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3 Commits

Author SHA1 Message Date
e1c085c060 yeet 2021-08-04 12:32:33 +02:00
d941b2d6cd toggle vulkan log output 2021-08-04 12:15:02 +02:00
0a41daf4eb update to vulkano 0.24 2021-08-01 04:16:17 +02:00
37 changed files with 484 additions and 1958 deletions

2
.gitignore vendored
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@@ -1,7 +1,6 @@
# Generated by Cargo
# will have compiled files and executables
/target/
/rust-engine-proc/target/
# Remove Cargo.lock from gitignore if creating an executable, leave it for libraries
# More information here https://doc.rust-lang.org/cargo/guide/cargo-toml-vs-cargo-lock.html
@@ -83,4 +82,3 @@ fabric.properties
build/deploy/
build/capture/
*.blend1
.idea/

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@@ -6,9 +6,9 @@ edition = "2018"
default-run = "rust-engine"
[dependencies]
vulkano-shaders = "0.26"
vulkano = "0.26"
vulkano-win = "0.26"
vulkano-shaders = "0.24"
vulkano = "0.24"
vulkano-win = "0.24"
cgmath = "0.18.0"
winit = "0.25"
image = "0.23"
@@ -18,12 +18,7 @@ serde_derive = "1.0"
toml = "0.5"
gilrs = "0.7"
gltf = "0.15"
glyph_brush = "0.7"
winapi = "0.3"
rust-engine-proc = { path = "rust-engine-proc" }
[profile.release]
debug = 1
gfx_glyph = "0.17"
[[bin]]
name = "converter"

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@@ -1,54 +1,53 @@
# Scan codes are in decimal: https://www.millisecond.com/support/docs/v6/html/language/scancodes.htm
# VK code here: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
# Scan codes are in decimal
# See here: https://www.millisecond.com/support/docs/v6/html/language/scancodes.htm
[[button]]
name = "quit"
vk_code = "VK_ESCAPE"
scan_code = 1
[[button]]
name = "toggle_edit"
vk_code = "VK_F1"
scan_code = 59
[[button]]
name = "reload_shaders"
vk_code = "VK_F5"
scan_code = 63
[[button]]
name = "toggle_framerate"
vk_code = "VK_F2"
name = "print_framerate"
scan_code = 33
[[button]]
name = "button_forward"
vk_code = "VK_W"
scan_code = 17
[[button]]
name = "button_backward"
vk_code = "VK_S"
scan_code = 31
[[button]]
name = "button_left"
vk_code = "VK_A"
scan_code = 30
[[button]]
name = "button_right"
vk_code = "VK_D"
scan_code = 32
[[button]]
name = "test"
vk_code = "VK_T"
scan_code = 20
[[button]]
name = "quicksave"
vk_code = "VK_F6"
scan_code = 63
[[button]]
name = "quickload"
vk_code = "VK_F7"
scan_code = 64
[[button]]
name = "select"
mouse = "left"
touch = 1
[[axis]]
name = "move_forward"
@@ -64,12 +63,12 @@ name = "move_forward"
controller_axis = "LeftStickY"
[[axis]]
name = "move_right"
name = "move_sideways"
positive_button = "button_right"
negative_button = "button_left"
[[axis]]
name = "move_right"
name = "move_sideways"
controller_axis = "LeftStickX"
[[axis]]
@@ -80,10 +79,6 @@ mouse_axis = "x"
name = "look_horizontal"
controller_axis = "RightStickX"
[[axis]]
name = "look_horizontal"
touch_axis = "horizontal"
[[axis]]
name = "look_vertical"
mouse_axis = "y"
@@ -92,10 +87,5 @@ mouse_axis = "y"
name = "look_vertical"
controller_axis = "RightStickY"
[[axis]]
name = "look_vertical"
touch_axis = "vertical"
[config]
line_height_px = 16
mouse_speed = 0.01

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@@ -1,8 +1,11 @@
vulkan_validation_layers = true
mesh_load_info = true
debug_errors = true
debug_warnings = true
debug_info = true
debug_verbose = true
[input]
mouse_motion = false
buttons = false
touch = false
missing_bindings = true

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@@ -1,35 +0,0 @@
[[button]]
name = "quit"
scan_code = 1
[[button]]
name = "select"
mouse = "left"
[[button]]
name = "touchclick"
touch = 1
[[button]]
name = "doubletouchclick"
touch = 2
[[button]]
name = "button_left"
scan_code = 30
[[button]]
name = "button_right"
vk_code = "VK_D"
[[axis]]
name = "move_sideways"
positive_button = "button_right"
negative_button = "button_left"
[[axis]]
name = "touch_drag"
touch_axis = "horizontal"
[config]
line_height_px = 16

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@@ -8,29 +8,10 @@
}
],
"objects": [
{
"mesh_index": 0,
"position": [
0.0,
0.0,
0.0
],
"rotation": [
1.0,
0.0,
0.0,
0.0
],
"scale": [
1.0,
1.0,
1.0
]
},
{
"mesh_index": 1,
"position": [
-2.0,
0.0,
0.0,
0.0
],
@@ -50,15 +31,15 @@
"player": {
"mesh_index": null,
"position": [
0.0,
0.0,
10.0
0,
0,
5.0
],
"rotation": [
1.0,
0.0,
0.0,
0.0
1,
0,
0,
0
],
"scale": [
1.0,

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@@ -1,13 +0,0 @@
[package]
name = "rust-engine-proc"
version = "0.1.0"
edition = "2018"
[lib]
proc-macro = true
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
syn = { version = "1.0", features = ["full"] }
quote = "1.0"

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@@ -1,38 +0,0 @@
extern crate proc_macro;
use proc_macro::TokenStream;
use quote::quote;
use syn::{AttributeArgs, ItemFn, Lit, Meta, parse_macro_input, parse_quote};
#[proc_macro_attribute]
pub fn perf(attr: TokenStream, item: TokenStream) -> TokenStream {
let attrs = parse_macro_input!(attr as AttributeArgs);
let name = match &attrs[0] {
syn::NestedMeta::Lit(Lit::Str(l)) => l.value(),
_ => panic!("Invalid attribute"),
};
let counter_type = match &attrs[1] {
syn::NestedMeta::Meta(Meta::Path(p)) => p,
_ => panic!("Invalid attribute"),
};
let mut function = parse_macro_input!(item as ItemFn);
function.block.stmts.insert(0, parse_quote! {
let __perf_start = std::time::Instant::now();
});
let timer_end = parse_quote! {
unsafe {
#counter_type::write_perf(#name, __perf_start.elapsed().as_micros());
}
};
if let Some(last_stmt) = function.block.stmts.last() {
match last_stmt {
syn::Stmt::Expr(_) => function.block.stmts.insert(function.block.stmts.len() - 1, timer_end),
_ => function.block.stmts.push(timer_end),
}
} else {
function.block.stmts.push(timer_end);
}
quote!(#function).into()
}

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@@ -1,22 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
mat4 ortho_projection;
float time;
vec3 light_position;
vec3 light_directional_rotation;
vec3 camera_position;
} ubo;
layout(binding = 1, set = 0) uniform sampler2D diffuse_tex;
layout(location = 0) in vec2 tex_coords;
layout(location = 0) out vec4 out_color;
void main() {
out_color = vec4(1., 1., 1., texture(diffuse_tex, tex_coords).r);
}

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@@ -1,29 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0, set = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
mat4 ortho_projection;
float time;
vec3 light_position;
vec3 light_directional_rotation;
vec3 camera_position;
} ubo;
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 0) out vec2 tex_coords;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
// Vertex position in camera
gl_Position = ubo.ortho_projection * vec4(position, 1.0);
// Just interpolate UV coords, no transformation needed
tex_coords = uv;
}

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@@ -6,17 +6,16 @@ layout(push_constant) uniform PushConstants {
bool is_selected;
} push;
layout(binding = 0, set = 0) uniform ObjectUniformData {
layout(binding = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
mat4 ortho_projection;
float time;
vec3 light_position;
vec3 light_directional_rotation;
vec3 camera_position;
} ubo;
layout(binding = 1, set = 0) uniform sampler2D diffuse_tex;
layout(binding = 1) uniform sampler2D diffuse_tex;
layout(binding = 2) uniform sampler2D normal_tex;
layout(location = 0) in vec2 tex_coords;

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@@ -6,10 +6,9 @@ layout(push_constant) uniform PushConstants {
bool is_selected;
} push;
layout(binding = 0, set = 0) uniform ObjectUniformData {
layout(binding = 0) uniform ObjectUniformData {
mat4 view;
mat4 projection;
mat4 ortho_projection;
float time;
vec3 light_position;
vec3 light_directional_rotation;
@@ -35,7 +34,6 @@ out gl_PerVertex {
void main() {
// Vertex position in camera
gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
// gl_Position.y = -gl_Position.y;
// Vertex position in world
position_wld = vec3(push.model * vec4(position, 1.0));

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@@ -8,7 +8,6 @@ use vulkano::image::SampleCount;
pub struct LogConfigInput {
pub mouse_motion: bool,
pub buttons: bool,
pub touch: bool,
pub missing_bindings: bool
}
@@ -16,7 +15,11 @@ pub struct LogConfigInput {
pub struct LogConfig {
pub vulkan_validation_layers: bool,
pub mesh_load_info: bool,
pub input: LogConfigInput
pub input: LogConfigInput,
pub debug_errors: bool,
pub debug_warnings: bool,
pub debug_info: bool,
pub debug_verbose: bool
}
impl LogConfig {
@@ -36,6 +39,6 @@ impl RenderConfig {
}
pub fn get_msaa(&self) -> Option<SampleCount> {
if self.msaa_samples > 0 { self.msaa_samples.try_into().ok() } else { None }
self.msaa_samples.try_into().ok()
}
}

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@@ -1,95 +0,0 @@
use cgmath::{Vector4, vec4};
use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, TextVertex, Vertex, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}};
use super::{GameState, TestGame};
pub struct FpsCounter {
pub game_object: GameObjectHandle,
pub text: String,
}
impl FpsCounter {
pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> FpsCounter {
let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.);
FpsCounter { game_object: game.add_game_object(renderer, text_mesh), text: String::new() }
}
}
impl Updatable for FpsCounter {
fn update(&mut self, _delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
if input.button_just_pressed("toggle_framerate") {
let go = &mut game_objects[self.game_object];
go.visible = !go.visible;
}
self.text.clear();
unsafe {
if let Some(pcs) = &crate::perf::PERF_COUNTERS {
for (name, pc) in pcs {
let mean = pc.mean();
let stddev = pc.stddev(mean as i128);
self.text.push_str(&format!("{}: {:.1}ms (±{:.1})\n", name, (mean as f64) / 1000., stddev / 1000.));
}
}
}
update_text(self.game_object, &self.text, 30., renderer, &mut game_state.brush, game_objects);
}
}
pub struct WorldQuad {
pub game_object: GameObjectHandle,
}
impl WorldQuad {
pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> WorldQuad {
let quad_verts = vec![
Vertex { position: [0., 0., 0.], uv: [0., 0.], normal: [0., 1., 0.], tangent: [1., 0., 0., 1.], bone_index: [0, 0, 0, 0], bone_weight: [0., 0., 0., 0.] },
Vertex { position: [1., 0., 0.], uv: [1., 0.], normal: [0., 1., 0.], tangent: [1., 0., 0., 1.], bone_index: [0, 0, 0, 0], bone_weight: [0., 0., 0., 0.] },
Vertex { position: [0., 0., 1.], uv: [0., 1.], normal: [0., 1., 0.], tangent: [1., 0., 0., 1.], bone_index: [0, 0, 0, 0], bone_weight: [0., 0., 0., 0.] },
Vertex { position: [1., 0., 1.], uv: [1., 1.], normal: [0., 1., 0.], tangent: [1., 0., 0., 1.], bone_index: [0, 0, 0, 0], bone_weight: [0., 0., 0., 0.] },
];
let cpu_mesh = CPUMesh { vertices: CPUVertexList::Vertex3D(quad_verts), indices: vec![0, 2, 1, 1, 2, 3], local_texture_index: None, local_normal_map_index: None, name: None };
let mesh_index = renderer.upload_mesh(cpu_mesh, None);
let mesh_handle = MeshHandle {
index: mesh_index,
textures: vec![1, 0],
original_path: None,
pipeline_index: 0
};
let game_object = game.add_game_object(renderer, mesh_handle);
WorldQuad { game_object }
}
}
pub struct UiQuad {
pub game_object: GameObjectHandle,
pub background_color: Vector4<f32>,
}
impl UiQuad {
pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad {
let quad_verts = vec![
TextVertex { position: [0., 0., 0.], uv: [0., 0.] },
TextVertex { position: [0., 1., 0.], uv: [0., 1.] },
TextVertex { position: [1., 0., 0.], uv: [1., 0.] },
TextVertex { position: [1., 1., 0.], uv: [1., 1.] },
];
let cpu_mesh = CPUMesh { vertices: CPUVertexList::VertexText(quad_verts), indices: vec![0, 2, 1, 1, 2, 3], local_texture_index: None, local_normal_map_index: None, name: None };
let mesh_index = renderer.upload_mesh(cpu_mesh, None);
let mesh_handle = MeshHandle {
index: mesh_index,
textures: vec![],
original_path: None,
pipeline_index: 1
};
let go = game.add_game_object(renderer, mesh_handle);
UiQuad { game_object: go, background_color: vec4(0., 0., 255., 0.) }
}
}
impl Updatable for UiQuad {
fn update(&mut self, _delta_time: f32, _input: &InputState, _game_state: &mut GameState, _game_objects: &mut Vec<GameObject>, _renderer: &mut VulkanRenderer) {
}
}

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@@ -3,7 +3,7 @@ use std::fs::File;
use serde_derive::{Deserialize, Serialize};
use crate::vulkan::{MeshHandle, VulkanRenderer, gameobject::GameObjectHandle};
use crate::{vulkan::{MeshHandle, VulkanRenderer, gameobject::GameObjectHandle}};
use crate::game::TestGame;
#[derive(Debug, Serialize, Deserialize)]
@@ -38,8 +38,8 @@ pub fn load_level(path: &str, game: &mut TestGame, renderer: &mut VulkanRenderer
let objects: Vec<GameObjectHandle> = level_json.objects.iter().filter_map(|json_obj| {
// TODO: Parenting
if let Some(mesh_index) = json_obj.mesh_index {
let handle = game.add_game_object(renderer, meshes[mesh_index].clone());
let game_object = &mut game.game_objects[handle];
let mut handle = game.add_game_object(renderer, meshes[mesh_index].clone());
let game_object = handle.get_game_object_mut(renderer).unwrap();
game_object.position = json_obj.position.into();
game_object.rotation = json_obj.rotation.into();
game_object.scale = json_obj.scale.into();
@@ -54,20 +54,20 @@ pub fn load_level(path: &str, game: &mut TestGame, renderer: &mut VulkanRenderer
}
pub fn save_level(path: &str, game: &mut TestGame, renderer: &mut VulkanRenderer) -> Result<(), Box<dyn Error>> {
let meshes = renderer.game_data.meshes.iter().filter(|m| m.original_path.is_some()).map(|mesh| {
let meshes = renderer.game_data.meshes.iter().map(|mesh| {
MeshJson {
path: mesh.original_path.clone().unwrap()
path: mesh.original_path.to_string()
}
}).collect();
let objects = game.game_objects.iter().enumerate().filter_map(|(i, game_object)| {
if game_object.pipeline_index != 0 { return None; }
Some(ObjectJson {
mesh_index: Some(i),
let objects = game.game_objects.iter().map(|game_object_handle| {
let game_object = game_object_handle.get_game_object(renderer).unwrap();
ObjectJson {
mesh_index: Some(game_object_handle.object_index),
position: game_object.position.into(),
rotation: game_object.rotation.into(),
scale: game_object.scale.into()
})
}
}).collect();
let player = ObjectJson {

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@@ -1,64 +1,39 @@
use std::time::Instant;
use std::time::SystemTime;
use cgmath::{Deg, Euler, Quaternion, vec3};
use glyph_brush::GlyphBrush;
use rust_engine_proc::perf;
use winit::event::Event;
use level::{load_level, save_level};
use player::Player;
use crate::game::entities::{FpsCounter, UiQuad, WorldQuad};
use crate::text::create_brush;
use crate::vulkan::pipelines::vs;
use crate::{config::LogConfig, vulkan};
use crate::input::InputState;
use crate::vulkan::{Game, MeshHandle, TextVertex, Vertex, VulkanRenderer};
use crate::vulkan::{Game, MeshHandle, VulkanRenderer};
use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable};
use crate::vulkan::mesh;
use crate::vulkan::pipelines::vs::ty::ObjectUniformData;
pub mod player;
mod level;
mod entities;
pub struct GameState {
pub paused: bool,
pub brush: GlyphBrush<Vec<TextVertex>>,
pub test_str: String,
}
impl GameState {
fn new() -> GameState {
GameState {
brush: create_brush(),
paused: false,
test_str: "".to_string(),
}
}
}
pub struct TestGame {
pub input: InputState,
pub player: Player,
pub game_objects: Vec<GameObject>,
pub game_objects: Vec<GameObjectHandle>,
pub log_config: LogConfig,
pub texture_index_counter: usize,
pub last_time: f32,
pub components: Vec<Box<dyn Updatable>>,
pub game_state: GameState,
pub ubo: vs::ty::ObjectUniformData,
pub paused: bool,
}
impl Game for TestGame {
fn get_game_objects(&self) -> &Vec<GameObject> {
&self.game_objects
}
fn on_window_event(self: &mut Self, event: &Event<()>) {
self.input.on_window_event(event);
}
#[perf("update", crate::perf::PerformanceCounter)]
fn update(self: &mut Self, renderer: &mut VulkanRenderer) {
fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData {
// Input and timing
self.input.frame_start();
let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
@@ -66,17 +41,10 @@ impl Game for TestGame {
// Component update
let input = &self.input;
let objs = &mut self.game_objects;
let components = &mut self.components;
let paused = self.game_state.paused;
let state = &mut self.game_state;
if !paused {
components.iter_mut().for_each(|component| {
component.update(frame_time, &input, state, objs, renderer);
component.update(frame_time, &input, renderer);
});
self.player.update(frame_time, &input, state, objs, renderer);
}
// User interaction
if self.input.button_just_released("quit") {
@@ -96,28 +64,28 @@ impl Game for TestGame {
load_level("levels/test.lvl", self, renderer).unwrap();
}
if self.input.button_just_pressed("test") {
self.game_state.paused = !self.game_state.paused;
if self.input.button_down("print_framerate") {
println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
}
for char in self.input.typed_characters.iter() {
match char {
'\u{8}' => { self.game_state.test_str.pop(); },
c => { self.game_state.test_str.push(*c); },
}
if self.input.button_just_pressed("test") {
self.paused = !self.paused;
}
// Custom game object stuff
let light_pos = vec3(2.0, 0.5, 2.0);
if !self.paused {
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
self.last_time = time;
self.input.frame_end();
self.ubo = vs::ty::ObjectUniformData {
ObjectUniformData {
view: self.player.camera.view.into(),
projection: self.player.camera.proj.into(),
ortho_projection: self.player.camera.ortho_proj.into(),
time,
light_position: light_pos.into(),
light_directional_rotation: [45.0, 45.0, 0.0],
@@ -125,11 +93,7 @@ impl Game for TestGame {
_dummy0: [0; 12],
_dummy1: [0; 4],
_dummy2: [0; 4],
};
}
fn get_ubo(&self) -> &vs::ty::ObjectUniformData {
&self.ubo
}
}
@@ -137,42 +101,18 @@ impl TestGame {
pub fn new(toml_path: &str, log_config: LogConfig) -> TestGame {
TestGame {
input: InputState::new(toml_path, log_config),
player: Player::new(3., 30.),
player: Player::new(),
game_objects: vec![],
log_config,
texture_index_counter: 0,
last_time: 0.0,
components: vec![],
game_state: GameState::new(),
ubo: vs::ty::ObjectUniformData {
view: [[0.; 4]; 4],
projection: [[0.; 4]; 4],
ortho_projection: [[0.; 4]; 4],
time: 0.,
light_position: [0.; 3],
light_directional_rotation: [0.; 3],
camera_position: [0.; 3],
_dummy0: [0; 12],
_dummy1: [0; 4],
_dummy2: [0; 4],
},
paused: false,
}
}
pub fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
load_level("levels/test.lvl", self, renderer).unwrap();
let fps = FpsCounter::new(self, renderer);
self.components.push(Box::new(fps));
let test_quad = UiQuad::new(self, renderer);
self.components.push(Box::new(test_quad));
let world_quad = WorldQuad::new(self, renderer);
let quad_go = &mut self.game_objects[world_quad.game_object];
quad_go.position = vec3(0.0, 0.01, 0.0);
quad_go.scale = vec3(10., 10., 10.);
println!("Game loaded!");
}
@@ -187,7 +127,7 @@ impl TestGame {
let mut mesh_handles = Vec::new();
// Load file
let (meshes, document) = mesh::load_mesh::<Vertex>(gltf_path, self.log_config.mesh_load_info).unwrap();
let (meshes, document) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
for cpu_mesh in meshes.into_iter() {
// Convert file texture id to game texture id
@@ -195,35 +135,34 @@ impl TestGame {
let normal_id = self.offset_texture_id(cpu_mesh.local_normal_map_index);
// Upload mesh
let mesh_id = renderer.upload_mesh(cpu_mesh, Some(gltf_path.to_string()));
let mesh_id = renderer.upload_mesh(cpu_mesh, gltf_path.to_string());
let mesh_handle = MeshHandle {
index: mesh_id,
textures: vec![diffuse_id, normal_id],
original_path: Some(gltf_path.to_string()),
pipeline_index: 0
diffuse_handle: diffuse_id,
normal_handle: normal_id,
original_path: gltf_path.to_string()
};
mesh_handles.push(mesh_handle);
}
for doc_image in document.images() {
let texture_start_time = Instant::now();
let texture_start_time = SystemTime::now();
let texture = vulkan::dds::upload_texture_from_file(&format!("models/textures/{}.dds", doc_image.name().unwrap()), renderer).unwrap();
renderer.game_data.textures.push(texture);
vulkan::dds::upload_texture_from_file(&format!("models/textures/{}.dds", doc_image.name().unwrap()), renderer).unwrap();
self.texture_index_counter += 1;
if self.log_config.mesh_load_info {
println!("Uploading texture took {:?}ms", texture_start_time.elapsed().as_millis());
println!("Uploading texture took {:?}ms", texture_start_time.elapsed().unwrap().as_millis());
}
}
mesh_handles
}
pub fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> GameObjectHandle {
let mut obj = GameObject::new(mesh);
obj.init_descriptor_sets(renderer);
self.game_objects.push(obj);
self.game_objects.len() - 1
let obj = GameObject::new(mesh);
let obj_handle = renderer.add_game_object(obj, 0);
self.game_objects.push(obj_handle);
self.game_objects.last().unwrap().clone()
}
pub fn clear_level(&mut self, renderer: &mut VulkanRenderer) {

View File

@@ -1,24 +1,22 @@
use cgmath::{Deg, InnerSpace, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, SquareMatrix, Vector2, Vector3, vec3, vec4};
use cgmath::{Deg, InnerSpace, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, SquareMatrix, Vector3, Vector4, vec3, vec4};
use vulkano::buffer::TypedBufferAccess;
use crate::game::player::PlayerMovementMode::{FirstPerson, Flying};
use crate::input::InputState;
use crate::util::intersection_distance;
use crate::vulkan::Mesh;
use crate::vulkan::gameobject::GameObject;
use crate::vulkan::{
gameobject::Updatable,
VulkanRenderer
};
use super::GameState;
pub struct Camera {
pub fov_y: f32,
pub position: Vector3<f32>,
pub rotation: Quaternion<f32>,
pub view: Matrix4<f32>,
pub proj: Matrix4<f32>,
pub ortho_proj: Matrix4<f32>,
}
impl Camera {
@@ -29,7 +27,6 @@ impl Camera {
rotation: Quaternion::one(),
view: Matrix4::identity(),
proj: Matrix4::identity(),
ortho_proj: Matrix4::identity(),
}
}
@@ -41,23 +38,23 @@ impl Camera {
// Create matrices
self.view = Matrix4::from(self.rotation) * Matrix4::from_translation(self.position * -1.);
let width = renderer.game_data.dimensions[0] as f32;
let height = renderer.game_data.dimensions[1] as f32;
self.proj = cgmath::perspective(
Rad::from(Deg(self.fov_y)),
width / height,
renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
0.1,
100.0
);
// Why?
self.proj.y.y *= -1.0;
self.ortho_proj = cgmath::ortho(0., width, 0., height, -1., 1.);
// Upload
renderer.game_data.line_push_constants.view = self.view.into();
renderer.game_data.line_push_constants.projection = self.proj.into();
}
pub fn viewport_pos_to_ray_direction(&self, viewport_pos: Vector2<f64>, viewport_dimensions: [u32; 2]) -> Option<Vector3<f32>> {
let normalized_x = 2. * (viewport_pos.x as f32 / viewport_dimensions[0] as f32) - 1.;
let normalized_y = 2. * (viewport_pos.y as f32 / viewport_dimensions[1] as f32) - 1.;
pub fn viewport_pos_to_ray_direction(&self, viewport_pos: [f64; 2], viewport_dimensions: [u32; 2]) -> Option<Vector3<f32>> {
let normalized_x = 2. * (viewport_pos[0] as f32 / viewport_dimensions[0] as f32) - 1.;
let normalized_y = 2. * (viewport_pos[1] as f32 / viewport_dimensions[1] as f32) - 1.;
let click_start_screen = vec4(normalized_x, normalized_y, -1.0, 1.0);
let click_end_screen = vec4(normalized_x, normalized_y, 0.0, 1.0);
@@ -108,12 +105,12 @@ pub struct Player {
}
impl Player {
pub fn new(movement_speed: f32, look_sensitivity: f32) -> Player {
pub fn new() -> Player {
Player {
camera: Camera::new(),
movement_mode: Flying,
movement_speed,
look_sensitivity,
movement_speed: 3.0,
look_sensitivity: 30.0,
height: 1.0,
x_look: 0.0,
y_look: 0.0
@@ -121,8 +118,60 @@ impl Player {
}
}
pub fn vec4_from_pos(pos: [f32; 3]) -> Vector4<f32> {
vec4(pos[0], pos[1], pos[2], 1.0)
}
pub fn intersection_distance(ray_origin: Vector3<f32>, ray_direction: Vector3<f32>, mesh: &Mesh, game_object: &GameObject) -> Option<f32> {
let index_lock = mesh.index_buffer.read().unwrap();
let vertex_lock = mesh.vertex_buffer.read().unwrap();
(0..mesh.index_buffer.len() / 3).map(|tri_idx| {
let vtx_a = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx * 3 ] as usize].position);
let vtx_b = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx * 3 + 1] as usize].position);
let vtx_c = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx * 3 + 2] as usize].position);
intersect_triangle(ray_origin, ray_direction, vtx_a.truncate().into(), vtx_b.truncate().into(), vtx_c.truncate().into())
}).fold(None, |acc, x| {
if let Some(smallest) = acc {
if let Some(new) = x {
if new < smallest {
Some(new)
} else {
Some(smallest)
}
} else {
acc
}
} else {
x
}
})
}
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
pub fn intersect_triangle(ray_origin: Vector3<f32>, ray_direction: Vector3<f32>, vtx_a: [f32; 3], vtx_b: [f32; 3], vtx_c: [f32; 3]) -> Option<f32> {
let edge_1 = vec3(vtx_b[0] - vtx_a[0], vtx_b[1] - vtx_a[1], vtx_b[2] - vtx_a[2]);
let edge_2 = vec3(vtx_c[0] - vtx_a[0], vtx_c[1] - vtx_a[1], vtx_c[2] - vtx_a[2]);
let h = ray_direction.cross(edge_2);
let a = edge_1.dot(h);
if a > -f32::EPSILON && a < f32::EPSILON { return None; }
let f = 1. / a;
let s: Vector3<f32> = ray_origin - Vector3::from(vtx_a);
let u = f * s.dot(h);
if u < 0. || u > 1. { return None; }
let q = s.cross(edge_1);
let v = f * ray_direction.dot(q);
if v < 0. || u + v > 1. { return None; }
let t = f * edge_2.dot(q);
if t > f32::EPSILON { return Some(t); }
None
}
impl Updatable for Player {
fn update(&mut self, delta_time: f32, input: &InputState, _game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer) {
// Edit mode
if input.button_just_pressed("toggle_edit") {
if self.movement_mode == FirstPerson {
@@ -134,28 +183,30 @@ impl Updatable for Player {
if input.button_just_pressed("select") {
let ray_direction = self.camera.viewport_pos_to_ray_direction(input.mouse_position, renderer.game_data.dimensions).unwrap();
for game_object in game_objects {
for game_object in &mut renderer.game_data.game_objects {
let mesh = &renderer.game_data.meshes[game_object.mesh_index];
if let Some(_) = intersection_distance(self.camera.position, ray_direction, mesh, game_object) {
if let Some(dist) = intersection_distance(self.camera.position, ray_direction, mesh, game_object) {
game_object.is_selected = !game_object.is_selected;
println!("distance: {}", dist);
}
}
}
// Rotation
self.x_look += input.get_axis_timescaled("look_vertical", delta_time) * self.look_sensitivity;
self.y_look += input.get_axis_timescaled("look_horizontal", delta_time) * self.look_sensitivity;
self.x_look += input.get_axis("look_vertical") * delta_time * self.look_sensitivity;
self.y_look += input.get_axis("look_horizontal") * delta_time * self.look_sensitivity;
let x_rot = Quaternion::from_angle_x(Deg(self.x_look));
let y_rot = Quaternion::from_angle_y(Deg(self.y_look));
self.camera.rotation = x_rot * y_rot;
// Movement
let local_input = vec3(input.get_axis_timescaled("move_right", delta_time), 0.0, -input.get_axis_timescaled("move_forward", delta_time)) * self.movement_speed;
let local_input = vec3(input.get_axis("move_sideways"), 0.0, -input.get_axis("move_forward")) * self.movement_speed * delta_time;
if self.movement_mode == FirstPerson {
let mut world_input = self.camera.local_to_world(local_input);
world_input.y = 0.0;
self.camera.position += world_input;
self.camera.position += world_input.normalize();
self.camera.position.y = self.height;
} else if self.movement_mode == Flying {
self.camera.position += self.camera.local_to_world(local_input);
}

View File

@@ -2,30 +2,24 @@
use std::collections::{HashMap, HashSet};
use std::fs;
use std::hash::Hash;
use std::iter::FromIterator;
use cgmath::{InnerSpace, Vector2, Zero, vec2};
use gilrs;
use gilrs::{EventType, Gilrs};
use rust_engine_proc::perf;
use serde_derive::{Deserialize, Serialize};
use toml;
use winapi::shared::minwindef::UINT;
use winapi::um::winuser;
use winit::event::{DeviceEvent, ElementState, Event, ModifiersState, MouseButton, MouseScrollDelta, ScanCode, Touch, TouchPhase, VirtualKeyCode, WindowEvent};
use winit::event::{DeviceEvent, ElementState, Event, ModifiersState, MouseButton, MouseScrollDelta, ScanCode, WindowEvent};
use crate::config::LogConfig;
#[derive(Debug, Clone)]
pub struct VirtualButton {
pub digital_inputs: Vec<DigitalInput>,
pub touch_count: Option<u8>,
pub digital_inputs: Vec<DigitalInput>
}
#[derive(Debug)]
pub struct VirtualAxis {
pub axis_inputs: Vec<AxisInput>,
pub axis_inputs: Vec<AxisInput>
}
#[derive(Debug, PartialEq, Eq, Hash)]
@@ -44,16 +38,13 @@ struct InputConfig {
#[derive(Debug, Serialize, Deserialize)]
struct InputConfigConfig {
line_height_px: f32,
mouse_speed: f32,
}
#[derive(Debug, Serialize, Deserialize)]
struct InputConfigButton {
name: String,
scan_code: Option<u32>,
vk_code: Option<String>,
mouse: Option<String>,
touch: Option<u8>,
controller_button: Option<String>,
ctrl: Option<bool>,
shift: Option<bool>,
@@ -68,7 +59,6 @@ struct InputConfigAxis {
negative_button: Option<String>,
mouse_axis: Option<String>,
controller_axis: Option<String>,
touch_axis: Option<String>,
ctrl: Option<bool>,
shift: Option<bool>,
alt: Option<bool>,
@@ -81,17 +71,14 @@ pub struct InputState {
pub virtual_axes: HashMap<String, VirtualAxis>,
pub mouse_delta_x: f64,
pub mouse_delta_y: f64,
pub mouse_position: Vector2<f64>,
pub typed_characters: Vec<char>,
pub mouse_position: [f64; 2],
input_events: HashSet<DigitalInputEvent>,
pub pressed_scan_codes: HashSet<ScanCode>,
pub pressed_mouse_buttons: HashSet<MouseButton>,
pressed_touch_positions: HashMap<u64, Vector2<f64>>,
pressed_scan_codes: HashSet<ScanCode>,
pressed_mouse_buttons: HashSet<MouseButton>,
analog_wheel_state: f32,
config: InputConfigConfig,
log_config: LogConfig,
controller_input: Gilrs,
touch_inputs: Vec<TouchInput>,
}
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
@@ -119,11 +106,10 @@ impl InputState {
let mut state = InputState { virtual_buttons: HashMap::new(), virtual_axes: HashMap::new(),
input_events: HashSet::new(), pressed_scan_codes: HashSet::new(),
pressed_mouse_buttons: HashSet::new(), pressed_touch_positions: HashMap::new(), touch_inputs: vec![], analog_wheel_state: 0.0,
config: config.config, mouse_delta_x: 0.0, mouse_delta_y: 0.0, mouse_position: Vector2::zero(), log_config,
controller_input: Gilrs::new().unwrap(), typed_characters: vec![] };
pressed_mouse_buttons: HashSet::new(), analog_wheel_state: 0.0,
config: config.config, mouse_delta_x: 0.0, mouse_delta_y: 0.0, mouse_position: [0., 0.], log_config,
controller_input: Gilrs::new().unwrap() };
// Create virtual buttons from config
config.button.iter().for_each(|bn| {
let modifiers = KeyboardModifierState {
shift: bn.shift.is_some(),
@@ -131,60 +117,33 @@ impl InputState {
alt: bn.alt.is_some(),
logo: bn.logo.is_some()
};
let mut inputs = vec![];
// Keyboard buttons
if let Some(scan_code) = bn.scan_code {
inputs.push(DigitalInput::Keyboard(KeyboardInput { scan_code, key_code: None, modifiers: modifiers.clone() }));
}
if let Some(vk_code) = &bn.vk_code {
if let Some(scan_code) = vk_to_scan_code(&vk_code) {
inputs.push(DigitalInput::Keyboard(KeyboardInput { scan_code, key_code: None, modifiers: modifiers.clone() }))
}
}
// Mouse buttons
if let Some(button_name) = &bn.mouse {
let input = if let Some(scan_code) = bn.scan_code {
DigitalInput::Keyboard(KeyboardInput { scan_code, modifiers })
} else if let Some(button_name) = &bn.mouse {
let button_name_lower = button_name.to_lowercase();
let button_input = match button_name_lower.as_str() {
match button_name_lower.as_str() {
"left" => DigitalInput::Mouse(MouseInput { button: MouseButton::Left, modifiers }),
"middle" => DigitalInput::Mouse(MouseInput { button: MouseButton::Middle, modifiers }),
"right" => DigitalInput::Mouse(MouseInput { button: MouseButton::Right, modifiers }),
"wheelup" => DigitalInput::Wheel(WheelInput { direction: WheelInputDirection::Up, modifiers }),
"wheeldown" => DigitalInput::Wheel(WheelInput { direction: WheelInputDirection::Down, modifiers }),
other => DigitalInput::Mouse(MouseInput { button: MouseButton::Other(other.parse().expect(&format!("Unknown button: {:?}", other))), modifiers }),
};
inputs.push(button_input);
}
// Controller buttons
if let Some(controller_button) = &bn.controller_button {
inputs.push(DigitalInput::Controller(ControllerInput {
} else if let Some(controller_button) = &bn.controller_button {
DigitalInput::Controller(ControllerInput {
button: string_to_button(controller_button.as_str()).expect(&format!("Unknown controller button: {}", controller_button.as_str()))
}));
}
// Touch clicks
if let Some(_) = bn.touch {
if let Some(virtual_button) = state.virtual_buttons.get_mut(&bn.name) {
virtual_button.touch_count = bn.touch;
})
} else {
state.virtual_buttons.insert(bn.name.clone(), VirtualButton { digital_inputs: vec![], touch_count: bn.touch });
}
}
panic!("No mouse or keyboard input for button {:?}", bn.name);
};
// Insert digital inputs
for input in inputs {
if let Some(virtual_button) = state.virtual_buttons.get_mut(&bn.name) {
virtual_button.digital_inputs.push(input);
} else {
state.virtual_buttons.insert(bn.name.clone(), VirtualButton { digital_inputs: vec![input], touch_count: bn.touch });
}
state.virtual_buttons.insert(bn.name.clone(), VirtualButton { digital_inputs: vec![input] });
}
});
// Create virtual axes from config
config.axis.iter().for_each(|axis| {
let axis_input = match axis {
InputConfigAxis { positive_button: Some(pos_button_name), negative_button: Some(neg_button_name), .. } => {
@@ -214,14 +173,7 @@ impl InputState {
InputConfigAxis { controller_axis: Some(controller_axis_name), .. } => {
AxisInput::Controller(AnalogControllerInput { axis: string_to_axis(controller_axis_name).expect(&format!("Unknown controller axis: {}", controller_axis_name)) })
},
InputConfigAxis { touch_axis: Some(touch_axis_name), .. } => {
if let Some(axis) = string_to_touch_axis(touch_axis_name) {
AxisInput::Touch(axis)
} else {
panic!("Unknown touch axis {:?}", touch_axis_name);
}
},
other => panic!("Axis {:?} needs either (positive_button and negative_button) or (touch_axis) or (mouse_wheel) or (controller_axis must be set to true)", other.name)
other => panic!("Axis {:?} needs either positive_button and negative_button or mouse_wheel or controller_axis must be set to true!", other.name)
};
if let Some(virtual_axis) = state.virtual_axes.get_mut(&axis.name) {
@@ -234,7 +186,6 @@ impl InputState {
return state;
}
#[perf("input_events", crate::perf::PerformanceCounter)]
pub fn on_window_event(self: &mut Self, event: &Event<()>) {
match event {
Event::WindowEvent { event: WindowEvent::KeyboardInput { device_id, input, .. }, .. } => {
@@ -247,7 +198,7 @@ impl InputState {
}
}
self.on_keyboard_event(input.state, input.scancode, input.virtual_keycode, KeyboardModifierState::from_deprecated_state(&input.modifiers));
self.on_keyboard_event(input.state, input.scancode, KeyboardModifierState::from_deprecated_state(&input.modifiers));
},
Event::WindowEvent { event: WindowEvent::MouseInput { device_id, state, button, modifiers }, .. } => {
if self.log_config.input.buttons {
@@ -281,30 +232,15 @@ impl InputState {
self.mouse_delta_y += *delta_y;
},
Event::WindowEvent { event: WindowEvent::CursorMoved { position, .. }, .. } => {
self.mouse_position = vec2(position.x, position.y);
},
Event::WindowEvent { event: WindowEvent::Touch(touch), .. } => {
if self.log_config.input.touch {
println!("Touch {:?}, at {:?}, id: {:?}, force: {:?}", touch.phase, touch.location, touch.id, touch.force);
}
self.on_touch_event(touch);
},
Event::WindowEvent { event: WindowEvent::ReceivedCharacter(c), .. } => {
self.typed_characters.push(*c);
self.mouse_position = [position.x, position.y];
},
_ => {}
}
}
#[allow(dead_code)]
pub fn button_down(self: &Self, button_code: &str) -> bool {
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
if let Some(count) = virtual_button.touch_count {
if self.pressed_touch_positions.len() == count as usize {
return true;
}
}
virtual_button.digital_inputs.iter().any(|vi| self.digital_input_pressed(vi))
}
None => {
@@ -316,36 +252,9 @@ impl InputState {
}
}
pub fn _scan_code_just_pressed(&self, scan_code: &ScanCode) -> bool {
self.input_events.iter().any(|ie| match ie {
DigitalInputEvent::Pressed(di) => match di {
DigitalInput::Keyboard(ki) => ki.scan_code == *scan_code,
_ => false,
},
_ => false,
})
}
pub fn _scan_code_just_released(&self, scan_code: &ScanCode) -> bool {
self.input_events.iter().any(|ie| match ie {
DigitalInputEvent::Released(di) => match di {
DigitalInput::Keyboard(ki) => ki.scan_code == *scan_code,
_ => false,
},
_ => false,
})
}
pub fn button_just_pressed(self: &Self, button_code: &str) -> bool {
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
if let Some(count) = virtual_button.touch_count {
if self.pressed_touch_positions.len() == count as usize
&& self.touch_inputs.iter().any(|ti| ti.phase == TouchPhase::Started) {
return true;
}
}
self.input_events.iter().any(|input_event| {
if let DigitalInputEvent::Pressed(digital_input) = input_event {
virtual_button.digital_inputs.iter().any(|virtual_button_input| virtual_button_input == digital_input)
@@ -366,13 +275,6 @@ impl InputState {
pub fn button_just_released(self: &Self, button_code: &str) -> bool {
match self.virtual_buttons.get(button_code) {
Some(virtual_button) => {
if let Some(count) = virtual_button.touch_count {
if self.pressed_touch_positions.len() < count as usize
&& self.touch_inputs.iter().any(|ti| ti.phase == TouchPhase::Ended) {
return true;
}
}
self.input_events.iter().any(|input_event| {
if let DigitalInputEvent::Released(digital_input) = input_event {
virtual_button.digital_inputs.iter().any(|virtual_button_input| virtual_button_input == digital_input)
@@ -390,112 +292,31 @@ impl InputState {
}
}
fn get_touch_drag_distance(&self) -> Vector2<f64> {
if let Some(old_pos) = self.pressed_touch_positions.values().next() {
if let Some(newest_input) = self.touch_inputs.iter().filter(|ti| ti.phase == TouchPhase::Started || ti.phase == TouchPhase::Moved).last() {
newest_input.touch_location - old_pos
} else {
vec2(0.0, 0.0)
}
} else {
vec2(0.0, 0.0)
}
}
pub fn get_axis_timescaled(self: &Self, axis_code: &str, delta_time: f32) -> f32 {
pub fn get_axis(self: &Self, axis_code: &str) -> f32 {
if let Some(axis) = self.virtual_axes.get(axis_code) {
axis.axis_inputs.iter().map(|item| {
match &item {
match item {
AxisInput::Wheel(modifiers) => {
if self.modifiers_are_pressed(modifiers) { self.analog_wheel_state * delta_time } else { 0.0 }
if self.modifiers_are_pressed(modifiers) { self.analog_wheel_state } else { 0.0 }
},
AxisInput::MouseMove(direction, modifiers) => {
if self.modifiers_are_pressed(modifiers) {
match direction {
MouseMoveDirection::X => self.mouse_delta_x as f32 * self.config.mouse_speed,
MouseMoveDirection::Y => self.mouse_delta_y as f32 * self.config.mouse_speed,
MouseMoveDirection::X => self.mouse_delta_x as f32,
MouseMoveDirection::Y => self.mouse_delta_y as f32,
}
} else {
0.0
}
},
AxisInput::Digital(positive_button, negative_button) => {
(self.virtual_button_to_float(positive_button) - self.virtual_button_to_float(negative_button)) * delta_time
self.virtual_button_to_float(positive_button) - self.virtual_button_to_float(negative_button)
},
AxisInput::Controller(controller_input) => {
self.controller_input.gamepads()
.map(|(_id, gamepad)| gamepad.value(controller_input.axis))
.fold(0.0, fold_axis_value) * delta_time
},
&AxisInput::Touch(touch_axis) => {
match touch_axis {
TouchAxis::Horizontal => {
if self.pressed_touch_positions.len() == 1 {
self.get_touch_drag_distance().x as f32
} else {
0.0
.fold(0.0, fold_axis_value)
}
},
TouchAxis::Vertical => {
if self.pressed_touch_positions.len() == 1 {
self.get_touch_drag_distance().y as f32
} else {
0.0
}
},
TouchAxis::Rotate => {
if self.pressed_touch_positions.len() == 2 {
let mut positions = self.pressed_touch_positions.iter();
let (id_1, pos_1) = positions.next().unwrap();
let (id_2, pos_2) = positions.next().unwrap();
let mut touch_loc_1 = vec2(0., 0.);
let mut touch_loc_2 = vec2(0., 0.);
let mut touch_1 = None;
let mut touch_2 = None;
fn filtered_vector_sub(a: Vector2<f64>, b: &Vector2<f64>) -> Option<Vector2<f64>> {
Some(a - b).filter(|v| v.magnitude() > 0.01)
}
for input in &self.touch_inputs {
if input.id == *id_1 {
touch_1 = filtered_vector_sub(input.touch_location, &pos_1);
touch_loc_1 = input.touch_location;
}
if input.id == *id_2 {
touch_2 = filtered_vector_sub(input.touch_location, &pos_2);
touch_loc_2 = input.touch_location;
}
}
let diff = touch_loc_2 - touch_loc_1;
let norm_n = vec2(-diff.y, diff.x).normalize();
match (touch_1, touch_2) {
(Some(v1), Some(v2)) => {
let v1_n = v1.normalize();
let v2_n = v2.normalize();
let direction = v1_n.dot(norm_n) - v2_n.dot(norm_n);
let distance = (v1.magnitude() + v2.magnitude()) / 2.;
(direction * distance) as f32
},
(Some(v1), None) => {
let direction = v1.normalize().dot(norm_n);
(direction * v1.magnitude()) as f32
},
(None, Some(v2)) => {
let direction = v2.normalize().dot(norm_n);
(-direction * v2.magnitude()) as f32
},
(None, None) => { 0.0 }
}
} else {
0.0
}
},
}
},
}
}).fold(0.0, fold_axis_value)
} else {
@@ -536,8 +357,8 @@ impl InputState {
if input.digital_inputs.iter().any(|di| self.digital_input_pressed(di)) { 1.0 } else { 0.0 }
}
pub fn on_keyboard_event(self: &mut Self, state: ElementState, scan_code: ScanCode, key_code: Option<VirtualKeyCode>, modifiers: KeyboardModifierState) {
let input = DigitalInput::Keyboard(KeyboardInput { scan_code, key_code, modifiers });
pub fn on_keyboard_event(self: &mut Self, state: ElementState, scan_code: ScanCode, modifiers: KeyboardModifierState) {
let input = DigitalInput::Keyboard(KeyboardInput { scan_code, modifiers });
match state {
ElementState::Pressed => {
if self.pressed_scan_codes.contains(&scan_code) { return; }
@@ -591,28 +412,7 @@ impl InputState {
};
}
pub fn on_touch_event(&mut self, event: &Touch) {
self.mouse_position = vec2(event.location.x, event.location.y);
match event.phase {
winit::event::TouchPhase::Started => {
self.pressed_touch_positions.insert(event.id, self.mouse_position);
self.touch_inputs.push(TouchInput { id: event.id, touch_location: self.mouse_position, phase: event.phase });
},
winit::event::TouchPhase::Moved => {
self.touch_inputs.push(TouchInput { id: event.id, touch_location: self.mouse_position, phase: event.phase });
},
winit::event::TouchPhase::Ended => {
self.pressed_touch_positions.remove(&event.id);
self.touch_inputs.push(TouchInput { id: event.id, touch_location: self.mouse_position, phase: event.phase });
},
winit::event::TouchPhase::Cancelled => {
self.pressed_touch_positions.remove(&event.id);
},
}
}
pub fn frame_start(self: &mut Self) {
// Read out all controller events
while let Some(event) = self.controller_input.next_event() {
match event.event {
EventType::ButtonPressed(button, _) => {
@@ -640,13 +440,6 @@ impl InputState {
self.mouse_delta_x = 0.0;
self.mouse_delta_y = 0.0;
self.input_events.clear();
self.typed_characters.clear();
// Store final touch positions as base for next frame
for touch_input in &mut self.touch_inputs {
self.pressed_touch_positions.get_mut(&touch_input.id).map(|pos| *pos = touch_input.touch_location);
}
self.touch_inputs.clear();
}
}
@@ -664,10 +457,9 @@ pub enum AxisInput {
MouseMove(MouseMoveDirection, KeyboardModifierState),
Digital(VirtualButton, VirtualButton),
Controller(AnalogControllerInput),
Touch(TouchAxis)
}
#[derive(Debug, Eq, PartialEq, Clone, Hash)]
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
pub enum DigitalInput {
Keyboard(KeyboardInput),
Wheel(WheelInput),
@@ -675,26 +467,12 @@ pub enum DigitalInput {
Controller(ControllerInput),
}
#[derive(Debug, Eq, Clone)]
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
pub struct KeyboardInput {
scan_code: ScanCode,
key_code: Option<VirtualKeyCode>,
modifiers: KeyboardModifierState,
}
impl PartialEq for KeyboardInput {
fn eq(&self, other: &Self) -> bool {
(self.scan_code == other.scan_code || (self.key_code != None && self.key_code == other.key_code)) && self.modifiers == other.modifiers
}
}
impl Hash for KeyboardInput {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.scan_code.hash(state);
self.modifiers.hash(state);
}
}
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
pub struct MouseInput {
button: MouseButton,
@@ -712,35 +490,6 @@ pub struct ControllerInput {
button: gilrs::Button,
}
#[derive(Debug, Clone)]
pub struct TouchInput {
id: u64,
touch_location: Vector2<f64>,
phase: TouchPhase
}
impl Eq for TouchInput {}
impl PartialEq for TouchInput {
fn eq(&self, other: &Self) -> bool {
self.id.eq(&other.id) && self.phase.eq(&other.phase)
}
}
impl Hash for TouchInput {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
state.write_u64(self.id);
self.phase.hash(state)
}
}
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
pub enum TouchAxis {
Horizontal,
Vertical,
Rotate
}
#[derive(Debug, Eq, PartialEq, Hash, Clone)]
pub enum WheelInputDirection {
Up,
@@ -811,300 +560,3 @@ fn string_to_axis(axis_name: &str) -> Option<gilrs::Axis> {
_ => None,
}
}
fn string_to_touch_axis(touch_axis_name: &str) -> Option<TouchAxis> {
match touch_axis_name {
"horizontal" => Some(TouchAxis::Horizontal),
"vertical" => Some(TouchAxis::Vertical),
"rotate" => Some(TouchAxis::Rotate),
_ => None,
}
}
// https://searchfox.org/mozilla-central/source/widget/windows/KeyboardLayout.cpp
const VIRTUAL_KEY_CODES: [&str; 256] = [
"NULL",
"VK_LBUTTON",
"VK_RBUTTON",
"VK_CANCEL",
"VK_MBUTTON",
"VK_XBUTTON1",
"VK_XBUTTON2",
"0x07",
"VK_BACK",
"VK_TAB",
"0x0A",
"0x0B",
"VK_CLEAR",
"VK_RETURN",
"0x0E",
"0x0F",
"VK_SHIFT",
"VK_CONTROL",
"VK_MENU",
"VK_PAUSE",
"VK_CAPITAL",
"VK_KANA, VK_HANGUL",
"0x16",
"VK_JUNJA",
"VK_FINAL",
"VK_HANJA, VK_KANJI",
"0x1A",
"VK_ESCAPE",
"VK_CONVERT",
"VK_NONCONVERT",
"VK_ACCEPT",
"VK_MODECHANGE",
"VK_SPACE",
"VK_PRIOR",
"VK_NEXT",
"VK_END",
"VK_HOME",
"VK_LEFT",
"VK_UP",
"VK_RIGHT",
"VK_DOWN",
"VK_SELECT",
"VK_PRINT",
"VK_EXECUTE",
"VK_SNAPSHOT",
"VK_INSERT",
"VK_DELETE",
"VK_HELP",
"VK_0",
"VK_1",
"VK_2",
"VK_3",
"VK_4",
"VK_5",
"VK_6",
"VK_7",
"VK_8",
"VK_9",
"0x3A",
"0x3B",
"0x3C",
"0x3D",
"0x3E",
"0x3F",
"0x40",
"VK_A",
"VK_B",
"VK_C",
"VK_D",
"VK_E",
"VK_F",
"VK_G",
"VK_H",
"VK_I",
"VK_J",
"VK_K",
"VK_L",
"VK_M",
"VK_N",
"VK_O",
"VK_P",
"VK_Q",
"VK_R",
"VK_S",
"VK_T",
"VK_U",
"VK_V",
"VK_W",
"VK_X",
"VK_Y",
"VK_Z",
"VK_LWIN",
"VK_RWIN",
"VK_APPS",
"0x5E",
"VK_SLEEP",
"VK_NUMPAD0",
"VK_NUMPAD1",
"VK_NUMPAD2",
"VK_NUMPAD3",
"VK_NUMPAD4",
"VK_NUMPAD5",
"VK_NUMPAD6",
"VK_NUMPAD7",
"VK_NUMPAD8",
"VK_NUMPAD9",
"VK_MULTIPLY",
"VK_ADD",
"VK_SEPARATOR",
"VK_SUBTRACT",
"VK_DECIMAL",
"VK_DIVIDE",
"VK_F1",
"VK_F2",
"VK_F3",
"VK_F4",
"VK_F5",
"VK_F6",
"VK_F7",
"VK_F8",
"VK_F9",
"VK_F10",
"VK_F11",
"VK_F12",
"VK_F13",
"VK_F14",
"VK_F15",
"VK_F16",
"VK_F17",
"VK_F18",
"VK_F19",
"VK_F20",
"VK_F21",
"VK_F22",
"VK_F23",
"VK_F24",
"0x88",
"0x89",
"0x8A",
"0x8B",
"0x8C",
"0x8D",
"0x8E",
"0x8F",
"VK_NUMLOCK",
"VK_SCROLL",
"VK_OEM_NEC_EQUAL, VK_OEM_FJ_JISHO",
"VK_OEM_FJ_MASSHOU",
"VK_OEM_FJ_TOUROKU",
"VK_OEM_FJ_LOYA",
"VK_OEM_FJ_ROYA",
"0x97",
"0x98",
"0x99",
"0x9A",
"0x9B",
"0x9C",
"0x9D",
"0x9E",
"0x9F",
"VK_LSHIFT",
"VK_RSHIFT",
"VK_LCONTROL",
"VK_RCONTROL",
"VK_LMENU",
"VK_RMENU",
"VK_BROWSER_BACK",
"VK_BROWSER_FORWARD",
"VK_BROWSER_REFRESH",
"VK_BROWSER_STOP",
"VK_BROWSER_SEARCH",
"VK_BROWSER_FAVORITES",
"VK_BROWSER_HOME",
"VK_VOLUME_MUTE",
"VK_VOLUME_DOWN",
"VK_VOLUME_UP",
"VK_MEDIA_NEXT_TRACK",
"VK_MEDIA_PREV_TRACK",
"VK_MEDIA_STOP",
"VK_MEDIA_PLAY_PAUSE",
"VK_LAUNCH_MAIL",
"VK_LAUNCH_MEDIA_SELECT",
"VK_LAUNCH_APP1",
"VK_LAUNCH_APP2",
"0xB8",
"0xB9",
"VK_OEM_1",
"VK_OEM_PLUS",
"VK_OEM_COMMA",
"VK_OEM_MINUS",
"VK_OEM_PERIOD",
"VK_OEM_2",
"VK_OEM_3",
"VK_ABNT_C1",
"VK_ABNT_C2",
"0xC3",
"0xC4",
"0xC5",
"0xC6",
"0xC7",
"0xC8",
"0xC9",
"0xCA",
"0xCB",
"0xCC",
"0xCD",
"0xCE",
"0xCF",
"0xD0",
"0xD1",
"0xD2",
"0xD3",
"0xD4",
"0xD5",
"0xD6",
"0xD7",
"0xD8",
"0xD9",
"0xDA",
"VK_OEM_4",
"VK_OEM_5",
"VK_OEM_6",
"VK_OEM_7",
"VK_OEM_8",
"0xE0",
"VK_OEM_AX",
"VK_OEM_102",
"VK_ICO_HELP",
"VK_ICO_00",
"VK_PROCESSKEY",
"VK_ICO_CLEAR",
"VK_PACKET",
"0xE8",
"VK_OEM_RESET",
"VK_OEM_JUMP",
"VK_OEM_PA1",
"VK_OEM_PA2",
"VK_OEM_PA3",
"VK_OEM_WSCTRL",
"VK_OEM_CUSEL",
"VK_OEM_ATTN",
"VK_OEM_FINISH",
"VK_OEM_COPY",
"VK_OEM_AUTO",
"VK_OEM_ENLW",
"VK_OEM_BACKTAB",
"VK_ATTN",
"VK_CRSEL",
"VK_EXSEL",
"VK_EREOF",
"VK_PLAY",
"VK_ZOOM",
"VK_NONAME",
"VK_PA1",
"VK_OEM_CLEAR",
"0xFF"
];
pub fn vk_to_scan_code(name: &str) -> Option<ScanCode> {
let index = VIRTUAL_KEY_CODES.iter().position(|c| c == &name);
if let Some(idx) = index {
unsafe {
let vc = winuser::MapVirtualKeyA(idx as UINT, winuser::MAPVK_VK_TO_VSC);
if vc == 0 { return None }
return Some(vc as ScanCode);
}
}
None
}

View File

@@ -4,25 +4,33 @@ use vulkan::gameobject::GameObject;
use crate::config::{LogConfig, RenderConfig};
use crate::game::TestGame;
use crate::vulkan::VulkanRenderer;
use crate::vulkan::{LinePoint, VulkanRenderer};
mod vulkan;
mod input;
mod config;
mod game;
mod tests;
mod text;
mod util;
mod perf;
fn main() {
let log_config = LogConfig::from_file("config/log.toml");
let mut game = TestGame::new("config/input.toml", log_config);
let line_count = 30;
let line_vertices = (-line_count..=line_count)
.flat_map(|it| vec![
LinePoint { position: [it as f32, 0., -line_count as f32] },
LinePoint { position: [it as f32, 0., line_count as f32] },
LinePoint { position: [-line_count as f32, 0., it as f32] },
LinePoint { position: [line_count as f32, 0., it as f32] },
]).collect();
let (mut renderer, event_loop) = VulkanRenderer::init(
line_vertices,
log_config.vulkan_validation_layers,
RenderConfig::from_file("config/graphics.toml")
RenderConfig::from_file("config/graphics.toml"),
log_config.clone()
);
game.game_start(&mut renderer);

View File

@@ -1,64 +0,0 @@
use std::collections::HashMap;
pub const PERF_COUNTER_SIZE: usize = 100;
pub static mut PERF_COUNTERS: Option<HashMap<String, PerformanceCounter>> = None;
pub struct PerformanceCounter {
pub values: [u128; PERF_COUNTER_SIZE],
pub index: usize,
}
impl PerformanceCounter {
pub fn mean(&self) -> u128 {
self.values.iter().sum::<u128>() / PERF_COUNTER_SIZE as u128
}
pub fn stddev(&self, mean: i128) -> f64 {
f64::sqrt(self.values.iter().fold(0, |acc, b| acc + (*b as i128 - mean) * (*b as i128 - mean)) as f64 / PERF_COUNTER_SIZE as f64)
}
pub fn init_perf() {
unsafe {
if PERF_COUNTERS.is_none() { PERF_COUNTERS = Some(HashMap::new()); }
}
}
pub fn write_perf(name: &str, value: u128) {
unsafe {
if let Some(pcs) = &mut PERF_COUNTERS {
if let Some(pc) = pcs.get_mut(name) {
pc.values[pc.index] = value;
} else {
let mut pc = PerformanceCounter { values: [0; PERF_COUNTER_SIZE], index: 0 };
pc.values[0] = value;
pcs.insert(name.to_string(), pc);
}
}
}
}
pub fn _get_perf(name: &str) -> u128 {
unsafe {
if let Some(pcs) = &mut PERF_COUNTERS {
if let Some(pc) = pcs.get_mut(name) {
pc.mean()
} else {
0
}
} else {
0
}
}
}
pub fn perf_next_frame(name: &str) {
unsafe {
if let Some(pcs) = &mut PERF_COUNTERS {
if let Some(pc) = pcs.get_mut(name) {
pc.index = (pc.index + 1) % PERF_COUNTER_SIZE;
pc.values[pc.index] = 0;
}
}
}
}
}

View File

@@ -1,11 +1,8 @@
#[cfg(test)]
#[allow(deprecated)]
mod tests {
use cgmath::vec3;
use winit::{dpi::PhysicalPosition, event::{DeviceId, ElementState, Event, Force, KeyboardInput, ModifiersState, Touch, TouchPhase, WindowEvent}, window::WindowId};
use cgmath::{vec3};
use crate::{config::LogConfig, input::InputState, util::intersect_triangle};
use crate::input::vk_to_scan_code;
use crate::game::player::{intersect_triangle};
fn epsilon_eq(f1: f32, f2: f32) {
assert!(f32::abs(f1 - f2) < f32::EPSILON, "{} == {}", f1, f2);
@@ -39,119 +36,4 @@ mod tests {
let dist3 = intersect_triangle(zero, vec3(0.9950371902, 0.09950371902, 0.0), a, b, c);
epsilon_eq_option(dist3, Some(2.0099751242));
}
fn create_test_input_state() -> InputState {
InputState::new("config/testinput.toml", LogConfig::from_file("config/log.toml"))
}
#[test]
fn key_test() {
let mut state = create_test_input_state();
state.frame_start();
state.frame_end();
unsafe {
state.on_window_event(&Event::WindowEvent{ window_id: WindowId::dummy(), event: WindowEvent::KeyboardInput {
device_id: DeviceId::dummy(),
input: KeyboardInput { scancode: 1, state: ElementState::Pressed, virtual_keycode: None, modifiers: ModifiersState::empty() },
is_synthetic: true,
}});
}
state.frame_start();
assert_eq!(state.button_just_pressed("quit"), true);
assert_eq!(state.button_down("quit"), true);
state.frame_end();
state.frame_start();
assert_eq!(state.button_just_pressed("quit"), false);
assert_eq!(state.button_down("quit"), true);
state.frame_end();
unsafe {
state.on_window_event(&Event::WindowEvent{ window_id: WindowId::dummy(), event: WindowEvent::KeyboardInput {
device_id: DeviceId::dummy(),
input: KeyboardInput { scancode: 1, state: ElementState::Released, virtual_keycode: None, modifiers: ModifiersState::empty() },
is_synthetic: true,
}});
}
state.frame_start();
assert_eq!(state.button_down("quit"), false);
state.frame_end();
unsafe {
state.on_window_event(&Event::WindowEvent{ window_id: WindowId::dummy(), event: WindowEvent::KeyboardInput {
device_id: DeviceId::dummy(),
input: KeyboardInput { scancode: 32, state: ElementState::Pressed, virtual_keycode: None, modifiers: ModifiersState::empty() },
is_synthetic: true,
}});
}
state.frame_start();
assert_eq!(state.button_down("button_right"), true);
}
fn touch_event(state: &mut InputState, phase: TouchPhase, id: u64) {
unsafe {
state.on_window_event(&Event::WindowEvent{ window_id: WindowId::dummy(), event: WindowEvent::Touch(Touch {
device_id: DeviceId::dummy(), phase, location: PhysicalPosition::new(0., 0.), force: Some(Force::Normalized(0.5)), id
})});
}
}
#[test]
fn touch_test() {
let mut state = create_test_input_state();
state.frame_start();
state.frame_end();
touch_event(&mut state, TouchPhase::Started, 1);
state.frame_start();
assert_eq!(state.button_just_pressed("touchclick"), true);
assert_eq!(state.button_down("touchclick"), true);
state.frame_end();
touch_event(&mut state, TouchPhase::Moved, 1);
state.frame_start();
assert_eq!(state.button_just_pressed("touchclick"), false);
assert_eq!(state.button_down("touchclick"), true);
state.frame_end();
touch_event(&mut state, TouchPhase::Ended, 1);
state.frame_start();
assert_eq!(state.button_just_released("touchclick"), true);
assert_eq!(state.button_down("touchclick"), false);
state.frame_end();
}
#[test]
fn multi_touch_test() {
let mut state = create_test_input_state();
state.frame_start();
state.frame_end();
touch_event(&mut state, TouchPhase::Started, 2);
// TODO: add tolerance for delay
touch_event(&mut state, TouchPhase::Started, 3);
state.frame_start();
assert_eq!(state.button_just_pressed("touchclick"), false);
assert_eq!(state.button_down("touchclick"), false);
assert_eq!(state.button_just_pressed("doubletouchclick"), true);
assert_eq!(state.button_down("doubletouchclick"), true);
state.frame_end();
touch_event(&mut state, TouchPhase::Moved, 2);
state.frame_start();
assert_eq!(state.button_just_pressed("doubletouchclick"), false);
assert_eq!(state.button_down("doubletouchclick"), true);
state.frame_end();
touch_event(&mut state, TouchPhase::Ended, 2);
state.frame_start();
assert_eq!(state.button_just_released("doubletouchclick"), true);
assert_eq!(state.button_down("doubletouchclick"), false);
assert_eq!(state.button_just_pressed("touchclick"), false);
// TODO: don't enable button_down on release of double touch
// assert_eq!(state.button_down("touchclick"), false);
state.frame_end();
touch_event(&mut state, TouchPhase::Ended, 3);
state.frame_start();
// TODO: only set button_just_released for one frame
// assert_eq!(state.button_just_released("doubletouchclick"), false);
assert_eq!(state.button_down("doubletouchclick"), false);
}
#[test]
fn vk_input_name_test() {
let vk = "VK_ESCAPE";
assert_eq!(vk_to_scan_code(vk), Some(1));
}
}

View File

@@ -1,120 +0,0 @@
use glyph_brush::{BrushAction, BrushError, GlyphBrush, GlyphBrushBuilder, GlyphVertex, Rectangle, Section, Text, ab_glyph::FontArc};
use vulkano::{format::Format, image::ImageDimensions, sampler::{Filter, SamplerAddressMode}};
use crate::vulkan::{MeshHandle, TextVertex, TextureHandle, VulkanRenderer, gameobject::{GameObject, GameObjectHandle}, mesh::{CPUMesh, CPUVertexList}};
pub fn update_text(game_object_handle: GameObjectHandle, new_text: &str, new_size: f32, renderer: &mut VulkanRenderer, brush: &mut GlyphBrush<Vec<TextVertex>>, game_objects: &mut Vec<GameObject>) {
brush.queue(Section::default()
.add_text(Text::new(new_text).with_scale(new_size))
.with_bounds((renderer.game_data.dimensions[0] as f32, renderer.game_data.dimensions[1] as f32)));
let go = &mut game_objects[game_object_handle];
let mesh_index = go.mesh_index;
match brush.process_queued(|rect, text_data| {
debug_assert!(go.textures.len() == 1);
update_text_texture(Some(go.textures[0]), renderer, rect, text_data);
}, convert_vertices) {
Ok(BrushAction::Draw(quads)) => {
update_text_quads(quads, 420, Some(mesh_index), renderer);
},
Ok(BrushAction::ReDraw) => {},
Err(BrushError::TextureTooSmall { suggested }) => {
let size = ImageDimensions::Dim2d { width: suggested.0, height: suggested.1, array_layers: 1 };
debug_assert!(go.textures.len() == 1);
renderer.resize_texture(go, go.textures[0], size);
brush.resize_texture(suggested.0, suggested.1);
update_text(game_object_handle, new_text, new_size, renderer, brush, game_objects);
},
}
}
pub fn create_brush<T>() -> GlyphBrush<T> {
let font = FontArc::try_from_slice(include_bytes!("../models/FiraCode-Regular.ttf")).unwrap();
GlyphBrushBuilder::using_font(font).build()
}
pub fn create_text_object(brush: &mut GlyphBrush<Vec<TextVertex>>, renderer: &mut VulkanRenderer, text: &str, size: f32) -> MeshHandle {
let mut uploaded_texture = None;
let mut uploaded_mesh = None;
brush.queue(Section::default()
.add_text(Text::new(text).with_scale(size))
.with_bounds((renderer.game_data.dimensions[0] as f32, renderer.game_data.dimensions[1] as f32))
);
match brush.process_queued(|rect, text_data| {
uploaded_texture = update_text_texture(None, renderer, rect, text_data);
}, convert_vertices) {
Ok(BrushAction::Draw(quads)) => {
let t = if let Some(tex) = uploaded_texture {
tex
} else {
let brush_size = brush.texture_dimensions();
update_text_texture(None, renderer, Rectangle { min: [0, 0], max: [brush_size.0, brush_size.1] }, &[]).unwrap()
};
uploaded_mesh = update_text_quads(quads, t, None, renderer);
},
Ok(BrushAction::ReDraw) => {},
Err(BrushError::TextureTooSmall { suggested }) => {
brush.resize_texture(suggested.0, suggested.1);
},
};
uploaded_mesh.unwrap()
}
pub fn update_text_texture(old_texture: Option<TextureHandle>, renderer: &mut VulkanRenderer, rect: Rectangle<u32>, text_data: &[u8]) -> Option<TextureHandle> {
let size = u32::max(rect.width(), rect.height());
if let Some(tex_handle) = old_texture {
renderer.update_texture(tex_handle, text_data, [rect.width(), rect.height(), 1], [rect.min[0], rect.min[1], 0], renderer.device.clone());
None
} else {
let tex = renderer.upload_texture(text_data, size, size, Format::R8_UNORM, Filter::Nearest, SamplerAddressMode::ClampToEdge, renderer.device.clone());
renderer.game_data.textures.push(tex.clone());
Some(renderer.game_data.textures.len() - 1)
}
}
pub fn update_text_quads(quads: Vec<Vec<TextVertex>>, texture_index: usize, mesh_index: Option<usize>, renderer: &mut VulkanRenderer) -> Option<MeshHandle> {
let mut final_vertices = vec![];
let mut final_indices: Vec<u32> = vec![];
let mut index_offset = 0;
for mut quad in quads {
let len = quad.len();
final_vertices.append(&mut quad);
final_indices.append(&mut [0, 2, 3, 0, 3, 1].iter().map(|x| *x + index_offset).collect());
index_offset += len as u32;
}
if let Some(idx) = mesh_index {
renderer.update_mesh(idx, CPUVertexList::VertexText(final_vertices), final_indices);
None
} else {
let mesh = CPUMesh {
vertices: CPUVertexList::VertexText(final_vertices),
indices: final_indices,
local_texture_index: Some(texture_index),
local_normal_map_index: None,
name: Some("font_texture".to_string()),
};
let mesh_index = renderer.upload_mesh(mesh, None);
Some(MeshHandle {
index: mesh_index,
textures: vec![texture_index],
original_path: None,
pipeline_index: 1
})
}
}
fn convert_vertices(vertex_data: GlyphVertex) -> Vec<TextVertex> {
let result = vec![
TextVertex { position: [vertex_data.pixel_coords.min.x, vertex_data.pixel_coords.min.y, 0.], uv: [vertex_data.tex_coords.min.x, vertex_data.tex_coords.min.y] },
TextVertex { position: [vertex_data.pixel_coords.min.x, vertex_data.pixel_coords.max.y, 0.], uv: [vertex_data.tex_coords.min.x, vertex_data.tex_coords.max.y] },
TextVertex { position: [vertex_data.pixel_coords.max.x, vertex_data.pixel_coords.min.y, 0.], uv: [vertex_data.tex_coords.max.x, vertex_data.tex_coords.min.y] },
TextVertex { position: [vertex_data.pixel_coords.max.x, vertex_data.pixel_coords.max.y, 0.], uv: [vertex_data.tex_coords.max.x, vertex_data.tex_coords.max.y] },
];
result
}

View File

@@ -1,81 +0,0 @@
use cgmath::{InnerSpace, Matrix4, SquareMatrix, Vector3, Vector4, vec3, vec4};
use vulkano::buffer::TypedBufferAccess;
use crate::vulkan::{Mesh, gameobject::GameObject};
#[allow(dead_code)]
pub fn print_matrix(mat: Matrix4<f32>) {
let cols = [
[mat.x.x, mat.x.y, mat.x.z, mat.x.w],
[mat.y.x, mat.y.y, mat.y.z, mat.y.w],
[mat.z.x, mat.z.y, mat.z.z, mat.z.w],
[mat.w.x, mat.w.y, mat.w.z, mat.w.w],
].map(|v| v.map(|e| format!("{:.2}", e)));
let col_sizes: Vec<usize> = cols.iter().map(|col| col.iter().map(|s| s.len()).max().unwrap()).collect();
println!("Mat4: {}", mat.determinant());
for row_index in 0..4 {
for col_index in 0..4 {
let mut str = format!("{}", cols[col_index][row_index]);
while str.len() < col_sizes[col_index] {
str.insert(0, ' ');
}
print!("{}", str);
if col_index < 3 { print!(", "); }
}
println!();
}
}
pub fn intersection_distance(ray_origin: Vector3<f32>, ray_direction: Vector3<f32>, mesh: &Mesh<crate::vulkan::Vertex>, game_object: &GameObject) -> Option<f32> {
let index_lock = mesh.index_buffer.read().unwrap();
let vertex_lock = mesh.vertex_buffer.read().unwrap();
(0..mesh.index_buffer.len() / 3).map(|tri_idx| {
let vtx_a = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx as usize * 3 ] as usize].position);
let vtx_b = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx as usize * 3 + 1] as usize].position);
let vtx_c = game_object.get_model_matrix() * vec4_from_pos(vertex_lock[index_lock[tri_idx as usize * 3 + 2] as usize].position);
intersect_triangle(ray_origin, ray_direction, vtx_a.truncate().into(), vtx_b.truncate().into(), vtx_c.truncate().into())
}).fold(None, |acc, x| {
if let Some(smallest) = acc {
if let Some(new) = x {
if new < smallest {
Some(new)
} else {
Some(smallest)
}
} else {
acc
}
} else {
x
}
})
}
// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
pub fn intersect_triangle(ray_origin: Vector3<f32>, ray_direction: Vector3<f32>, vtx_a: [f32; 3], vtx_b: [f32; 3], vtx_c: [f32; 3]) -> Option<f32> {
let edge_1 = vec3(vtx_b[0] - vtx_a[0], vtx_b[1] - vtx_a[1], vtx_b[2] - vtx_a[2]);
let edge_2 = vec3(vtx_c[0] - vtx_a[0], vtx_c[1] - vtx_a[1], vtx_c[2] - vtx_a[2]);
let h = ray_direction.cross(edge_2);
let a = edge_1.dot(h);
if a > -f32::EPSILON && a < f32::EPSILON { return None; }
let f = 1. / a;
let s: Vector3<f32> = ray_origin - Vector3::from(vtx_a);
let u = f * s.dot(h);
if u < 0. || u > 1. { return None; }
let q = s.cross(edge_1);
let v = f * ray_direction.dot(q);
if v < 0. || u + v > 1. { return None; }
let t = f * edge_2.dot(q);
if t > f32::EPSILON { return Some(t); }
None
}
pub fn vec4_from_pos(pos: [f32; 3]) -> Vector4<f32> {
vec4(pos[0], pos[1], pos[2], 1.0)
}

View File

@@ -1,10 +1,10 @@
use std::{convert::TryInto, io::Read};
use vulkano::{format::Format, sampler::{Filter, SamplerAddressMode}};
use vulkano::format::Format;
use super::{Texture, VulkanRenderer};
use super::VulkanRenderer;
pub fn upload_texture_from_file(path: &str, renderer: &mut VulkanRenderer) -> Result<Texture, Box<dyn std::error::Error>> {
pub fn upload_texture_from_file(path: &str, renderer: &mut VulkanRenderer) -> Result<(), Box<dyn std::error::Error>> {
// Load file
let mut tex_file = std::fs::File::open(path)?;
let mut tex_bytes: Vec<u8> = vec![];
@@ -24,24 +24,25 @@ pub fn upload_texture_from_file(path: &str, renderer: &mut VulkanRenderer) -> Re
println!("Texture width: {}, height: {}, bytes: {}", tex_width, tex_height, tex_byte_count);
let texture = if is_dxt1 {
renderer.upload_texture(&tex_bytes[128..], tex_width, tex_height, Format::BC1_RGB_UNORM_BLOCK, Filter::Linear, SamplerAddressMode::Repeat, renderer.device.clone())
} else if is_dx10 {
if is_dxt1
{
renderer.upload_texture(&tex_bytes[128..], tex_width, tex_height, Format::BC1_RGBUnormBlock, renderer.device.clone());
}
if is_dx10
{
let dxgi_type = u32::from_ne_bytes(tex_bytes[128..132].try_into()?);
assert!(dxgi_type == 83); // BC5 Unorm Typeless
renderer.upload_texture(&tex_bytes[128+20..], tex_width, tex_height, Format::BC5_UNORM_BLOCK, Filter::Linear, SamplerAddressMode::Repeat, renderer.device.clone())
} else {
panic!("Unknown texture type!");
};
renderer.upload_texture(&tex_bytes[128+20..], tex_width, tex_height, Format::BC5UnormBlock, renderer.device.clone());
}
Ok(texture)
Ok(())
}
pub fn get_block_size(format: Format) -> Option<u32> {
match format {
Format::BC1_RGB_UNORM_BLOCK => Some(8),
Format::BC5_UNORM_BLOCK => Some(16),
Format::BC1_RGBUnormBlock => Some(8),
Format::BC5UnormBlock => Some(16),
_ => None
}
}

View File

@@ -1,9 +1,11 @@
use std::sync::Arc;
use vulkano::command_buffer::DynamicState;
use vulkano::device::Device;
use vulkano::format::Format;
use vulkano::image::view::ImageView;
use vulkano::image::{AttachmentImage, ImageUsage, SampleCount, SwapchainImage};
use vulkano::pipeline::viewport::Viewport;
use vulkano::render_pass::{Framebuffer, FramebufferAbstract, RenderPass};
use winit::window::Window;
use vulkano::swapchain::Swapchain;
@@ -12,21 +14,29 @@ use vulkano::swapchain::Swapchain;
pub fn create_framebuffers(device: Arc<Device>,
swapchain: &Arc<Swapchain<Window>>,
images: &[Arc<SwapchainImage<Window>>],
msaa_sample_count: Option<SampleCount>,
render_pass: Arc<RenderPass>)
msaa_samples: Option<SampleCount>,
render_pass: Arc<RenderPass>,
dynamic_state: &mut DynamicState)
-> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dim_array = images[0].dimensions();
let dim_array_f32 = [dim_array[0] as f32, dim_array[1] as f32];
let depth_image = if let Some(sample_count) = msaa_sample_count {
AttachmentImage::multisampled_with_usage(device.clone(), dim_array, sample_count, Format::D16_UNORM, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
} else {
AttachmentImage::with_usage(device.clone(), dim_array, Format::D16_UNORM, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
let viewport = Viewport {
origin: [0.0, 0.0],
dimensions: dim_array_f32,
depth_range: 0.0..1.0,
};
let depth_image_view = ImageView::new(depth_image.clone()).unwrap();
dynamic_state.viewports = Some(vec!(viewport));
let msaa_buffers = if let Some(sample_count) = msaa_sample_count {
Some(create_msaa_buffers(device.clone(), dim_array, swapchain, sample_count))
let depth_image = if let Some(msaa_sample_count) = msaa_samples {
AttachmentImage::multisampled_with_usage(device.clone(), dim_array, msaa_sample_count, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
} else {
AttachmentImage::with_usage(device.clone(), dim_array, Format::D16Unorm, ImageUsage { depth_stencil_attachment: true, ..ImageUsage::none() }).unwrap()
};
let msaa_buffers = if let Some(msaa_sample_count) = msaa_samples {
Some(create_msaa_buffers(device.clone(), dim_array, swapchain, msaa_sample_count))
} else {
None
};
@@ -35,21 +45,22 @@ pub fn create_framebuffers(device: Arc<Device>,
for i in 0..images.len() {
let image_buffer = &images[i];
let view = ImageView::new(image_buffer.clone()).unwrap();
let image_view = ImageView::new(image_buffer.clone()).unwrap();
let depth_view = ImageView::new(depth_image.clone()).unwrap();
if let Some(msaa_buffers_exist) = &msaa_buffers {
let msaa_view = ImageView::new((&msaa_buffers_exist[i]).clone()).unwrap();
framebuffers.push(Arc::new(Framebuffer::start(render_pass.clone())
.add(view).unwrap()
.add(image_view).unwrap()
.add(msaa_view).unwrap()
.add(depth_image_view.clone()).unwrap()
.add(depth_view).unwrap()
.build().unwrap()
) as Arc<dyn FramebufferAbstract + Send + Sync>);
} else {
framebuffers.push(Arc::new(Framebuffer::start(render_pass.clone())
.add(view).unwrap()
.add(depth_image_view.clone()).unwrap()
.add(image_view).unwrap()
.add(depth_view).unwrap()
.build().unwrap()
) as Arc<dyn FramebufferAbstract + Send + Sync>);
}

View File

@@ -1,11 +1,9 @@
use std::sync::Arc;
use cgmath::{Deg, Euler, Matrix4, Quaternion, Vector3};
use vulkano::descriptor_set::PersistentDescriptorSet;
use crate::game::GameState;
use crate::input::InputState;
use crate::vulkan::TextureHandle;
use crate::vulkan::{RendererDescriptorSets, TextureHandle};
use crate::vulkan::{MeshHandle, VulkanRenderer};
use super::pipelines::vs;
@@ -13,30 +11,21 @@ use super::pipelines::vs;
#[derive(Clone)]
pub struct GameObject {
pub mesh_index: usize,
pub textures: Vec<TextureHandle>,
pub texture_index: TextureHandle,
pub normal_map_index: TextureHandle,
pub position: Vector3<f32>,
pub rotation: Quaternion<f32>,
pub scale: Vector3<f32>,
pub children: Vec<GameObject>,
pub descriptor_sets: Vec<Vec<Arc<PersistentDescriptorSet>>>,
pub is_selected: bool,
pub pipeline_index: usize,
pub visible: bool,
}
pub enum PushConstantType {
MeshPC(vs::ty::PushConstants),
pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
pub is_selected: bool
}
impl GameObject {
pub fn new(mesh: MeshHandle) -> GameObject {
GameObject { mesh_index: mesh.index, textures: mesh.textures, position: Vector3::new(0.0, 0.0, 0.0),
GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle, 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![],
descriptor_sets: vec![], is_selected: false, pipeline_index: mesh.pipeline_index, visible: true }
}
pub fn init_descriptor_sets(&mut self, renderer: &mut VulkanRenderer) {
self.descriptor_sets = renderer.pipelines[self.pipeline_index].create_descriptor_sets(&self.textures, renderer);
descriptor_sets: vec![], is_selected: false }
}
pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
@@ -65,11 +54,11 @@ impl GameObject {
self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
}
pub fn get_push_constants(&self) -> PushConstantType {
PushConstantType::MeshPC(vs::ty::PushConstants {
pub fn get_push_constants(&self) -> vs::ty::PushConstants {
vs::ty::PushConstants {
model: self.get_model_matrix().into(),
is_selected: if self.is_selected { 1 } else { 0 },
})
}
}
pub fn get_model_matrix(&self) -> Matrix4<f32> {
@@ -80,8 +69,21 @@ impl GameObject {
}
}
pub type GameObjectHandle = usize;
#[derive(Debug, Clone, Copy)]
pub struct GameObjectHandle {
pub object_index: usize
}
impl GameObjectHandle {
pub fn get_game_object<'a>(&self, renderer: &'a VulkanRenderer) -> Option<&'a GameObject> {
renderer.game_data.game_objects.get(self.object_index)
}
pub fn get_game_object_mut<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> {
renderer.game_data.game_objects.get_mut(self.object_index)
}
}
pub trait Updatable {
fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer);
fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer);
}

View File

@@ -6,8 +6,6 @@ use gltf::mesh::util::{ReadJoints, ReadNormals, ReadPositions, ReadTangents, Rea
use crate::vulkan::mesh::LoadError::{GltfError, MeshDataMissing, NoIndices};
use crate::vulkan::Vertex;
use super::TextVertex;
#[derive(Debug)]
pub enum LoadError {
GltfError(gltf::Error),
@@ -27,15 +25,9 @@ impl From<String> for LoadError {
}
}
#[derive(Debug)]
pub enum CPUVertexList {
Vertex3D(Vec<Vertex>),
VertexText(Vec<TextVertex>)
}
#[derive(Debug)]
pub struct CPUMesh {
pub vertices: CPUVertexList,
pub vertices: Vec<Vertex>,
pub indices: Vec<u32>,
pub local_texture_index: Option<usize>,
pub local_normal_map_index: Option<usize>,
@@ -49,7 +41,7 @@ fn read_file(path: &str) -> Vec<u8> {
glb_bytes
}
pub fn load_mesh<V>(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, Document), LoadError> {
pub fn load_mesh(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, Document), LoadError> {
let mut start_time = None;
let mut total_vertices = 0;
let mut total_indices = 0;
@@ -88,26 +80,16 @@ pub fn load_mesh<V>(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>
reader.read_tangents(),
reader.read_joints(0),
reader.read_weights(0));
let mut verts = vertices_result?;
verts.iter_mut().for_each(|v| {
v.position[1] = -v.position[1];
v.normal[1] = -v.normal[1];
});
let vert_count = verts.len();
let mut inds: Vec<u32> = indices.into_u32().collect();
inds.reverse();
let vertices = vertices_result?;
let cpu_mesh = CPUMesh {
vertices: CPUVertexList::Vertex3D(verts),
indices: inds,
vertices,
indices: indices.into_u32().collect(),
local_texture_index: texture_index,
local_normal_map_index: normal_map_index,
name: mesh.name().map(|n| n.to_owned()),
};
if print_status {
let vert_count = cpu_mesh.vertices.len();
let index_count = cpu_mesh.indices.len();
total_vertices += vert_count;

View File

@@ -1,18 +1,16 @@
use std::sync::Arc;
use std::{sync::Arc};
use std::time::SystemTime;
use cgmath::{Matrix4, SquareMatrix};
use dds::get_block_size;
use rust_engine_proc::perf;
use vulkano::device::physical::PhysicalDevice;
use vulkano::pipeline::viewport::Viewport;
use vulkano::render_pass::{FramebufferAbstract, RenderPass};
use vulkano::{buffer::{BufferUsage, CpuAccessibleBuffer}, command_buffer::SubpassContents, image::{ImageAccess, ImageLayout, ImageUsage, MipmapsCount, immutable::SubImage}};
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, PrimaryAutoCommandBuffer, PrimaryCommandBuffer};
use vulkano::device::{Device, DeviceExtensions, Features, Queue};
use vulkano::command_buffer::CommandBufferUsage::{MultipleSubmit, SimultaneousUse};
use vulkano::{buffer::{BufferUsage, CpuAccessibleBuffer}, command_buffer::{PrimaryAutoCommandBuffer, SubpassContents}, image::{ImageDimensions, ImageLayout, ImageUsage, MipmapsCount, immutable::SubImage}, render_pass::{FramebufferAbstract, RenderPass}};
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryCommandBuffer, DynamicState};
use vulkano::descriptor::DescriptorSet;
use vulkano::device::{Device, Features, Queue};
use vulkano::format::{ClearValue, Format};
use vulkano::image::{ImageCreateFlags, ImageDimensions, ImmutableImage};
use vulkano::instance::{ApplicationInfo, Instance, InstanceExtensions, Version};
use vulkano::image::{ImageCreateFlags, ImmutableImage};
use vulkano::instance::{ApplicationInfo, Instance, PhysicalDevice, Version};
use vulkano::instance::debug::{DebugCallback, MessageSeverity, MessageType};
use vulkano::sampler::{Filter, MipmapMode, Sampler, SamplerAddressMode};
use vulkano::swapchain::{AcquireError, FullscreenExclusive, PresentMode, Surface, SurfaceTransform, Swapchain, SwapchainCreationError};
@@ -22,18 +20,17 @@ use vulkano::sync;
use vulkano_win::VkSurfaceBuild;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use mesh::CPUMesh;
use pipelines::Drawcall;
use pipelines::{DefaultShader, TextShader};
use pipelines::vs;
use winit::window::{Window, WindowBuilder};
use crate::config::RenderConfig;
use crate::perf::PerformanceCounter;
use crate::vulkan::gameobject::GameObject;
use mesh::CPUMesh;
use pipelines::{Drawcall, LineShader};
use pipelines::line_vs::ty::LinePushConstants;
use pipelines::DefaultShader;
use pipelines::vs;
use self::mesh::CPUVertexList;
use crate::config::LogConfig;
use crate::{config::RenderConfig};
use crate::vulkan::gameobject::{GameObject, GameObjectHandle};
pub mod pipelines;
pub mod gameobject;
@@ -43,7 +40,7 @@ mod renderpass;
mod framebuffers;
const VALIDATION_LAYERS: &[&str] = &[
"VK_LAYER_KHRONOS_validation",
"VK_LAYER_KHRONOS_validation"
];
#[derive(Default, Debug, Clone)]
@@ -63,44 +60,28 @@ pub struct LinePoint {
}
vulkano::impl_vertex!(LinePoint, position);
#[derive(Default, Debug, Clone)]
pub struct TextVertex {
pub position: [f32; 3],
pub uv: [f32; 2],
}
vulkano::impl_vertex!(TextVertex, position, uv);
#[derive(Default, Debug, Clone)]
pub struct TextInstanceData {}
vulkano::impl_vertex!(TextInstanceData);
pub trait Game {
/// Returns true if event should be ignored by the vulkan handler
fn on_window_event(self: &mut Self, event: &Event<()>);
fn update(self: &mut Self, renderer: &mut VulkanRenderer);
fn get_game_objects(&self) -> &Vec<GameObject>;
fn get_ubo(&self) -> &vs::ty::ObjectUniformData;
fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> vs::ty::ObjectUniformData;
}
pub struct Mesh<V> {
pub vertex_buffer: Arc<CpuAccessibleBuffer<[V]>>,
pub struct Mesh {
pub vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
pub index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
pub original_path: Option<String>,
pub original_path: String,
}
#[derive(Debug, Clone)]
pub struct MeshHandle {
pub index: usize,
pub textures: Vec<TextureHandle>,
pub original_path: Option<String>,
pub pipeline_index: usize
pub diffuse_handle: TextureHandle,
pub normal_handle: TextureHandle,
pub original_path: String
}
pub(crate) type TextureHandle = usize;
#[derive(Debug, Clone)]
pub struct Texture {
pub image: Arc<ImmutableImage>,
pub sampler: Arc<Sampler>
@@ -108,18 +89,24 @@ pub struct Texture {
pub struct GameData {
pub start_time: SystemTime,
pub line_vertices: Vec<LinePoint>,
pub line_push_constants: LinePushConstants,
pub recreate_pipeline: bool,
pub dimensions: [u32; 2],
pub shutdown: bool,
pub meshes: Vec<Mesh<Vertex>>,
pub meshes_text: Vec<Mesh<TextVertex>>,
pub game_objects: Vec<GameObject>,
pub meshes: Vec<Mesh>,
pub textures: Vec<Texture>,
pub use_line_pipeline: bool,
}
pub(crate) type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
pub struct VulkanRenderer {
pub game_data: GameData,
pub device: Arc<Device>,
pub framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
pub dynamic_state: DynamicState,
pub pipelines: Vec<Box<dyn Drawcall>>,
pub surface: Arc<Surface<Window>>,
pub swapchain: Arc<Swapchain<Window>>,
@@ -129,30 +116,36 @@ pub struct VulkanRenderer {
pub debug_callback: Option<DebugCallback>,
pub previous_frame_end: Option<Box<dyn GpuFuture>>,
pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
pub render_config: RenderConfig,
pub viewport: Viewport
pub line_vertex_buffer: Arc<CpuAccessibleBuffer<[LinePoint]>>,
pub render_config: RenderConfig
}
impl VulkanRenderer {
pub fn init(enable_validation_layers: bool, render_config: RenderConfig) -> (VulkanRenderer, EventLoop<()>) {
pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool, render_config: RenderConfig, log_config: LogConfig) -> (VulkanRenderer, EventLoop<()>) {
// Create empty game data struct to be filled
let mut data = GameData {
line_push_constants: LinePushConstants {
model: Matrix4::identity().into(),
view: Matrix4::identity().into(),
projection: Matrix4::identity().into(),
},
start_time: SystemTime::now(),
recreate_pipeline: false,
shutdown: false,
line_vertices,
dimensions: [0, 0],
meshes: vec![],
meshes_text: vec![],
game_objects: vec![],
textures: vec![],
use_line_pipeline: true,
};
// Create basic vulkan instance with layers and info
let instance = {
let extensions = InstanceExtensions {
let extensions = vulkano::instance::InstanceExtensions {
ext_debug_utils: true,
..vulkano_win::required_extensions()
};
println!("Using extensions: {:?}", extensions);
let app_info = ApplicationInfo {
application_name: Some("Asuro's Editor".into()),
@@ -172,9 +165,9 @@ impl VulkanRenderer {
}
});
Instance::new(Some(&app_info), Version::V1_1, &extensions, VALIDATION_LAYERS.iter().cloned()).expect("failed to create Vulkan instance")
Instance::new(Some(&app_info), Version::V1_2, &extensions, VALIDATION_LAYERS.iter().cloned()).expect("failed to create Vulkan instance")
} else {
Instance::new(Some(&app_info), Version::V1_1, &extensions, None).expect("failed to create Vulkan instance")
Instance::new(Some(&app_info), Version::V1_2, &extensions, None).expect("failed to create Vulkan instance")
}
};
@@ -196,33 +189,35 @@ impl VulkanRenderer {
validation: true
};
debug_callback = DebugCallback::new(&instance, msg_severity, msg_types, |msg| {
let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
(true, _, _, _) => "!!",
(_, true, _, _) => "!",
(_, _, true, _) => "i",
_ => "v"
debug_callback = DebugCallback::new(&instance, msg_severity, msg_types, move |msg| {
let (type_str, will_log) = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
(true, _, _, _) => ("!!", log_config.debug_errors),
(_, true, _, _) => ("!", log_config.debug_warnings),
(_, _, _, true) => ("i", log_config.debug_info),
_ => (" ", log_config.debug_verbose)
};
let layer_str = msg.layer_prefix;
println!("[{}][{}]: {}", type_str, layer_str.unwrap_or(""), msg.description);
if will_log { println!("[{}][{:?}]: {}", type_str, layer_str, msg.description); }
}).ok();
}
// TODO: Create device selector
// TODO: Just get the first physical device we find, it's fiiiine...
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
let events_loop = EventLoop::new();
let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
let window = surface.window();
// Queue
// TODO: Tutorial says we need more queues
// In a real-life application, we would probably use at least a graphics queue and a transfers
// queue to handle data transfers in parallel. In this example we only use one queue.
let queue_family = physical.queue_families().find(|&q| {
q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
}).unwrap();
let device_ext = DeviceExtensions { khr_swapchain: true, khr_maintenance1: true, ..DeviceExtensions::none() };
// Queue
let device_ext = vulkano::device::DeviceExtensions { khr_swapchain: true, ..vulkano::device::DeviceExtensions::none() };
let (device, mut queues) = Device::new(physical, &Features::none(), &device_ext,
[(queue_family, 0.5)].iter().cloned()).unwrap();
let queue = queues.next().unwrap();
@@ -240,7 +235,6 @@ impl VulkanRenderer {
.num_images(caps.min_image_count)
.format(format)
.dimensions(data.dimensions)
.layers(1)
.usage(usage)
.sharing_mode(&queue)
.transform(SurfaceTransform::Identity)
@@ -252,27 +246,30 @@ impl VulkanRenderer {
.build().unwrap()
};
let size = images[0].dimensions().width_height();
let viewport = create_viewport(size[0] as f32, size[1] as f32);
// Render pass
let render_pass = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
let render_pass_text = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), false, data.line_vertices.iter().cloned()).unwrap();
let pipelines: Vec<Box<dyn Drawcall>> = vec![
Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
Box::new(TextShader::new(device.clone(), render_pass_text.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
// Otherwise we would have to recreate the whole pipeline.
let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None };
// The render pass we created above only describes the layout of our framebuffers. Before we
// can draw we also need to create the actual framebuffers.
let framebuffers = framebuffers::create_framebuffers(device.clone(), &swapchain, &images, render_config.get_msaa(), render_pass.clone());
let framebuffers = framebuffers::create_framebuffers(device.clone(), &swapchain, &images, render_config.get_msaa(), render_pass.clone(), &mut dynamic_state);
let mut uniform_buffers = Vec::new();
let uniform_buffer = vs::ty::ObjectUniformData {
view: Matrix4::identity().into(),
projection: Matrix4::identity().into(),
ortho_projection: Matrix4::identity().into(),
time: 0.0,
light_position: [0.0, 0.0, 0.0],
light_directional_rotation: [0.0, 0.0, 0.0],
@@ -300,32 +297,27 @@ impl VulkanRenderer {
let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
(VulkanRenderer { game_data: data, device, framebuffers,
pipelines, uniform_buffers,
dynamic_state, pipelines, uniform_buffers,
surface, swapchain, render_pass, queue,
recreate_swapchain: false, debug_callback, previous_frame_end,
render_config, viewport
render_config,
line_vertex_buffer,
}, events_loop)
}
// #[perf("cb", crate::perf::PerformanceCounter)]
fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: &vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) -> Arc<PrimaryAutoCommandBuffer> {
fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: vs::ty::ObjectUniformData) -> Arc<PrimaryAutoCommandBuffer> {
// General setup
let mut builder = AutoCommandBufferBuilder::primary(self.device.clone(), self.queue.family(), CommandBufferUsage::OneTimeSubmit).unwrap();
builder.update_buffer(self.uniform_buffers[fb_index].clone(), Arc::new(*uniform_buffer_data)).unwrap();
let mut builder = AutoCommandBufferBuilder::primary(self.device.clone(), self.queue.family(), SimultaneousUse).unwrap();
builder.update_buffer(self.uniform_buffers[fb_index].clone(), Arc::new(uniform_buffer_data)).unwrap();
if self.render_config.msaa_samples > 0 {
builder.begin_render_pass(self.framebuffers[fb_index].clone(), SubpassContents::Inline, vec![ClearValue::None, ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
} else {
builder.begin_render_pass(self.framebuffers[fb_index].clone(), SubpassContents::Inline, vec![ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
}
builder.set_viewport(0, [self.viewport.clone()]);
// Draw meshes etc.
let mut index = 0;
for pipeline in &self.pipelines {
let objects = game_objects.iter().filter(|go| go.visible && go.pipeline_index == index).collect();
pipeline.draw(&mut builder, fb_index, objects, &self.game_data);
index += 1;
pipeline.draw(&mut builder, fb_index, &self.game_data, &self.dynamic_state);
}
// General cleanup
@@ -333,8 +325,9 @@ impl VulkanRenderer {
Arc::new(builder.build().unwrap())
}
#[perf("renderer", crate::perf::PerformanceCounter)]
pub fn render_loop(self: &mut Self, new_ubo: &vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) {
pub fn render_loop(self: &mut Self, new_ubo: vs::ty::ObjectUniformData) {
// cleanup previous frame
self.previous_frame_end.as_mut().unwrap().cleanup_finished();
@@ -355,20 +348,17 @@ impl VulkanRenderer {
Err(err) => panic!("{:?}", err),
};
let size = new_images[0].dimensions().width_height();
self.viewport = create_viewport(size[0] as f32, size[1] as f32);
self.render_pass = renderpass::create_render_pass(self.device.clone(), &self.render_config, new_swapchain.format());
self.pipelines = vec![
Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
Box::new(TextShader::new(self.device.clone(), self.render_pass.clone())),
Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
];
self.swapchain = new_swapchain;
// Because framebuffers contains an Arc on the old swapchain, we need to
// recreate framebuffers as well.
self.framebuffers = framebuffers::create_framebuffers(self.device.clone(), &self.swapchain, &new_images, self.render_config.get_msaa(), self.render_pass.clone());
self.framebuffers = framebuffers::create_framebuffers(self.device.clone(), &self.swapchain, &new_images, self.render_config.get_msaa(), self.render_pass.clone(), &mut self.dynamic_state);
self.recreate_swapchain = false;
}
@@ -397,7 +387,7 @@ impl VulkanRenderer {
Err(err) => panic!("{:?}", err)
};
let command_buffer = self.create_command_buffer(fb_index, new_ubo, game_objects).clone();
let command_buffer = self.create_command_buffer(fb_index, new_ubo).clone();
let future = self.previous_frame_end.take().unwrap()
.join(acquire_future)
@@ -430,84 +420,74 @@ impl VulkanRenderer {
};
}
pub fn upload_mesh(self: &mut Self, mesh: CPUMesh, original_path: Option<String>) -> usize {
pub fn upload_mesh(self: &mut Self, mesh: CPUMesh, original_path: String) -> usize {
// let mut collision_mesh = mgf::Mesh::new();
// mesh.vertices.iter().for_each(|v| {
// collision_mesh.push_vert(v.position.into());
// }); // TODO: convert vert pos to world space
// for i in (0..mesh.indices.len()).step_by(3) {
// collision_mesh.push_face((mesh.indices[i] as usize, mesh.indices[i + 1] as usize, mesh.indices[i + 2] as usize));
// }
let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
match mesh.vertices {
CPUVertexList::Vertex3D(verts) => {
let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer, original_path });
self.game_data.meshes.len() - 1
},
CPUVertexList::VertexText(verts) => {
let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
self.game_data.meshes_text.push(Mesh { vertex_buffer, index_buffer, original_path });
self.game_data.meshes_text.len() - 1
},
}
}
pub fn update_mesh(self: &mut Self, mesh_index: usize, vertices: CPUVertexList, indices: Vec<u32>) {
let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, indices.into_iter()).unwrap();
match vertices {
CPUVertexList::Vertex3D(verts) => {
let mesh = &mut self.game_data.meshes[mesh_index];
mesh.vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
mesh.index_buffer = index_buffer;
},
CPUVertexList::VertexText(verts) => {
let mesh = &mut self.game_data.meshes_text[mesh_index];
mesh.vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, verts.into_iter()).unwrap();
mesh.index_buffer = index_buffer;
}
}
}
pub fn upload_texture(self: &mut Self, bytes: &[u8], width: u32, height: u32, format: Format, filter: Filter, wrap: SamplerAddressMode, device: Arc<Device>) -> Texture {
pub fn upload_texture(self: &mut Self, bytes: &[u8], width: u32, height: u32, format: Format, device: Arc<Device>) {
let dimensions = ImageDimensions::Dim2d { width, height, array_layers: 1 };
let usage = ImageUsage {
transfer_destination: true,
transfer_source: true,
transfer_source: false,
sampled: true,
..ImageUsage::none()
};
let mip_maps = if format == Format::R8_UINT { MipmapsCount::One } else { MipmapsCount::Log2 };
let layout = ImageLayout::ShaderReadOnlyOptimal;
let (image_view, initializer) = ImmutableImage::uninitialized(
let (immutable_image, initializer) = ImmutableImage::uninitialized(
device.clone(),
dimensions,
format,
mip_maps,
MipmapsCount::Log2,
usage,
ImageCreateFlags::default(),
ImageLayout::ShaderReadOnlyOptimal,
layout,
device.active_queue_families(),
).unwrap();
let init = SubImage::new(
Arc::new(initializer),
0,
image_view.mipmap_levels(),
immutable_image.mipmap_levels(),
0,
1,
ImageLayout::ShaderReadOnlyOptimal,
);
let mut cbb = AutoCommandBufferBuilder::primary(device.clone(), self.queue.family(), CommandBufferUsage::OneTimeSubmit).unwrap();
// TODO: do we need multiple submit?
let mut cbb = AutoCommandBufferBuilder::primary(device.clone(), self.queue.family(), MultipleSubmit).unwrap();
let mut offset = 0;
let block_bytes = get_block_size(format);
let block_bytes = get_block_size(format).expect(&format!("Unknown texture format {:?}!", format));
for i in 0..immutable_image.mipmap_levels() {
let mip_size = dimensions.mipmap_dimensions(i).unwrap().width_height_depth();
let mip_byte_size = (
(u32::max(4, mip_size[0]) / 4)
* (u32::max(4, mip_size[1]) / 4)
* block_bytes) as usize;
let mut upload_bytes = |data: &[u8], mip_index: u32, mip_size: [u32; 3]| {
let source = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::transfer_source(),
false,
data.iter().cloned(),
bytes[offset..(offset + mip_byte_size)].iter().cloned(),
).unwrap();
cbb.copy_buffer_to_image_dimensions(
@@ -517,29 +497,11 @@ impl VulkanRenderer {
mip_size,
0,
dimensions.array_layers(),
mip_index,
i,
).unwrap();
};
if let Some(block_byte_size) = block_bytes {
for i in 0..image_view.mipmap_levels() {
let mip_size = dimensions.mipmap_dimensions(i).unwrap().width_height_depth();
let mip_byte_size = (
(u32::max(4, mip_size[0]) / 4)
* (u32::max(4, mip_size[1]) / 4)
* block_byte_size) as usize;
let data = &bytes[offset..(offset + mip_byte_size)];
upload_bytes(data, i, mip_size);
offset += mip_byte_size;
}
} else {
let mut texture_bytes: Vec<u8> = bytes.to_vec();
texture_bytes.resize((width * height) as usize, 0u8);
upload_bytes(&texture_bytes, 0, dimensions.width_height_depth());
}
let cb = cbb.build().unwrap();
@@ -550,122 +512,30 @@ impl VulkanRenderer {
future.flush().unwrap();
let sampler = Sampler::new(device.clone(), filter, filter,
MipmapMode::Linear, wrap, wrap, wrap,
0.0, 1.0, 0.0, (image_view.mipmap_levels() - 1) as f32).unwrap();
let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
MipmapMode::Linear, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, (immutable_image.mipmap_levels() - 1) as f32).unwrap();
Texture { image: image_view, sampler }
self.game_data.textures.push(Texture { image: immutable_image, sampler });
}
pub fn update_texture(&mut self, tex_handle: TextureHandle, new_data: &[u8], new_data_dimensions: [u32; 3], new_data_offset: [u32; 3], device: Arc<Device>) {
let texture = &mut self.game_data.textures[tex_handle];
pub fn add_game_object(self: &mut Self, mut game_object: GameObject, pipeline_index: usize) -> GameObjectHandle {
self.pipelines[pipeline_index].create_descriptor_set(&mut game_object, self);
self.game_data.game_objects.push(game_object);
let old_sub_image = SubImage::new(
texture.image.clone(),
0,
1,
0,
1,
ImageLayout::ShaderReadOnlyOptimal,
);
let mut cbb = AutoCommandBufferBuilder::primary(device.clone(), self.queue.family(), CommandBufferUsage::OneTimeSubmit).unwrap();
let upload_source = CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::transfer_source(),
false,
new_data.iter().cloned(),
).unwrap();
cbb.copy_buffer_to_image_dimensions(
upload_source.clone(),
old_sub_image.clone(),
new_data_offset,
new_data_dimensions,
0,
1,
0,
).unwrap();
let cb = cbb.build().unwrap();
let future = cb.execute(self.queue.clone()).unwrap();
future.flush().unwrap();
GameObjectHandle {
object_index: self.game_data.game_objects.len() - 1
}
pub fn resize_texture(&mut self, game_object: &mut GameObject, texture_handle: TextureHandle, new_size: ImageDimensions) {
let mut texture = &mut self.game_data.textures[texture_handle];
let new_image_usage = ImageUsage {
transfer_destination: true,
transfer_source: true,
sampled: true,
..ImageUsage::none()
};
let (new_image_view, new_image_initializer) = ImmutableImage::uninitialized(
self.device.clone(),
new_size,
texture.image.format(),
texture.image.mipmap_levels(),
new_image_usage,
ImageCreateFlags::default(),
ImageLayout::ShaderReadOnlyOptimal,
self.device.active_queue_families(),
).unwrap();
let old_sub_image = SubImage::new(
texture.image.clone(),
0,
1,
0,
1,
ImageLayout::ShaderReadOnlyOptimal,
);
let new_sub_image = SubImage::new(
Arc::new(new_image_initializer),
0,
new_image_view.mipmap_levels(),
0,
1,
ImageLayout::ShaderReadOnlyOptimal,
);
let mut cbb = AutoCommandBufferBuilder::primary(self.device.clone(), self.queue.family(), CommandBufferUsage::OneTimeSubmit).unwrap();
cbb.copy_image(
old_sub_image.clone(),
[0, 0, 0],
0,
0,
new_sub_image.clone(),
[10, 0, 0],
0,
0,
old_sub_image.dimensions().width_height_depth(),
1
).unwrap();
let cb = cbb.build().unwrap();
let future = cb.execute(self.queue.clone()).unwrap();
future.flush().unwrap();
texture.image = new_image_view;
game_object.init_descriptor_sets(self);
}
pub fn clear_all(&mut self) {
self.game_data.game_objects.clear();
self.game_data.meshes.clear();
self.game_data.textures.clear();
}
}
pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) {
PerformanceCounter::init_perf();
event_loop.run(move |event, _, control_flow| {
game.on_window_event(&event);
@@ -677,34 +547,12 @@ pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, e
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit;
},
Event::WindowEvent { event: WindowEvent::Resized(..), .. } => {
renderer.recreate_swapchain = true;
},
Event::RedrawRequested(..) => {
PerformanceCounter::perf_next_frame("renderer");
PerformanceCounter::perf_next_frame("cb");
renderer.render_loop(game.get_ubo(), &game.get_game_objects());
},
Event::MainEventsCleared => {
PerformanceCounter::perf_next_frame("update");
PerformanceCounter::perf_next_frame("input_events");
game.update(&mut renderer);
renderer.surface.window().request_redraw();
Event::RedrawEventsCleared => {
let ubo = game.update(&mut renderer);
renderer.render_loop(ubo);
},
_ => {}
}
});
}
pub fn create_viewport(width: f32, height: f32) -> Viewport {
Viewport {
origin: [0.0, 0.0],
dimensions: [width, height],
depth_range: 0.0..1.0,
}
// Viewport {
// origin: [0.0, height],
// dimensions: [width, -height],
// depth_range: 0.0..1.0,
// }
}

View File

@@ -1,23 +1,22 @@
use std::{convert::TryInto, io::{self, ErrorKind, Read, Write}, path::PathBuf, sync::Arc};
use vulkano::{buffer::TypedBufferAccess, command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer}, descriptor_set::PersistentDescriptorSet, image::view::ImageView, pipeline::{PipelineBindPoint, shader::ShaderModule}, render_pass::{RenderPass, Subpass}};
use vulkano::{command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer}, descriptor::{descriptor_set::PersistentDescriptorSet}, image::view::ImageView, pipeline::{shader::{ShaderModule}}, render_pass::{RenderPass, Subpass}};
use vulkano::command_buffer::DynamicState;
use vulkano::device::Device;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::GraphicsPipelineAbstract;
use crate::{GameObject, vulkan::TextVertex};
use crate::vulkan::Vertex;
use crate::GameObject;
use crate::vulkan::{LinePoint, Vertex};
use crate::vulkan::GameData;
use crate::VulkanRenderer;
use super::{TextureHandle, gameobject::PushConstantType};
type RP = Arc<RenderPass>;
type GP = Arc<GraphicsPipeline>;
type DS = Arc<PersistentDescriptorSet>;
type GP = Arc<dyn GraphicsPipelineAbstract + Send + Sync>;
pub trait Drawcall {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData);
fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>>;
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_data: &GameData, dynamic_state: &DynamicState);
fn create_descriptor_set(self: &Self, game_object: &mut GameObject, renderer: &VulkanRenderer);
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP);
fn get_pipeline(self: &Self) -> &GP;
}
@@ -51,7 +50,6 @@ fn _shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule
}
}
#[allow(dead_code)]
fn matches_extension(path: &PathBuf, extensions: &Vec<&str>) -> bool {
if let Some(Some(path_extension)) = path.extension().map(|e| e.to_str()) {
for extension in extensions {
@@ -61,7 +59,6 @@ fn matches_extension(path: &PathBuf, extensions: &Vec<&str>) -> bool {
return false;
}
#[allow(dead_code)]
fn compile_shaders() -> io::Result<()> {
for file_maybe in std::fs::read_dir("./shaders")? {
let path = file_maybe?.path();
@@ -95,33 +92,29 @@ impl DefaultShader {
fn create_pipeline(device: Arc<Device>, render_pass: RP) -> GP {
let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
/*
#[cfg(debug_assertions)]
{
println!("Compiling shaders...");
compile_shaders().unwrap();
}
unsafe {
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 _);
// unsafe {
let fs_module = shader_module_from_file(device.clone(), "shaders/triangle.frag.spv");
let fs_layout = fs::MainLayout(ShaderStages {
fragment: true,
..ShaderStages::none()
});
let fs_entry = fs_module.graphics_entry_point(entry_name_c, fs::MainInput, fs::MainOutput, fs_layout, GraphicsShaderType::Fragment);
// 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_entry = fs_module.graphics_entry_point(entry_name_c, yeet, &[], ref_shader.main_entry_point().input().clone(), ref_shader.main_entry_point().output().clone(), 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_layout, &[], vs::MainInput, vs::MainOutput, GraphicsShaderType::Vertex);
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);
*/
let vs = vs::Shader::load(device.clone()).unwrap();
let fs = fs::Shader::load(device.clone()).unwrap();
let vs = vs::Shader::load(device.clone()).unwrap();
Arc::new(GraphicsPipeline::start()
.vertex_input_single_buffer::<Vertex>()
@@ -140,42 +133,45 @@ impl DefaultShader {
}
impl Drawcall for DefaultShader {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData) {
for i in 0..game_objects.len() {
let game_object = &game_objects[i];
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_data: &GameData, dynamic_state: &DynamicState) {
for i in 0..game_data.game_objects.len() {
let game_object = &game_data.game_objects[i];
let mesh = &game_data.meshes[game_object.mesh_index];
let push_constants = game_object.get_push_constants();
#[allow(irrefutable_let_patterns)]
if let PushConstantType::MeshPC(mesh_push) = game_object.get_push_constants() {
builder
.bind_pipeline_graphics(self.pipeline.clone())
.bind_descriptor_sets(PipelineBindPoint::Graphics, self.pipeline.layout().clone(), 0, game_object.descriptor_sets[fb_index].clone())
.bind_vertex_buffers(0, mesh.vertex_buffer.clone())
.bind_index_buffer(mesh.index_buffer.clone())
.push_constants(self.pipeline.layout().clone(), 0, mesh_push)
.draw_indexed(mesh.index_buffer.len() as u32, 1, 0, 0, 0).unwrap();
}
builder.draw_indexed(
self.pipeline.clone(),
dynamic_state,
vec![mesh.vertex_buffer.clone()],
mesh.index_buffer.clone(),
game_object.descriptor_sets[fb_index].clone(),
push_constants,
vec![]).unwrap();
}
}
fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
let descriptor_set_layout_0 = self.get_pipeline().layout().descriptor_set_layouts().get(0).unwrap().clone();
fn create_descriptor_set(self: &Self, game_object: &mut GameObject, renderer: &VulkanRenderer) {
let descriptor_set_layout = self.get_pipeline().layout().descriptor_set_layout(0).unwrap().clone();
renderer.uniform_buffers.iter().map(|uniform_buffer| {
debug_assert!(textures.len() == 2, "Expected diffuse and normal map for object shader!");
let diffuse = &renderer.game_data.textures[textures[0]];
println!("Diff: {:?}, Norm: {:?}", game_object.texture_index, game_object.normal_map_index);
game_object.descriptor_sets = renderer.uniform_buffers.iter().map(|uniform_buffer| {
let descriptor_set: Arc<(dyn vulkano::descriptor::DescriptorSet + std::marker::Send + std::marker::Sync + 'static)>;
let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
let diffuse = &renderer.game_data.textures[game_object.texture_index];
let diffuse_view = ImageView::new(diffuse.image.clone()).unwrap();
let normal_map = &renderer.game_data.textures[textures[1]];
let normal_map = &renderer.game_data.textures[game_object.normal_map_index];
let normal_view = ImageView::new(normal_map.image.clone()).unwrap();
let mut builder = PersistentDescriptorSet::start(descriptor_set_layout_0.clone());
builder
descriptor_set = Arc::new(builder
.add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(diffuse_view, diffuse.sampler.clone()).unwrap()
.add_sampled_image(normal_view, normal_map.sampler.clone()).unwrap();
.add_sampled_image(normal_view, normal_map.sampler.clone()).unwrap()
.build().unwrap());
vec![Arc::new(builder.build().unwrap())]
}).collect()
descriptor_set
}).collect();
}
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP) {
@@ -187,7 +183,6 @@ impl Drawcall for DefaultShader {
}
}
/*
pub mod line_vs {
vulkano_shaders::shader!{
ty: "vertex",
@@ -209,7 +204,7 @@ pub struct LineShader {
}
impl LineShader {
pub fn _new(device: Arc<Device>, render_pass: RP, vertex_buffer: Arc<vulkano::buffer::CpuAccessibleBuffer<[LinePoint]>>) -> Self {
pub fn new(device: Arc<Device>, render_pass: RP, vertex_buffer: Arc<vulkano::buffer::CpuAccessibleBuffer<[LinePoint]>>) -> Self {
LineShader {
pipeline: Self::create_pipeline(device, render_pass),
vertex_buffer
@@ -235,134 +230,17 @@ impl LineShader {
}
impl Drawcall for LineShader {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, _fb_index: usize, _game_objects: Vec<&GameObject>, game_data: &GameData) {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, _fb_index: usize, game_data: &GameData, dynamic_state: &DynamicState) {
builder.draw(self.pipeline.clone(),
&dynamic_state,
vec![self.vertex_buffer.clone()],
(),
game_data.line_push_constants.clone()).unwrap();
game_data.line_push_constants.clone(),
vec![]).unwrap();
}
fn create_descriptor_sets(self: &Self, _textures: &Vec<TextureHandle>, _renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
vec![]
}
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP) {
self.pipeline = Self::create_pipeline(device, render_pass);
}
fn get_pipeline(self: &Self) -> &GP {
&self.pipeline
}
}
*/
pub mod vs_text {
vulkano_shaders::shader!{
ty: "vertex",
path: "shaders/text.vert"
}
}
pub mod fs_text {
vulkano_shaders::shader!{
ty: "fragment",
path: "shaders/text.frag"
}
}
pub struct TextShader {
pipeline: GP,
}
impl TextShader {
pub fn new(device: Arc<Device>, render_pass: RP) -> Self {
TextShader {
pipeline: Self::create_pipeline(device, render_pass)
}
}
fn create_pipeline(device: Arc<Device>, render_pass: RP) -> GP {
let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap();
/*
#[cfg(debug_assertions)]
{
println!("Compiling shaders...");
compile_shaders().unwrap();
}
unsafe {
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/text.frag.spv");
let fs_layout = fs::Layout(ShaderStages {
fragment: true,
..ShaderStages::none()
});
let fs_entry = fs_module.graphics_entry_point(entry_name_c, fs_text::MainInput, fs_text::MainOutput, fs_layout, GraphicsShaderType::Fragment);
let vs_module = shader_module_from_file(device.clone(), "shaders/text.vert.spv");
let vs_layout = vs::Layout(ShaderStages {
vertex: true,
..ShaderStages::none()
});
let vs_entry = vs_module.graphics_entry_point(entry_name_c, vs_text::MainInput, vs_text::MainOutput, vs_layout, GraphicsShaderType::Vertex);
*/
let vs = vs_text::Shader::load(device.clone()).unwrap();
let fs = fs_text::Shader::load(device.clone()).unwrap();
let gp = Arc::new(GraphicsPipeline::start()
.vertex_input_single_buffer::<TextVertex>()
.vertex_shader(vs.main_entry_point(), ())
.triangle_list()
.viewports_dynamic_scissors_irrelevant(1)
.depth_stencil_simple_depth()
.fragment_shader(fs.main_entry_point(), ())
.blend_alpha_blending()
.cull_mode_disabled()
.render_pass(sub_pass.clone())
.build(device.clone())
.unwrap());
gp
//}
}
}
impl Drawcall for TextShader {
fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData) {
for i in 0..game_objects.len() {
let game_object = &game_objects[i];
let mesh = &game_data.meshes_text[game_object.mesh_index];
builder.bind_pipeline_graphics(self.pipeline.clone())
.bind_descriptor_sets(PipelineBindPoint::Graphics, self.pipeline.layout().clone(), 0, game_object.descriptor_sets[fb_index].clone())
.bind_vertex_buffers(0, mesh.vertex_buffer.clone())
.bind_index_buffer(mesh.index_buffer.clone())
.draw_indexed(mesh.index_buffer.len() as u32, 1, 0, 0, 0).unwrap();
}
}
fn create_descriptor_sets(self: &Self, textures: &Vec<TextureHandle>, renderer: &VulkanRenderer) -> Vec<Vec<DS>> {
let descriptor_set_layout = self.get_pipeline().layout().descriptor_set_layouts().get(0).unwrap().clone();
renderer.uniform_buffers.iter().map(|uniform_buffer| {
let diffuse_index = match textures.len() {
0 => 0,
1 => textures[0],
_ => panic!("Expected only diffuse map for text shader!"),
};
let diffuse = &renderer.game_data.textures[diffuse_index];
let diffuse_view = ImageView::new(diffuse.image.clone()).unwrap();
let mut builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
builder.add_buffer(uniform_buffer.clone()).unwrap()
.add_sampled_image(diffuse_view.clone(), diffuse.sampler.clone()).unwrap();
vec![Arc::new(builder.build().unwrap())]
}).collect()
fn create_descriptor_set(self: &Self, _game_object: &mut GameObject, _renderer: &VulkanRenderer) {
}
fn recreate_pipeline(self: &mut Self, device: Arc<Device>, render_pass: RP) {

View File

@@ -1,6 +1,8 @@
use crate::RenderConfig;
use std::sync::Arc;
use vulkano::{device::Device, format::Format, render_pass::RenderPass};
use vulkano::format::Format;
use vulkano::device::Device;
use vulkano::render_pass::RenderPass;
pub fn create_render_pass(device: Arc<Device>, render_config: &RenderConfig, swapchain_format: Format) -> Arc<RenderPass> {
if render_config.msaa_samples > 0 {
@@ -22,7 +24,7 @@ pub fn create_render_pass(device: Arc<Device>, render_config: &RenderConfig, swa
depth: {
load: Clear,
store: Store,
format: Format::D16_UNORM,
format: Format::D16Unorm,
samples: render_config.msaa_samples,
initial_layout: ImageLayout::Undefined,
final_layout: ImageLayout::DepthStencilAttachmentOptimal,
@@ -47,7 +49,7 @@ pub fn create_render_pass(device: Arc<Device>, render_config: &RenderConfig, swa
depth: {
load: Clear,
store: Store,
format: Format::D16_UNORM,
format: Format::D16Unorm,
samples: 1,
initial_layout: ImageLayout::Undefined,
final_layout: ImageLayout::DepthStencilAttachmentOptimal,