--wip-- [skip ci]

This commit is contained in:
2025-07-03 20:29:19 +01:00
parent 33baf4ede9
commit 57b40fd694
4 changed files with 39 additions and 74 deletions
+1 -1
View File
@@ -6,7 +6,7 @@ layout(push_constant) uniform PushConstantData {
vec3 dimensions; vec3 dimensions;
vec3 lowest_corner; vec3 lowest_corner;
uint enable[16]; uint enable[16];
float material; uint material;
} pc; } pc;
layout(set = 0, binding = 0) uniform Lights { layout(set = 0, binding = 0) uniform Lights {
+31 -71
View File
@@ -46,7 +46,7 @@ use vulkano::{
Device, DeviceCreateInfo, DeviceExtensions, DeviceFeatures, DeviceOwned, Queue, Device, DeviceCreateInfo, DeviceExtensions, DeviceFeatures, DeviceOwned, Queue,
QueueCreateInfo, QueueFlags, physical::PhysicalDeviceType, QueueCreateInfo, QueueFlags, physical::PhysicalDeviceType,
}, },
format::Format, format::{ClearValue, Format},
image::{ image::{
Image, ImageCreateInfo, ImageType, ImageUsage, SampleCount, Image, ImageCreateInfo, ImageType, ImageUsage, SampleCount,
view::{ImageView, ImageViewCreateInfo}, view::{ImageView, ImageViewCreateInfo},
@@ -214,8 +214,7 @@ struct RenderContext {
render_pass: Arc<RenderPass>, render_pass: Arc<RenderPass>,
framebuffers: Vec<Arc<Framebuffer>>, framebuffers: Vec<Arc<Framebuffer>>,
color_buffer: Arc<ImageView>, color_buffer: Arc<ImageView>,
material_colour_buffer: Arc<ImageView>, material: Arc<ImageView>,
material_depth_buffer: Arc<ImageView>,
normal_buffer: Arc<ImageView>, normal_buffer: Arc<ImageView>,
depth_buffer: Arc<ImageView>, depth_buffer: Arc<ImageView>,
shader_modules: ShaderModules, shader_modules: ShaderModules,
@@ -787,18 +786,12 @@ impl ApplicationHandler for App {
load_op: Clear, load_op: Clear,
store_op: Store, store_op: Store,
}, },
material_as_colour: { material: {
format: Format::R16_UNORM, format: Format::R16_UINT,
samples: 1, samples: 1,
load_op: Clear, load_op: Clear,
store_op: DontCare, store_op: DontCare,
}, },
material_as_depth: {
format: Format::D,
samples: 1,
load_op: Load,
store_op: DontCare,
},
color: { color: {
format: Format::A2B10G10R10_UNORM_PACK32, format: Format::A2B10G10R10_UNORM_PACK32,
samples: 1, samples: 1,
@@ -819,14 +812,14 @@ impl ApplicationHandler for App {
}, },
}, },
passes: [{ passes: [{
color: [material_as_colour], color: [material],
depth_stencil: {depth}, depth_stencil: {depth},
input: [], input: [],
}, },
{ {
color: [color, normals], color: [color, normals],
depth_stencil: {material_as_depth}, depth_stencil: {},
input: [depth], input: [material, depth],
}, },
{ {
color: [final_color], color: [final_color],
@@ -847,14 +840,8 @@ impl ApplicationHandler for App {
depth_range: 0.0..=1.0, depth_range: 0.0..=1.0,
}; };
let ( let (framebuffers, color_buffer, material, normal_buffer, depth_buffer) =
framebuffers, framebuffer_generation(&images, &render_pass, &self.memory_allocator);
color_buffer,
material_colour_buffer,
material_depth_buffer,
normal_buffer,
depth_buffer,
) = framebuffer_generation(&images, &render_pass, &self.memory_allocator);
let lighting_pipeline = pipeline_recompile( let lighting_pipeline = pipeline_recompile(
&render_pass, &render_pass,
@@ -886,8 +873,7 @@ impl ApplicationHandler for App {
render_pass, render_pass,
framebuffers, framebuffers,
color_buffer, color_buffer,
material_colour_buffer, material,
material_depth_buffer,
normal_buffer, normal_buffer,
depth_buffer, depth_buffer,
shader_modules, shader_modules,
@@ -1057,8 +1043,7 @@ impl App {
( (
rcx.framebuffers, rcx.framebuffers,
rcx.color_buffer, rcx.color_buffer,
rcx.material_colour_buffer, rcx.material,
rcx.material_depth_buffer,
rcx.normal_buffer, rcx.normal_buffer,
rcx.depth_buffer, rcx.depth_buffer,
) = framebuffer_generation(&new_images, &rcx.render_pass, &self.memory_allocator); ) = framebuffer_generation(&new_images, &rcx.render_pass, &self.memory_allocator);
@@ -1202,7 +1187,7 @@ impl App {
dimensions: Vec3::ONE.to_array().into(), dimensions: Vec3::ONE.to_array().into(),
lowest_corner: Vec3::ZERO.into(), lowest_corner: Vec3::ZERO.into(),
enable: [0; 16], enable: [0; 16],
material: 0., material: 0,
}; };
let uniform_data = implicit_vs::Camera { let uniform_data = implicit_vs::Camera {
@@ -1351,6 +1336,7 @@ impl App {
RenderPassBeginInfo { RenderPassBeginInfo {
clear_values: vec![ clear_values: vec![
Some([0.0, 0.0, 0.0, 1.0].into()), Some([0.0, 0.0, 0.0, 1.0].into()),
Some(ClearValue::Uint([0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF])),
Some([0.12, 0.1, 0.1, 1.0].into()), Some([0.12, 0.1, 0.1, 1.0].into()),
Some([0.0, 0.0, 0.0, 1.0].into()), Some([0.0, 0.0, 0.0, 1.0].into()),
Some(1.0.into()), Some(1.0.into()),
@@ -1534,7 +1520,6 @@ fn framebuffer_generation(
Arc<ImageView>, Arc<ImageView>,
Arc<ImageView>, Arc<ImageView>,
Arc<ImageView>, Arc<ImageView>,
Arc<ImageView>,
) { ) {
let depth_buffer = ImageView::new_default( let depth_buffer = ImageView::new_default(
Image::new( Image::new(
@@ -1572,38 +1557,21 @@ fn framebuffer_generation(
) )
.unwrap(); .unwrap();
let material_image = Image::new( let material_buffer = ImageView::new_default(
allocator.clone(), Image::new(
ImageCreateInfo { allocator.clone(),
image_type: ImageType::Dim2d, ImageCreateInfo {
format: Format::D16_UNORM, image_type: ImageType::Dim2d,
extent: images[0].extent(), format: Format::R16_UINT,
usage: ImageUsage::COLOR_ATTACHMENT extent: images[0].extent(),
| ImageUsage::DEPTH_STENCIL_ATTACHMENT usage: ImageUsage::COLOR_ATTACHMENT
| ImageUsage::TRANSIENT_ATTACHMENT, | ImageUsage::INPUT_ATTACHMENT
..Default::default() | ImageUsage::TRANSIENT_ATTACHMENT,
}, ..Default::default()
AllocationCreateInfo::default(), },
) AllocationCreateInfo::default(),
.unwrap(); )
.unwrap(),
let material_colour_buffer = ImageView::new(
material_image.clone(),
ImageViewCreateInfo {
format: Format::R16_UNORM,
usage: ImageUsage::COLOR_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT,
..ImageViewCreateInfo::from_image(&material_image)
},
)
.unwrap();
let material_depth_buffer = ImageView::new(
material_image.clone(),
ImageViewCreateInfo {
format: Format::D16_UNORM,
usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT | ImageUsage::TRANSIENT_ATTACHMENT,
..ImageViewCreateInfo::from_image(&material_image)
},
) )
.unwrap(); .unwrap();
@@ -1634,8 +1602,7 @@ fn framebuffer_generation(
FramebufferCreateInfo { FramebufferCreateInfo {
attachments: vec![ attachments: vec![
view, view,
material_colour_buffer.clone(), material_buffer.clone(),
material_depth_buffer.clone(),
color_buffer.clone(), color_buffer.clone(),
normal_buffer.clone(), normal_buffer.clone(),
depth_buffer.clone(), depth_buffer.clone(),
@@ -1650,8 +1617,7 @@ fn framebuffer_generation(
( (
framebuffers, framebuffers,
color_buffer, color_buffer,
material_colour_buffer, material_buffer,
material_depth_buffer,
normal_buffer, normal_buffer,
depth_buffer, depth_buffer,
) )
@@ -1856,13 +1822,7 @@ fn deferred_pipelines_recompile(
polygon_mode: PolygonMode::Fill, polygon_mode: PolygonMode::Fill,
..RasterizationState::default() ..RasterizationState::default()
}), }),
depth_stencil_state: Some(DepthStencilState { depth_stencil_state: None,
depth: Some(DepthState {
write_enable: false,
compare_op: CompareOp::Equal,
}),
..Default::default()
}),
multisample_state: Some(MultisampleState::default()), multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states( color_blend_state: Some(ColorBlendState::with_attachment_states(
normals_subpass.num_color_attachments(), normals_subpass.num_color_attachments(),
+6 -1
View File
@@ -6,7 +6,8 @@
layout(location = 0) in vec2 v_pos; layout(location = 0) in vec2 v_pos;
layout(input_attachment_index = 0, set = 1, binding = 0) uniform subpassInput u_depth; layout(input_attachment_index = 0, set = 1, binding = 0) uniform subpassInput u_material;
layout(input_attachment_index = 1, set = 1, binding = 1) uniform subpassInput u_depth;
layout(location = 0) out vec4 f_color; layout(location = 0) out vec4 f_color;
layout(location = 1) out vec4 f_normal; layout(location = 1) out vec4 f_normal;
@@ -35,6 +36,10 @@ vec3 getNormal(vec3 p) {
//Implicit Surface Entrypoint //Implicit Surface Entrypoint
void main() { void main() {
if (subpassLoad(u_material).x != pc.material) {
discard;
}
float depth = subpassLoad(u_depth).x; float depth = subpassLoad(u_depth).x;
if (depth == 1.0) { if (depth == 1.0) {
discard; discard;
+1 -1
View File
@@ -8,7 +8,7 @@ layout(location = 0) in vec4 pos;
layout(depth_greater) out float gl_FragDepth; layout(depth_greater) out float gl_FragDepth;
layout(location = 0) out float material; layout(location = 0) out uint material;
float scene(vec3 p) { float scene(vec3 p) {
return length(p) - 1.0; return length(p) - 1.0;