Files
rust-engine/src/vulkan/pipelines.rs
2021-10-24 19:27:37 +02:00

376 lines
14 KiB
Rust

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::device::Device;
use vulkano::pipeline::GraphicsPipeline;
use crate::{GameObject, vulkan::TextVertex};
use crate::vulkan::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>;
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 recreate_pipeline(self: &mut Self, device: Arc<Device>, 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<Device>, path: &str) -> Arc<ShaderModule> {
let mut file = std::fs::File::open(path).unwrap();
let mut buffer = vec![];
file.read_to_end(&mut buffer).unwrap();
let words: Vec<u32> = buffer.chunks_exact(4).map(|c| u32::from_ne_bytes(c.try_into().unwrap())).collect();
unsafe {
ShaderModule::from_words(device.clone(), &words).unwrap()
}
}
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<Device>, render_pass: RP) -> Self {
DefaultShader {
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/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);
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();
Arc::new(GraphicsPipeline::start()
.vertex_input_single_buffer::<Vertex>()
.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_back()
.render_pass(sub_pass.clone())
.build(device.clone())
.unwrap())
}
}
}
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];
let mesh = &game_data.meshes[game_object.mesh_index];
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();
}
}
}
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();
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]];
let diffuse_view = ImageView::new(diffuse.image.clone()).unwrap();
let normal_map = &renderer.game_data.textures[textures[1]];
let normal_view = ImageView::new(normal_map.image.clone()).unwrap();
let mut builder = PersistentDescriptorSet::start(descriptor_set_layout_0.clone());
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();
vec![Arc::new(builder.build().unwrap())]
}).collect()
}
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 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<vulkano::buffer::CpuAccessibleBuffer<[LinePoint]>>
}
impl LineShader {
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
}
}
fn create_pipeline(device: Arc<Device>, 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::<LinePoint>()
.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<PrimaryAutoCommandBuffer>, _fb_index: usize, _game_objects: Vec<&GameObject>, game_data: &GameData) {
builder.draw(self.pipeline.clone(),
vec![self.vertex_buffer.clone()],
(),
game_data.line_push_constants.clone()).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());
// println!("{:?}", gp.descriptor(0, 0).unwrap().ty);
// println!("{:?}", gp.descriptor(0, 1).unwrap().ty);
// println!("{:?}", gp.descriptor(0, 2).unwrap().ty); // TODO: Why does this exist?
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 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
}
}