use std::{convert::TryInto, io::{self, ErrorKind, Read, Write}, path::PathBuf, sync::Arc}; use vulkano::{command_buffer::AutoCommandBufferBuilder, descriptor::{DescriptorSet, descriptor::ShaderStages, descriptor_set::PersistentDescriptorSet}, pipeline::{shader::{ShaderModule}}}; use vulkano::command_buffer::DynamicState; use vulkano::device::Device; use vulkano::framebuffer::RenderPassAbstract; use vulkano::framebuffer::Subpass; use vulkano::pipeline::GraphicsPipeline; use vulkano::pipeline::GraphicsPipelineAbstract; use vulkano::pipeline::shader::GraphicsShaderType; use crate::{GameObject, vulkan::{TextVertex}}; use crate::vulkan::{LinePoint, Vertex}; use crate::vulkan::GameData; use crate::VulkanRenderer; use super::gameobject::TextureData; type RP = Arc; type GP = Arc; type DS = Arc; pub trait Drawcall { fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState); fn create_descriptor_set(self: &Self, textures: &TextureData, renderer: &VulkanRenderer) -> Vec; fn recreate_pipeline(self: &mut Self, device: Arc, render_pass: RP); fn get_pipeline(self: &Self) -> &GP; } pub mod vs { vulkano_shaders::shader!{ ty: "vertex", path: "shaders/triangle.vert" } } pub mod fs { vulkano_shaders::shader! { ty: "fragment", path: "shaders/triangle.frag" } } #[derive(Clone)] pub struct DefaultShader { pipeline: GP, } fn shader_module_from_file(device: Arc, path: &str) -> Arc { let mut file = std::fs::File::open(path).unwrap(); let mut buffer = vec![]; file.read_to_end(&mut buffer).unwrap(); let words: Vec = buffer.chunks_exact(4).map(|c| u32::from_ne_bytes(c.try_into().unwrap())).collect(); unsafe { ShaderModule::from_words(device.clone(), &words).unwrap() } } 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 { if *extension == path_extension { return true; } } } return false; } fn compile_shaders() -> io::Result<()> { for file_maybe in std::fs::read_dir("./shaders")? { let path = file_maybe?.path(); if !path.is_dir() && matches_extension(&path, &vec!["frag", "vert"]) { let mut target_path = path.to_str().ok_or(ErrorKind::Other)?.to_string(); target_path.push_str(".spv"); let output = std::process::Command::new("glslangValidator") .arg("-V") .arg(path.to_str().ok_or(ErrorKind::Other)?) .arg("-o") .arg(target_path) .output().unwrap(); std::io::stdout().write_all(&output.stdout)?; if !output.status.success() { eprintln!("Shader compiler {:?}", output.status); } } } Ok(()) } impl DefaultShader { pub fn new(device: Arc, render_pass: RP) -> Self { DefaultShader { pipeline: Self::create_pipeline(device, render_pass) } } fn create_pipeline(device: Arc, 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/triangle.frag.spv"); let fs_layout = fs::Layout(ShaderStages { fragment: true, ..ShaderStages::none() }); let fs_entry = fs_module.graphics_entry_point(entry_name_c, fs::MainInput, fs::MainOutput, fs_layout, GraphicsShaderType::Fragment); let vs_module = shader_module_from_file(device.clone(), "shaders/triangle.vert.spv"); let vs_layout = vs::Layout(ShaderStages { vertex: true, ..ShaderStages::none() }); let vs_entry = vs_module.graphics_entry_point(entry_name_c, vs::MainInput, vs::MainOutput, vs_layout, GraphicsShaderType::Vertex); Arc::new(GraphicsPipeline::start() .vertex_input_single_buffer::() .vertex_shader(vs_entry, ()) .triangle_list() .viewports_dynamic_scissors_irrelevant(1) .depth_stencil_simple_depth() .fragment_shader(fs_entry, ()) .blend_alpha_blending() .cull_mode_back() .render_pass(sub_pass.clone()) .build(device.clone()) .unwrap()) } } } impl Drawcall for DefaultShader { fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState) { for i in 0..game_objects.len() { let game_object = &game_objects[i]; let mesh = &game_data.meshes[game_object.mesh_index]; let push_constants = game_object.get_push_constants(); 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).unwrap(); } } fn create_descriptor_set(self: &Self, textures: &TextureData, renderer: &VulkanRenderer) -> Vec { let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone(); println!("Diff: {:?}, Norm: {:?}", textures.texture_index, textures.normal_map_index); 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[textures.texture_index]; let normal_map = &renderer.game_data.textures[textures.normal_map_index]; descriptor_set = Arc::new(builder .add_buffer(uniform_buffer.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .add_sampled_image(normal_map.image.clone(), normal_map.sampler.clone()).unwrap() .build().unwrap()); descriptor_set }).collect() } fn recreate_pipeline(self: &mut Self, device: Arc, render_pass: RP) { self.pipeline = Self::create_pipeline(device, render_pass); } fn get_pipeline(self: &Self) -> &GP { &self.pipeline } } pub mod line_vs { vulkano_shaders::shader!{ ty: "vertex", path: "shaders/line.vert" } } pub mod line_fs { vulkano_shaders::shader! { ty: "fragment", path: "shaders/line.frag" } } #[derive(Clone)] pub struct LineShader { pipeline: GP, vertex_buffer: Arc> } impl LineShader { pub fn _new(device: Arc, render_pass: RP, vertex_buffer: Arc>) -> Self { LineShader { pipeline: Self::create_pipeline(device, render_pass), vertex_buffer } } fn create_pipeline(device: Arc, render_pass: RP) -> GP { let sub_pass = Subpass::from(render_pass.clone(), 0).unwrap(); let vertex_shader = line_vs::Shader::load(device.clone()).unwrap(); let fragment_shader = line_fs::Shader::load(device.clone()).unwrap(); Arc::new(GraphicsPipeline::start() .vertex_input_single_buffer::() .vertex_shader(vertex_shader.main_entry_point(), ()) .line_list() .viewports_dynamic_scissors_irrelevant(1) .depth_stencil_simple_depth() .fragment_shader(fragment_shader.main_entry_point(), ()) .render_pass(sub_pass.clone()) .build(device.clone()) .unwrap()) } } impl Drawcall for LineShader { fn draw(self: &Self, builder: &mut AutoCommandBufferBuilder, _fb_index: usize, _game_objects: Vec<&GameObject>, 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(); } fn create_descriptor_set(self: &Self, _textures: &TextureData, _renderer: &VulkanRenderer) -> Vec { vec![] } fn recreate_pipeline(self: &mut Self, device: Arc, 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, render_pass: RP) -> Self { TextShader { pipeline: Self::create_pipeline(device, render_pass) } } fn create_pipeline(device: Arc, 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 gp = Arc::new(GraphicsPipeline::start() .vertex_input_single_buffer::() .vertex_shader(vs_entry, ()) .triangle_list() .viewports_dynamic_scissors_irrelevant(1) .depth_stencil_simple_depth() .fragment_shader(fs_entry, ()) .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, fb_index: usize, game_objects: Vec<&GameObject>, game_data: &GameData, dynamic_state: &DynamicState) { for i in 0..game_objects.len() { let game_object = &game_objects[i]; let mesh = &game_data.meshes_text[game_object.mesh_index]; let push_constants = game_object.get_push_constants(); 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).unwrap(); } } fn create_descriptor_set(self: &Self, textures: &TextureData, renderer: &VulkanRenderer) -> Vec { let descriptor_set_layout = self.get_pipeline().descriptor_set_layout(0).unwrap().clone(); 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[textures.texture_index]; println!("Using diffuse image with size {:?}", diffuse.image.dimensions()); descriptor_set = Arc::new(builder .add_buffer(uniform_buffer.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .add_sampled_image(diffuse.image.clone(), diffuse.sampler.clone()).unwrap() .build().unwrap()); descriptor_set }).collect() } fn recreate_pipeline(self: &mut Self, device: Arc, render_pass: RP) { self.pipeline = Self::create_pipeline(device, render_pass); } fn get_pipeline(self: &Self) -> &GP { &self.pipeline } }