix4, Rotation, Rotation3, InnerSpace}; use cgmath::{vec3, One, SquareMatrix, Deg, Rad, Quaternion, Vector3, Matrix4, Rotation, Rotation3, InnerSpace};
use crate::{ use crate::{
VulkanRenderer, VulkanRenderer,
GameObjectHandle,
input::InputState, input::InputState,
gameobject::Updatable gameobject::Updatable
}; };

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@@ -66,6 +66,7 @@ pub struct Mesh {
} }
pub(crate) type MeshHandle = usize; pub(crate) type MeshHandle = usize;
pub(crate) type TextureHandle = usize;
pub struct GameData { pub struct GameData {
pub start_time: SystemTime, pub start_time: SystemTime,
@@ -81,7 +82,7 @@ pub struct GameData {
pub use_line_pipeline: bool, pub use_line_pipeline: bool,
} }
type RendererDescriptorSets = dyn DescriptorSet + Send + Sync; pub(crate) type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
pub struct VulkanRenderer { pub struct VulkanRenderer {
pub game_data: GameData, pub game_data: GameData,
@@ -100,7 +101,6 @@ pub struct VulkanRenderer {
pub debug_callback: Option<DebugCallback>, pub debug_callback: Option<DebugCallback>,
pub previous_frame_end: Option<Box<dyn GpuFuture>>, pub previous_frame_end: Option<Box<dyn GpuFuture>>,
pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>, pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
} }
impl VulkanRenderer { impl VulkanRenderer {
@@ -299,16 +299,7 @@ impl VulkanRenderer {
).unwrap()); ).unwrap());
} }
let descriptor_set_layout = pipeline.descriptor_set_layout(0).unwrap().clone();
let descriptor_sets = uniform_buffers.iter().map(|uniform_buffer| {
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
let result: Arc<RendererDescriptorSets> = Arc::new(builder
.add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(default_tex.clone(), sampler.clone()).unwrap()
.build().unwrap());
result
}).collect();
data.textures.push(default_tex); data.textures.push(default_tex);
@@ -321,7 +312,7 @@ impl VulkanRenderer {
let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>); let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
(VulkanRenderer { game_data: data, device, framebuffers, sampler, (VulkanRenderer { game_data: data, device, framebuffers, sampler,
dynamic_state, pipeline, line_pipeline, uniform_buffers, descriptor_sets, dynamic_state, pipeline, line_pipeline, uniform_buffers,
surface, swapchain, render_pass, queue, line_vertex_buffer, surface, swapchain, render_pass, queue, line_vertex_buffer,
recreate_swapchain: false, debug_callback, previous_frame_end }, events_loop) recreate_swapchain: false, debug_callback, previous_frame_end }, events_loop)
} }
@@ -343,7 +334,7 @@ impl VulkanRenderer {
&self.dynamic_state, &self.dynamic_state,
vec![mesh.vertex_buffer.clone()], vec![mesh.vertex_buffer.clone()],
mesh.index_buffer.clone(), mesh.index_buffer.clone(),
self.descriptor_sets[fb_index].clone(), game_object.descriptor_sets[fb_index].clone(),
self.game_data.push_constants.clone()).unwrap(); self.game_data.push_constants.clone()).unwrap();
} }
@@ -469,8 +460,21 @@ impl VulkanRenderer {
self.game_data.textures.push(image_view); self.game_data.textures.push(image_view);
} }
pub fn add_game_object(self: &mut Self, game_object: GameObject) -> GameObjectHandle { pub fn add_game_object(self: &mut Self, mut game_object: GameObject) -> GameObjectHandle {
let descriptor_set_layout = self.pipeline.descriptor_set_layout(0).unwrap().clone();
let descriptor_sets = self.uniform_buffers.iter().map(|uniform_buffer| {
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
let result: Arc<RendererDescriptorSets> = Arc::new(builder
.add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(self.game_data.textures[game_object.texture_index].clone(), self.sampler.clone()).unwrap()
.build().unwrap());
result
}).collect();
game_object.descriptor_sets = descriptor_sets;
self.game_data.game_objects.push(game_object); self.game_data.game_objects.push(game_object);
GameObjectHandle { GameObjectHandle {
object_index: self.game_data.game_objects.len() - 1 object_index: self.game_data.game_objects.len() - 1
} }
@@ -478,20 +482,14 @@ 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<()>) {
let mut recreate_swapchain = false;
let mut ubo = game.update(&mut renderer);
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
game.on_window_event(&event); game.on_window_event(&event);
match event { match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => { Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit; *control_flow = ControlFlow::Exit;
}, },
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
recreate_swapchain = true;
},
Event::RedrawEventsCleared => { Event::RedrawEventsCleared => {
ubo = game.update(&mut renderer); let ubo = game.update(&mut renderer);
renderer.render_loop(ubo); renderer.render_loop(ubo);
}, },
_ => {} _ => {}