Working simple implicit implementation
This commit is contained in:
@@ -1,51 +0,0 @@
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/* Copyright (c) 2021, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 450
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#extension GL_EXT_mesh_shader:require
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layout(push_constant)uniform PushConstantData{
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mat4 world;
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mat4 view;
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mat4 proj;
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}pc;
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layout(local_size_x=1,local_size_y=1,local_size_z=1)in;
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layout(triangles,max_vertices=3,max_primitives=1)out;
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layout(location=0)out VertexOutput
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{
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vec4 color;
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}vertexOutput[];
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const vec4[3]positions={
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vec4(0.,-1.,0.,1.),
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vec4(-1.,1.,0.,1.),
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vec4(1.,1.,0.,1.)
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};
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const vec4[3]colors={
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vec4(0.,1.,0.,1.),
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vec4(0.,0.,1.,1.),
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vec4(1.,0.,0.,1.)
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};
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void main()
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{
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uint iid=gl_LocalInvocationID.x;
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vec4 offset=vec4(0.,0.,gl_GlobalInvocationID.x,0.);
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SetMeshOutputsEXT(3,1);
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mat4 mvp=pc.proj*pc.view*pc.world;
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gl_MeshVerticesEXT[0].gl_Position=mvp*(positions[0]+offset);
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gl_MeshVerticesEXT[1].gl_Position=mvp*(positions[1]+offset);
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gl_MeshVerticesEXT[2].gl_Position=mvp*(positions[2]+offset);
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vertexOutput[0].color=colors[0];
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vertexOutput[1].color=colors[1];
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vertexOutput[2].color=colors[2];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex]=uvec3(0,1,2);
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}
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@@ -1,21 +0,0 @@
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#version 450
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layout(location=0)in vec3 normal;
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layout(location=0)out vec4 f_color;
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layout(set=0,binding=0)uniform Data{
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vec4[32]pos;
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vec4[32]col;
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uint light_count;
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}uniforms;
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void main(){
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vec3 accum=vec3(0.,0.,0.);
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for(int i=0;i<uniforms.light_count;i++)
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{
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accum+=uniforms.col[i].xyz*((dot(normalize(normal),uniforms.pos[i].xyz)*.5)+.5);
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}
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f_color=vec4(accum,1.);
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}
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+1
-10
@@ -1,6 +1,6 @@
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use egui::{
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plot::{Line, Plot, PlotPoints},
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Color32, Frame, Id, ScrollArea, TextEdit, TextStyle,
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Color32, Frame, Id,
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};
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use egui_winit_vulkano::Gui;
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@@ -10,14 +10,6 @@ fn sized_text(ui: &mut egui::Ui, text: impl Into<String>, size: f32) {
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ui.label(egui::RichText::new(text).size(size));
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}
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const CODE: &str = r#"
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# Some markup
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```
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let mut gui = Gui::new(&event_loop, renderer.surface(), renderer.queue());
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```
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Vulkan(o) is hard, that I know...
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"#;
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#[derive(Debug)]
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pub struct GState {
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pub cursor_sensitivity: f32,
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@@ -44,7 +36,6 @@ impl Default for GState {
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}
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pub fn gui_up(gui: &mut Gui, state: &mut GState) {
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let mut code = CODE.to_owned();
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gui.immediate_ui(|gui| {
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let ctx = gui.context();
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egui::SidePanel::left(Id::new("main_left"))
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@@ -0,0 +1,86 @@
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// Implicit Fragment shader
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#version 450
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layout(push_constant)uniform PushConstantData{
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mat4 world;
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}pc;
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layout(set=0,binding=0)uniform Lights{
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vec4[32]pos;
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vec4[32]col;
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uint light_count;
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}light_uniforms;
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layout(set=0,binding=1)uniform Camera{
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mat4 view;
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mat4 proj;
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vec3 campos;
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}camera_uniforms;
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layout(constant_id=0)const uint RES_X=1920;
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layout(constant_id=1)const uint RES_Y=1080;
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layout(location=0)in VertexInput
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{
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vec4 position;
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}vertexInput;
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layout(location=0)out vec4 f_color;
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const float EPSILON=.0001;
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const uint MAX_STEPS=50;
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float scene(vec3 p)
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{
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return length(p-vec3(5.))-5.;
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}
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vec3 getNormal(vec3 p,float dens){
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vec3 n;
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n.x=scene(vec3(p.x+EPSILON,p.y,p.z));
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n.y=scene(vec3(p.x,p.y+EPSILON,p.z));
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n.z=scene(vec3(p.x,p.y,p.z+EPSILON));
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return normalize(n-scene(p));
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}
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vec2 spheretracing(vec3 ori,vec3 dir,out vec3 p){
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vec2 td=vec2(0.);
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for(int i=0;i<MAX_STEPS;i++){
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p=ori+dir*td.x;
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td.y=scene(p);
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if(td.y<EPSILON)break;
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td.x+=(td.y)*.9;
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}
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return td;
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}
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#define frac_pi_2 1.57079632679489661923132169163975144
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void main(){
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vec3 raypos=vertexInput.position.xyz;
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vec2 iResolution=vec2(RES_X,RES_Y);
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vec2 iuv=gl_FragCoord.xy/iResolution.xy*2.-1.;
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vec2 uv=iuv;
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uv.x*=iResolution.x/iResolution.y;
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vec3 p;
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vec3 raydir=normalize(raypos-camera_uniforms.campos);
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//raydir=(camera_uniforms.view*vec4(raydir,1.)).xyz;
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vec2 td=spheretracing(raypos,raydir,p);
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vec3 n=getNormal(p,td.y);
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if(td.y<EPSILON)
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{
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vec3 accum=vec3(0.,0.,0.);
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for(int i=0;i<light_uniforms.light_count;i++)
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{
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accum+=light_uniforms.col[i].xyz*((dot(normalize(n),light_uniforms.pos[i].xyz)*.5)+.5);
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}
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f_color=vec4(accum,1.);
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}
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else
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{
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//f_color=vec4(raydir,0.);
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discard;
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}
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}
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@@ -0,0 +1,94 @@
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// Implicit Mesh shader
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#version 450
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#extension GL_EXT_mesh_shader:require
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layout(push_constant)uniform PushConstantData{
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mat4 world;
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}pc;
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layout(set=0,binding=0)uniform Lights{
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vec4[32]pos;
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vec4[32]col;
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uint light_count;
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}light_uniforms;
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layout(set=0,binding=1)uniform Camera{
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mat4 view;
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mat4 proj;
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vec3 campos;
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}camera_uniforms;
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layout(local_size_x=1,local_size_y=1,local_size_z=1)in;
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layout(triangles,max_vertices=64,max_primitives=162)out;
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layout(location=0)out VertexOutput
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{
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vec4 color;
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}vertexOutput[];
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const vec4[8]positions={
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vec4(0.,0.,0.,1.),
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vec4(0.,0.,1.,1.),
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vec4(0.,1.,0.,1.),
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vec4(0.,1.,1.,1.),
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vec4(1.,0.,0.,1.),
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vec4(1.,0.,1.,1.),
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vec4(1.,1.,0.,1.),
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vec4(1.,1.,1.,1.),
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};
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const mat4 scale=mat4(
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10.,0.,0.,0.,
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0.,10.,0.,0.,
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0.,0.,10.,0.,
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0.,0.,0.,1.
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);
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void main()
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{
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uint iid=gl_LocalInvocationID.x;
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vec4 offset=vec4(0.,0.,gl_GlobalInvocationID.x,0.);
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SetMeshOutputsEXT(8,12);
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mat4 mvp=camera_uniforms.proj*camera_uniforms.view*scale;
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gl_MeshVerticesEXT[0].gl_Position=mvp*(positions[0]+offset);
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gl_MeshVerticesEXT[1].gl_Position=mvp*(positions[1]+offset);
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gl_MeshVerticesEXT[2].gl_Position=mvp*(positions[2]+offset);
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gl_MeshVerticesEXT[3].gl_Position=mvp*(positions[3]+offset);
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gl_MeshVerticesEXT[4].gl_Position=mvp*(positions[4]+offset);
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gl_MeshVerticesEXT[5].gl_Position=mvp*(positions[5]+offset);
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gl_MeshVerticesEXT[6].gl_Position=mvp*(positions[6]+offset);
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gl_MeshVerticesEXT[7].gl_Position=mvp*(positions[7]+offset);
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vertexOutput[0].color=scale*positions[0];
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vertexOutput[1].color=scale*positions[1];
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vertexOutput[2].color=scale*positions[2];
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vertexOutput[3].color=scale*positions[3];
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vertexOutput[4].color=scale*positions[4];
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vertexOutput[5].color=scale*positions[5];
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vertexOutput[6].color=scale*positions[6];
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vertexOutput[7].color=scale*positions[7];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+0]=uvec3(0,1,2);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+1]=uvec3(1,2,3);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+2]=uvec3(4,5,6);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+3]=uvec3(5,6,7);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+4]=uvec3(0,2,4);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+5]=uvec3(2,4,6);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+6]=uvec3(1,3,5);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+7]=uvec3(3,5,7);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+8]=uvec3(2,3,6);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+9]=uvec3(3,6,7);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+10]=uvec3(0,1,4);
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex+11]=uvec3(1,4,5);
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}
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/*
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0 1 2 3 0
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4 5 6 7 4
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0 1 2
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1 2 3
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4 5 6
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5 6 7
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0 1 4
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1 4 5
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1 2
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*/
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+117
-354
@@ -1,55 +1,24 @@
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// Copyright (c) 2016 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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// Welcome to the triangle example!
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//
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// This is the only example that is entirely detailed. All the other examples avoid code
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// duplication by using helper functions.
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//
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// This example assumes that you are already more or less familiar with graphics programming
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// and that you want to learn Vulkan. This means that for example it won't go into details about
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// what a vertex or a shader is.
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use bytemuck::{Pod, Zeroable};
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use cgmath::{
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AbsDiffEq, Basis3, Deg, EuclideanSpace, Euler, Matrix3, Matrix4, Point3, Quaternion, Rad,
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SquareMatrix, Transform, Vector3,
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};
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use obj::{LoadConfig, ObjData};
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use rodio::{source::Source, Decoder, OutputStream};
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use cgmath::{Deg, EuclideanSpace, Euler, Matrix3, Matrix4, Point3, Rad, SquareMatrix, Vector3};
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use std::io::Cursor;
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use std::{sync::Arc, time::Instant};
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use vulkano::buffer::allocator::{SubbufferAllocator, SubbufferAllocatorCreateInfo};
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use vulkano::buffer::sys::BufferCreateInfo;
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use vulkano::buffer::{Buffer, BufferAllocateInfo};
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use vulkano::command_buffer::allocator::{
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CommandBufferAllocator, CommandBufferBuilderAlloc, StandardCommandBufferAllocator,
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};
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use vulkano::command_buffer::synced::SyncCommandBufferBuilder;
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use vulkano::command_buffer::sys::{CommandBufferBeginInfo, UnsafeCommandBufferBuilder};
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use vulkano::command_buffer::CommandBufferInheritanceInfo;
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use vulkano::command_buffer::allocator::StandardCommandBufferAllocator;
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use vulkano::descriptor_set::allocator::StandardDescriptorSetAllocator;
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use vulkano::descriptor_set::{PersistentDescriptorSet, WriteDescriptorSet};
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use vulkano::device::{DeviceOwned, QueueFlags};
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use vulkano::device::{DeviceOwned, Features, QueueFlags};
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use vulkano::format::Format;
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use vulkano::image::AttachmentImage;
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use vulkano::memory::allocator::{MemoryUsage, StandardMemoryAllocator};
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use vulkano::memory::allocator::StandardMemoryAllocator;
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use vulkano::pipeline::graphics::depth_stencil::DepthStencilState;
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use vulkano::pipeline::graphics::rasterization::CullMode;
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use vulkano::pipeline::graphics::rasterization::FrontFace::Clockwise;
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use vulkano::pipeline::graphics::vertex_input::Vertex;
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use vulkano::pipeline::PipelineBindPoint;
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use vulkano::shader::ShaderModule;
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use vulkano::shader::{ShaderModule, SpecializationConstants};
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use vulkano::swapchain::{PresentMode, SwapchainPresentInfo};
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use vulkano::{NonExhaustive, VulkanLibrary, VulkanObject};
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use winit::event::{DeviceEvent, DeviceId, ElementState, MouseButton, VirtualKeyCode};
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use vulkano::VulkanLibrary;
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use winit::event::{DeviceEvent, ElementState, MouseButton, VirtualKeyCode};
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use ash::vk::CommandBuffer;
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use egui_winit_vulkano::Gui;
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use vulkano::pipeline::StateMode::Fixed;
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use vulkano::{
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@@ -61,13 +30,11 @@ use vulkano::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, QueueCreateInfo,
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},
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image::{view::ImageView, ImageAccess, ImageUsage, SwapchainImage},
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impl_vertex,
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instance::{Instance, InstanceCreateInfo, IntanceExtensions},
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instance::{Instance, InstanceCreateInfo, InstanceExtensions},
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pipeline::{
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graphics::{
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input_assembly::InputAssemblyState,
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rasterization::RasterizationState,
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vertex_input::BuffersDefinition,
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viewport::{Viewport, ViewportState},
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},
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GraphicsPipeline, Pipeline,
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@@ -93,23 +60,14 @@ use crate::objects::*;
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pub type MemoryAllocator = StandardMemoryAllocator;
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fn main() {
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// The first step of any Vulkan program is to create an instance.
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//
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// When we create an instance, we have to pass a list of extensions that we want to enable.
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//
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// All the window-drawing functionalities are part of non-core extensions that we need
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// to enable manually. To do so, we ask the `vulkano_win` crate for the list of extensions
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// required to draw to a window.
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let library = VulkanLibrary::new().expect("Vulkan is not installed???");
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let required_extensions = vulkano_win::required_extensions(&library);
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// Now creating the instance.
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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enabled_extensions: IntanceExtensions {
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khr_get_physical_device_properties2,
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..required_extensions,
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enabled_extensions: InstanceExtensions {
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||||
..required_extensions
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||||
},
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||||
// Enable enumerating devices that use non-conformant vulkan implementations. (ex. MoltenVK)
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enumerate_portability: true,
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@@ -118,80 +76,32 @@ fn main() {
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)
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.unwrap();
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||||
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// The objective of this example is to draw a triangle on a window. To do so, we first need to
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// create the window.
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//
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// This is done by creating a `WindowBuilder` from the `winit` crate, then calling the
|
||||
// `build_vk_surface` method provided by the `VkSurfaceBuild` trait from `vulkano_win`. If you
|
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// ever get an error about `build_vk_surface` being undefined in one of your projects, this
|
||||
// probably means that you forgot to import this trait.
|
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//
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// This returns a `vulkano::swapchain::Surface` object that contains both a cross-platform winit
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// window and a cross-platform Vulkan surface that represents the surface of the window.
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let event_loop = EventLoop::new();
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let surface = WindowBuilder::new()
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.with_title("horizontally spinning bunny")
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.build_vk_surface(&event_loop, instance.clone())
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.unwrap();
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||||
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// Choose device extensions that we're going to use.
|
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// In order to present images to a surface, we need a `Swapchain`, which is provided by the
|
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// `khr_swapchain` extension.
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let device_extensions = DeviceExtensions {
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||||
khr_swapchain: true,
|
||||
ext_mesh_shader: true,
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||||
khr_spirv_1_4: true,
|
||||
khr_shader_float_controls: true,
|
||||
..DeviceExtensions::empty()
|
||||
};
|
||||
|
||||
// We then choose which physical device to use. First, we enumerate all the available physical
|
||||
// devices, then apply filters to narrow them down to those that can support our needs.
|
||||
let (physical_device, queue_family_index) = instance
|
||||
.enumerate_physical_devices()
|
||||
.unwrap()
|
||||
.filter(|p| {
|
||||
// Some devices may not support the extensions or features that your application, or
|
||||
// report properties and limits that are not sufficient for your application. These
|
||||
// should be filtered out here.
|
||||
p.supported_extensions().contains(&device_extensions)
|
||||
})
|
||||
.filter(|p| p.supported_extensions().contains(&device_extensions))
|
||||
.filter_map(|p| {
|
||||
// For each physical device, we try to find a suitable queue family that will execute
|
||||
// our draw commands.
|
||||
//
|
||||
// Devices can provide multiple queues to run commands in parallel (for example a draw
|
||||
// queue and a compute queue), similar to CPU threads. This is something you have to
|
||||
// have to manage manually in Vulkan. Queues of the same type belong to the same
|
||||
// queue family.
|
||||
//
|
||||
// Here, we look for a single queue family that is suitable for our purposes. In a
|
||||
// real-life application, you may want to use a separate dedicated transfer queue to
|
||||
// handle data transfers in parallel with graphics operations. You may also need a
|
||||
// separate queue for compute operations, if your application uses those.
|
||||
p.queue_family_properties()
|
||||
.iter()
|
||||
.enumerate()
|
||||
.position(|(i, q)| {
|
||||
// We select a queue family that supports graphics operations. When drawing to
|
||||
// a window surface, as we do in this example, we also need to check that queues
|
||||
// in this queue family are capable of presenting images to the surface.
|
||||
q.queue_flags.intersects(QueueFlags::GRAPHICS)
|
||||
&& p.surface_support(i as u32, &surface).unwrap_or(false)
|
||||
})
|
||||
// The code here searches for the first queue family that is suitable. If none is
|
||||
// found, `None` is returned to `filter_map`, which disqualifies this physical
|
||||
// device.
|
||||
.map(|i| (p, i as u32))
|
||||
})
|
||||
// All the physical devices that pass the filters above are suitable for the application.
|
||||
// However, not every device is equal, some are preferred over others. Now, we assign
|
||||
// each physical device a score, and pick the device with the
|
||||
// lowest ("best") score.
|
||||
//
|
||||
// In this example, we simply select the best-scoring device to use in the application.
|
||||
// In a real-life setting, you may want to use the best-scoring device only as a
|
||||
// "default" or "recommended" device, and let the user choose the device themselves.
|
||||
.min_by_key(|(p, _)| {
|
||||
// We assign a lower score to device types that are likely to be faster/better.
|
||||
match p.properties().device_type {
|
||||
@@ -212,48 +122,32 @@ fn main() {
|
||||
physical_device.properties().device_type,
|
||||
);
|
||||
|
||||
// Now initializing the device. This is probably the most important object of Vulkan.
|
||||
//
|
||||
// The iterator of created queues is returned by the function alongside the device.
|
||||
let (device, mut queues) = Device::new(
|
||||
// Which physical device to connect to.
|
||||
physical_device,
|
||||
DeviceCreateInfo {
|
||||
// A list of optional features and extensions that our program needs to work correctly.
|
||||
// Some parts of the Vulkan specs are optional and must be enabled manually at device
|
||||
// creation. In this example the only thing we are going to need is the `khr_swapchain`
|
||||
// extension that allows us to draw to a window.
|
||||
enabled_extensions: device_extensions,
|
||||
|
||||
// The list of queues that we are going to use. Here we only use one queue, from the
|
||||
// previously chosen queue family.
|
||||
queue_create_infos: vec![QueueCreateInfo {
|
||||
queue_family_index,
|
||||
..Default::default()
|
||||
}],
|
||||
|
||||
enabled_features: Features {
|
||||
mesh_shader: true,
|
||||
task_shader: true,
|
||||
..Features::empty()
|
||||
},
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.expect("Unable to initialize device");
|
||||
|
||||
// Since we can request multiple queues, the `queues` variable is in fact an iterator. We
|
||||
// only use one queue in this example, so we just retrieve the first and only element of the
|
||||
// iterator.
|
||||
let queue = queues.next().expect("Unable to retrieve queues");
|
||||
|
||||
// Before we can draw on the surface, we have to create what is called a swapchain. Creating
|
||||
// a swapchain allocates the color buffers that will contain the image that will ultimately
|
||||
// be visible on the screen. These images are returned alongside the swapchain.
|
||||
let (mut swapchain, images) = {
|
||||
// Querying the capabilities of the surface. When we create the swapchain we can only
|
||||
// pass values that are allowed by the capabilities.
|
||||
let surface_capabilities = device
|
||||
.physical_device()
|
||||
.surface_capabilities(&surface, Default::default())
|
||||
.unwrap();
|
||||
|
||||
// Choosing the internal format that the images will have.
|
||||
let image_format = Some(
|
||||
device
|
||||
.physical_device()
|
||||
@@ -263,7 +157,6 @@ fn main() {
|
||||
);
|
||||
let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
|
||||
|
||||
// Please take a look at the docs for the meaning of the parameters we didn't mention.
|
||||
Swapchain::new(
|
||||
device.clone(),
|
||||
surface.clone(),
|
||||
@@ -273,26 +166,10 @@ fn main() {
|
||||
.min(surface_capabilities.max_image_count.unwrap_or(u32::MAX)),
|
||||
|
||||
image_format,
|
||||
// The dimensions of the window, only used to initially setup the swapchain.
|
||||
// NOTE:
|
||||
// On some drivers the swapchain dimensions are specified by
|
||||
// `surface_capabilities.current_extent` and the swapchain size must use these
|
||||
// dimensions.
|
||||
// These dimensions are always the same as the window dimensions.
|
||||
//
|
||||
// However, other drivers don't specify a value, i.e.
|
||||
// `surface_capabilities.current_extent` is `None`. These drivers will allow
|
||||
// anything, but the only sensible value is the window
|
||||
// dimensions.
|
||||
//
|
||||
// Both of these cases need the swapchain to use the window dimensions, so we just
|
||||
// use that.
|
||||
image_extent: window.inner_size().into(),
|
||||
|
||||
image_usage: ImageUsage::COLOR_ATTACHMENT,
|
||||
|
||||
// The alpha mode indicates how the alpha value of the final image will behave. For
|
||||
// example, you can choose whether the window will be opaque or transparent.
|
||||
composite_alpha: surface_capabilities
|
||||
.supported_composite_alpha
|
||||
.into_iter()
|
||||
@@ -307,66 +184,31 @@ fn main() {
|
||||
.unwrap()
|
||||
};
|
||||
|
||||
// The next step is to create the shaders.
|
||||
//
|
||||
// The raw shader creation API provided by the vulkano library is unsafe for various
|
||||
// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
|
||||
// source - in the example below, the source is provided as a string input directly to
|
||||
// the shader, but a path to a source file can be provided as well. Note that the user
|
||||
// must specify the type of shader (e.g., "vertex," "fragment, etc.") using the `ty`
|
||||
// option of the macro.
|
||||
//
|
||||
// The module generated by the `shader!` macro includes a `load` function which loads
|
||||
// the shader using an input logical device. The module also includes type definitions
|
||||
// for layout structures defined in the shader source, for example, uniforms and push
|
||||
// constants.
|
||||
//
|
||||
// A more detailed overview of what the `shader!` macro generates can be found in the
|
||||
// `vulkano-shaders` crate docs. You can view them at https://docs.rs/vulkano-shaders/
|
||||
mod mesh_vs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "vertex",
|
||||
src: "
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
|
||||
layout(location = 0) out vec3 v_normal;
|
||||
|
||||
layout(push_constant) uniform PushConstantData {
|
||||
mat4 world;
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
} pc;
|
||||
|
||||
void main() {
|
||||
mat4 worldview = pc.view * pc.world;
|
||||
v_normal = normal; //normalize(transpose(inverse(mat3(worldview))) * normal);
|
||||
gl_Position = pc.proj * worldview * vec4(position*1000.0, 1.0);
|
||||
}
|
||||
",
|
||||
path: "src/triangle.vert.glsl",
|
||||
types_meta: {
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
#[derive(Clone, Copy, Zeroable, Pod, Debug)]
|
||||
},
|
||||
vulkan_version: "1.2",
|
||||
spirv_version: "1.4"
|
||||
spirv_version: "1.6"
|
||||
}
|
||||
}
|
||||
|
||||
mod mesh_fs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "fragment",
|
||||
path: "src/frag.glsl",
|
||||
path: "src/triangle.frag.glsl",
|
||||
types_meta: {
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
#[derive(Clone, Copy, Zeroable, Pod, Debug)]
|
||||
},
|
||||
vulkan_version: "1.2",
|
||||
spirv_version: "1.4"
|
||||
spirv_version: "1.6"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -376,50 +218,43 @@ fn main() {
|
||||
mod implicit_ms {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "mesh",
|
||||
path: "src/cube.mesh.glsl",
|
||||
path: "src/implicit.mesh.glsl",
|
||||
types_meta: {
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
#[derive(Clone, Copy, Zeroable, Pod, Debug)]
|
||||
},
|
||||
vulkan_version: "1.2",
|
||||
spirv_version: "1.4"
|
||||
spirv_version: "1.6"
|
||||
}
|
||||
}
|
||||
|
||||
mod implicit_fs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "fragment",
|
||||
path: "src/implicit.frag.glsl",
|
||||
types_meta: {
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
#[derive(Clone, Copy, Zeroable, Pod, Debug)]
|
||||
},
|
||||
vulkan_version: "1.2",
|
||||
spirv_version: "1.6"
|
||||
}
|
||||
}
|
||||
|
||||
let implicit_ms = implicit_ms::load(device.clone()).unwrap();
|
||||
|
||||
/*let uniform_buffer =
|
||||
CpuBufferPool::<vs::ty::PushConstantData>::uniform_buffer(memory_allocator);*/
|
||||
let implicit_fs = implicit_fs::load(device.clone()).unwrap();
|
||||
|
||||
let memory_allocator = Arc::new(MemoryAllocator::new_default(device.clone()));
|
||||
|
||||
// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL
|
||||
// implicitly does a lot of computation whenever you draw. In Vulkan, you have to do all this
|
||||
// manually.
|
||||
|
||||
// The next step is to create a *render pass*, which is an object that describes where the
|
||||
// output of the graphics pipeline will go. It describes the layout of the images
|
||||
// where the colors, depth and/or stencil information will be written.
|
||||
let render_pass = vulkano::ordered_passes_renderpass!(
|
||||
device.clone(),
|
||||
attachments: {
|
||||
// `color` is a custom name we give to the first and only attachment.
|
||||
color: {
|
||||
// `load: Clear` means that we ask the GPU to clear the content of this
|
||||
// attachment at the start of the drawing.
|
||||
load: Clear,
|
||||
// `store: Store` means that we ask the GPU to store the output of the draw
|
||||
// in the actual image. We could also ask it to discard the result.
|
||||
store: Store,
|
||||
// `format: <ty>` indicates the type of the format of the image. This has to
|
||||
// be one of the types of the `vulkano::format` module (or alternatively one
|
||||
// of your structs that implements the `FormatDesc` trait). Here we use the
|
||||
// same format as the swapchain.
|
||||
format: swapchain.image_format(),
|
||||
// `samples: 1` means that we ask the GPU to use one sample to determine the value
|
||||
// of each pixel in the color attachment. We could use a larger value (multisampling)
|
||||
// for antialiasing. An example of this can be found in msaa-renderpass.rs.
|
||||
samples: 1,
|
||||
},
|
||||
depth: {
|
||||
@@ -430,69 +265,41 @@ fn main() {
|
||||
}
|
||||
},
|
||||
passes: [{
|
||||
// We use the attachment named `color` as the one and only color attachment.
|
||||
color: [color],
|
||||
// No depth-stencil attachment is indicated with empty brackets.
|
||||
depth_stencil: {depth},
|
||||
input: []
|
||||
},{
|
||||
// We use the attachment named `color` as the one and only color attachment.
|
||||
color: [color],
|
||||
// No depth-stencil attachment is indicated with empty brackets.
|
||||
depth_stencil: {depth},
|
||||
input: []
|
||||
}]
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// 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 viewport = Viewport {
|
||||
origin: [0.0, 0.0],
|
||||
dimensions: [0.0, 0.0],
|
||||
depth_range: 0.0..1.0,
|
||||
};
|
||||
|
||||
// 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.
|
||||
//
|
||||
// Since we need to draw to multiple images, we are going to create a different framebuffer for
|
||||
// each image.
|
||||
let ([mut mesh_pipeline], mut framebuffers) = window_size_dependent_setup(
|
||||
let [RES_X, RES_Y] = images[0].dimensions().width_height();
|
||||
let ([mut mesh_pipeline, mut implicit_pipeline], mut framebuffers) =
|
||||
window_size_dependent_setup(
|
||||
&memory_allocator,
|
||||
&mesh_vs,
|
||||
&mesh_fs,
|
||||
&implicit_ms,
|
||||
&implicit_fs,
|
||||
&images,
|
||||
render_pass.clone(),
|
||||
&mut viewport,
|
||||
implicit_fs::SpecializationConstants { RES_X, RES_Y },
|
||||
);
|
||||
|
||||
// Before we can start creating and recording command buffers, we need a way of allocating
|
||||
// them. Vulkano provides a command buffer allocator, which manages raw Vulkan command pools
|
||||
// underneath and provides a safe interface for them.
|
||||
let command_buffer_allocator =
|
||||
StandardCommandBufferAllocator::new(device.clone(), Default::default());
|
||||
|
||||
// Initialization is finally finished!
|
||||
|
||||
// In some situations, the swapchain will become invalid by itself. This includes for example
|
||||
// when the window is resized (as the images of the swapchain will no longer match the
|
||||
// window's) or, on Android, when the application went to the background and goes back to the
|
||||
// foreground.
|
||||
//
|
||||
// In this situation, acquiring a swapchain image or presenting it will return an error.
|
||||
// Rendering to an image of that swapchain will not produce any error, but may or may not work.
|
||||
// To continue rendering, we need to recreate the swapchain by creating a new swapchain.
|
||||
// Here, we remember that we need to do this for the next loop iteration.
|
||||
let mut recreate_swapchain = false;
|
||||
|
||||
// In the loop below we are going to submit commands to the GPU. Submitting a command produces
|
||||
// an object that implements the `GpuFuture` trait, which holds the resources for as long as
|
||||
// they are in use by the GPU.
|
||||
//
|
||||
// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
|
||||
// that, we store the submission of the previous frame here.
|
||||
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
|
||||
|
||||
/*
|
||||
@@ -513,7 +320,6 @@ fn main() {
|
||||
let uniform_buffer = SubbufferAllocator::new(
|
||||
memory_allocator.clone(),
|
||||
SubbufferAllocatorCreateInfo {
|
||||
// We want to use the allocated subbuffers as vertex buffers.
|
||||
buffer_usage: BufferUsage::UNIFORM_BUFFER,
|
||||
..Default::default()
|
||||
},
|
||||
@@ -578,7 +384,7 @@ fn main() {
|
||||
WindowEvent::ScaleFactorChanged { .. } => {
|
||||
recreate_swapchain = true;
|
||||
}
|
||||
WindowEvent::DroppedFile(file) => {
|
||||
WindowEvent::DroppedFile(_file) => {
|
||||
todo!()
|
||||
}
|
||||
WindowEvent::MouseInput {
|
||||
@@ -622,7 +428,6 @@ fn main() {
|
||||
camforward.x = camforward.x + Deg(360f32) % Deg(360f32);
|
||||
camforward.y = camforward.y + Deg(360f32) % Deg(360f32);
|
||||
}
|
||||
//println!("AXISM {:?}", delta);
|
||||
}
|
||||
Event::RedrawEventsCleared => {
|
||||
for i in 1..gstate.fps.len() {
|
||||
@@ -634,55 +439,43 @@ fn main() {
|
||||
|
||||
render_start = Instant::now();
|
||||
|
||||
// Do not draw frame when screen dimensions are zero.
|
||||
// On Windows, this can occur from minimizing the application.
|
||||
let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
|
||||
let dimensions = window.inner_size();
|
||||
if dimensions.width == 0 || dimensions.height == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
// It is important to call this function from time to time, otherwise resources will keep
|
||||
// accumulating and you will eventually reach an out of memory error.
|
||||
// Calling this function polls various fences in order to determine what the GPU has
|
||||
// already processed, and frees the resources that are no longer needed.
|
||||
previous_frame_end.as_mut().unwrap().cleanup_finished();
|
||||
|
||||
// Whenever the window resizes we need to recreate everything dependent on the window size.
|
||||
// In this example that includes the swapchain, the framebuffers and the dynamic state viewport.
|
||||
if recreate_swapchain {
|
||||
// Use the new dimensions of the window.
|
||||
|
||||
let (new_swapchain, new_images) =
|
||||
match swapchain.recreate(SwapchainCreateInfo {
|
||||
image_extent: dimensions.into(),
|
||||
..swapchain.create_info()
|
||||
}) {
|
||||
Ok(r) => r,
|
||||
// This error tends to happen when the user is manually resizing the window.
|
||||
// Simply restarting the loop is the easiest way to fix this issue.
|
||||
Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => return,
|
||||
Err(e) => panic!("Failed to recreate swapchain: {e:?}"),
|
||||
};
|
||||
|
||||
swapchain = new_swapchain;
|
||||
// Because framebuffers contains an Arc on the old swapchain, we need to
|
||||
// recreate framebuffers as well.
|
||||
([mesh_pipeline], framebuffers) = window_size_dependent_setup(
|
||||
let [RES_X, RES_Y] = images[0].dimensions().width_height();
|
||||
([mesh_pipeline, implicit_pipeline], framebuffers) =
|
||||
window_size_dependent_setup(
|
||||
&memory_allocator,
|
||||
&mesh_vs,
|
||||
&mesh_fs,
|
||||
&implicit_ms,
|
||||
&implicit_fs,
|
||||
&new_images,
|
||||
render_pass.clone(),
|
||||
&mut viewport,
|
||||
implicit_fs::SpecializationConstants { RES_X, RES_Y },
|
||||
);
|
||||
recreate_swapchain = false;
|
||||
}
|
||||
|
||||
//println!("{:?}", right);
|
||||
|
||||
let mut push_constants = {
|
||||
let (mut push_constants, cam_set) = {
|
||||
if looking {
|
||||
if keys.w {
|
||||
campos -= Matrix3::from_angle_y(camforward.y)
|
||||
@@ -719,8 +512,6 @@ fn main() {
|
||||
keys.d = false;
|
||||
}
|
||||
|
||||
// note: this teapot was meant for OpenGL where the origin is at the lower left
|
||||
// instead the origin is at the upper left in Vulkan, so we reverse the Y axis
|
||||
let aspect_ratio =
|
||||
swapchain.image_extent()[0] as f32 / swapchain.image_extent()[1] as f32;
|
||||
let proj = cgmath::perspective(
|
||||
@@ -734,23 +525,25 @@ fn main() {
|
||||
* Matrix4::from_angle_z(Deg(180f32))
|
||||
* Matrix4::from_translation(Point3::origin() - campos)
|
||||
* Matrix4::from_scale(scale);
|
||||
//*Matrix4::from_angle_z(Deg(180f32));
|
||||
|
||||
let pc = mesh_vs::ty::PushConstantData {
|
||||
world: Matrix4::identity().into(),
|
||||
view: view.into(),
|
||||
proj: proj.into(),
|
||||
};
|
||||
|
||||
let uniform_data = mesh_fs::ty::Camera {
|
||||
view: view.into(),
|
||||
proj: proj.into(),
|
||||
campos: (campos * 100.0).into(),
|
||||
};
|
||||
|
||||
let sub = uniform_buffer.allocate_sized().unwrap();
|
||||
*sub.write().unwrap() = uniform_data;
|
||||
|
||||
if looking {
|
||||
/*println!(
|
||||
"world: {:?} view: {:?} proj: {:?}",
|
||||
pc.world, pc.view, pc.proj
|
||||
);*/
|
||||
println!("campos: {:?} camforward: {:?}", campos, camforward);
|
||||
}
|
||||
|
||||
pc
|
||||
(pc, sub)
|
||||
};
|
||||
|
||||
let uniform_buffer_subbuffer = {
|
||||
@@ -766,7 +559,7 @@ fn main() {
|
||||
col[i][2] = light.colour.z;
|
||||
}
|
||||
|
||||
let uniform_data = mesh_fs::ty::Data {
|
||||
let uniform_data = mesh_fs::ty::Lights {
|
||||
pos,
|
||||
col,
|
||||
light_count: gstate.lights.len() as u32,
|
||||
@@ -777,21 +570,28 @@ fn main() {
|
||||
sub
|
||||
};
|
||||
|
||||
let layout = mesh_pipeline.layout().set_layouts().get(0).unwrap();
|
||||
let set = PersistentDescriptorSet::new(
|
||||
let mesh_layout = mesh_pipeline.layout().set_layouts().get(0).unwrap();
|
||||
let mesh_set = PersistentDescriptorSet::new(
|
||||
&descriptor_set_allocator,
|
||||
layout.clone(),
|
||||
[WriteDescriptorSet::buffer(0, uniform_buffer_subbuffer)],
|
||||
mesh_layout.clone(),
|
||||
[
|
||||
WriteDescriptorSet::buffer(0, uniform_buffer_subbuffer.clone()),
|
||||
WriteDescriptorSet::buffer(1, cam_set.clone()),
|
||||
],
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let implicit_layout = implicit_pipeline.layout().set_layouts().get(0).unwrap();
|
||||
let implicit_set = PersistentDescriptorSet::new(
|
||||
&descriptor_set_allocator,
|
||||
implicit_layout.clone(),
|
||||
[
|
||||
WriteDescriptorSet::buffer(0, uniform_buffer_subbuffer.clone()),
|
||||
WriteDescriptorSet::buffer(1, cam_set.clone()),
|
||||
],
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
|
||||
// no image is available (which happens if you submit draw commands too quickly), then the
|
||||
// function will block.
|
||||
// This operation returns the index of the image that we are allowed to draw upon.
|
||||
//
|
||||
// This function can block if no image is available. The parameter is an optional timeout
|
||||
// after which the function call will return an error.
|
||||
let (image_index, suboptimal, acquire_future) =
|
||||
match acquire_next_image(swapchain.clone(), None) {
|
||||
Ok(r) => r,
|
||||
@@ -802,24 +602,12 @@ fn main() {
|
||||
Err(e) => panic!("Failed to acquire next image: {:?}", e),
|
||||
};
|
||||
|
||||
// acquire_next_image can be successful, but suboptimal. This means that the swapchain image
|
||||
// will still work, but it may not display correctly. With some drivers this can be when
|
||||
// the window resizes, but it may not cause the swapchain to become out of date.
|
||||
if suboptimal {
|
||||
recreate_swapchain = true;
|
||||
}
|
||||
|
||||
gui_up(&mut gui, &mut gstate);
|
||||
|
||||
// In order to draw, we have to build a *command buffer*. The command buffer object holds
|
||||
// the list of commands that are going to be executed.
|
||||
//
|
||||
// Building a command buffer is an expensive operation (usually a few hundred
|
||||
// microseconds), but it is known to be a hot path in the driver and is expected to be
|
||||
// optimized.
|
||||
//
|
||||
// Note that we have to pass a queue family when we create the command buffer. The command
|
||||
// buffer will only be executable on that given queue family.
|
||||
let mut builder = AutoCommandBufferBuilder::primary(
|
||||
&command_buffer_allocator,
|
||||
queue.queue_family_index(),
|
||||
@@ -830,15 +618,8 @@ fn main() {
|
||||
let cb = gui.draw_on_subpass_image(dimensions.into());
|
||||
|
||||
builder
|
||||
// Before we can draw, we have to *enter a render pass*.
|
||||
.begin_render_pass(
|
||||
RenderPassBeginInfo {
|
||||
// A list of values to clear the attachments with. This list contains
|
||||
// one item for each attachment in the render pass. In this case,
|
||||
// there is only one attachment, and we clear it with a blue color.
|
||||
//
|
||||
// Only attachments that have `LoadOp::Clear` are provided with clear
|
||||
// values, any others should use `ClearValue::None` as the clear value.
|
||||
clear_values: vec![
|
||||
Some([0.12, 0.1, 0.1, 1.0].into()),
|
||||
Some(1.0.into()),
|
||||
@@ -847,23 +628,16 @@ fn main() {
|
||||
framebuffers[image_index as usize].clone(),
|
||||
)
|
||||
},
|
||||
// The contents of the first (and only) subpass. This can be either
|
||||
// `Inline` or `SecondaryCommandBuffers`. The latter is a bit more advanced
|
||||
// and is not covered here.
|
||||
SubpassContents::Inline,
|
||||
)
|
||||
.unwrap()
|
||||
// We are now inside the first subpass of the render pass. We add a draw command.
|
||||
//
|
||||
// The last two parameters contain the list of resources to pass to the shaders.
|
||||
// Since we used an `EmptyPipeline` object, the objects have to be `()`.
|
||||
.set_viewport(0, [viewport.clone()])
|
||||
.bind_pipeline_graphics(mesh_pipeline.clone())
|
||||
.bind_descriptor_sets(
|
||||
PipelineBindPoint::Graphics,
|
||||
mesh_pipeline.layout().clone(),
|
||||
0,
|
||||
set,
|
||||
mesh_set,
|
||||
);
|
||||
|
||||
for object in &gstate.meshes {
|
||||
@@ -880,38 +654,20 @@ fn main() {
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
/*unsafe {
|
||||
let secondary_builder = AutoCommandBufferBuilder::secondary(
|
||||
&command_buffer_allocator,
|
||||
queue_family_index,
|
||||
CommandBufferUsage::OneTimeSubmit,
|
||||
CommandBufferInheritanceInfo {
|
||||
render_pass: Some(
|
||||
Subpass::from(render_pass.clone(), 0).unwrap().into(),
|
||||
),
|
||||
..Default::default()
|
||||
},
|
||||
push_constants.world = Matrix4::identity().into();
|
||||
|
||||
builder
|
||||
.bind_pipeline_graphics(implicit_pipeline.clone())
|
||||
.bind_descriptor_sets(
|
||||
PipelineBindPoint::Graphics,
|
||||
implicit_pipeline.layout().clone(),
|
||||
0,
|
||||
implicit_set,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let secondary_buffer = secondary_builder.build().unwrap();
|
||||
|
||||
(device.fns().ext_mesh_shader.cmd_draw_mesh_tasks_ext)(
|
||||
secondary_buffer.handle(),
|
||||
1,
|
||||
1,
|
||||
1,
|
||||
);
|
||||
|
||||
/*builder
|
||||
.execute_commands(secondary_buffer)
|
||||
.expect("Failed to execute chicanery");*/
|
||||
}*/
|
||||
.push_constants(implicit_pipeline.layout().clone(), 0, push_constants);
|
||||
|
||||
builder.draw_mesh([1, 1, 1]).unwrap();
|
||||
|
||||
// We leave the render pass. Note that if we had multiple
|
||||
// subpasses we could have called `next_subpass` to jump to the next subpass.
|
||||
builder
|
||||
.next_subpass(SubpassContents::SecondaryCommandBuffers)
|
||||
.unwrap()
|
||||
@@ -920,7 +676,6 @@ fn main() {
|
||||
.end_render_pass()
|
||||
.unwrap();
|
||||
|
||||
// Finish building the command buffer by calling `build`.
|
||||
let command_buffer = builder.build().unwrap();
|
||||
|
||||
let future = previous_frame_end
|
||||
@@ -929,12 +684,6 @@ fn main() {
|
||||
.join(acquire_future)
|
||||
.then_execute(queue.clone(), command_buffer)
|
||||
.unwrap()
|
||||
// The color output is now expected to contain our triangle. But in order to show it on
|
||||
// the screen, we have to *present* the image by calling `present`.
|
||||
//
|
||||
// This function does not actually present the image immediately. Instead it submits a
|
||||
// present command at the end of the queue. This means that it will only be presented once
|
||||
// the GPU has finished executing the command buffer that draws the triangle.
|
||||
.then_swapchain_present(
|
||||
queue.clone(),
|
||||
SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_index),
|
||||
@@ -961,15 +710,20 @@ fn main() {
|
||||
}
|
||||
|
||||
/// This method is called once during initialization, then again whenever the window is resized
|
||||
fn window_size_dependent_setup(
|
||||
fn window_size_dependent_setup<Mms>(
|
||||
allocator: &StandardMemoryAllocator,
|
||||
mesh_vs: &ShaderModule,
|
||||
mesh_fs: &ShaderModule,
|
||||
implicit_ms: &ShaderModule,
|
||||
implicit_fs: &ShaderModule,
|
||||
images: &[Arc<SwapchainImage>],
|
||||
render_pass: Arc<RenderPass>,
|
||||
viewport: &mut Viewport,
|
||||
) -> ([Arc<GraphicsPipeline>; 1], Vec<Arc<Framebuffer>>) {
|
||||
specs: Mms,
|
||||
) -> ([Arc<GraphicsPipeline>; 2], Vec<Arc<Framebuffer>>)
|
||||
where
|
||||
Mms: SpecializationConstants,
|
||||
{
|
||||
let dimensions = images[0].dimensions().width_height();
|
||||
viewport.dimensions = [dimensions[0] as f32, dimensions[1] as f32];
|
||||
|
||||
@@ -993,18 +747,10 @@ fn window_size_dependent_setup(
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
// Before we draw we have to create what is called a pipeline. This is similar to an OpenGL
|
||||
// program, but much more specific.
|
||||
let mesh_pipeline = GraphicsPipeline::start()
|
||||
// We have to indicate which subpass of which render pass this pipeline is going to be used
|
||||
// in. The pipeline will only be usable from this particular subpass.
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
// We need to indicate the layout of the vertices.
|
||||
.vertex_input_state(OVertex::per_vertex())
|
||||
// The content of the vertex buffer describes a list of triangles.
|
||||
.input_assembly_state(InputAssemblyState::new())
|
||||
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
|
||||
// which one.
|
||||
.vertex_shader(mesh_vs.entry_point("main").unwrap(), ())
|
||||
.viewport_state(ViewportState::viewport_fixed_scissor_irrelevant([
|
||||
Viewport {
|
||||
@@ -1013,18 +759,35 @@ fn window_size_dependent_setup(
|
||||
depth_range: 0.0..1.0,
|
||||
},
|
||||
]))
|
||||
// See `vertex_shader`.
|
||||
.fragment_shader(mesh_fs.entry_point("main").unwrap(), ())
|
||||
.mesh_shader(implicit_ms.entry_point("main").unwrap(), ())
|
||||
.depth_stencil_state(DepthStencilState::simple_depth_test())
|
||||
.rasterization_state(RasterizationState {
|
||||
front_face: Fixed(Clockwise),
|
||||
cull_mode: Fixed(CullMode::Back),
|
||||
..RasterizationState::default()
|
||||
})
|
||||
// Now that our builder is filled, we call `build()` to obtain an actual pipeline.
|
||||
.build(allocator.device().clone())
|
||||
.unwrap();
|
||||
|
||||
([mesh_pipeline], framebuffers)
|
||||
let implicit_pipeline = GraphicsPipeline::start()
|
||||
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
|
||||
.vertex_input_state(OVertex::per_vertex())
|
||||
.input_assembly_state(InputAssemblyState::new())
|
||||
.viewport_state(ViewportState::viewport_fixed_scissor_irrelevant([
|
||||
Viewport {
|
||||
origin: [0.0, 0.0],
|
||||
dimensions: [dimensions[0] as f32, dimensions[1] as f32],
|
||||
depth_range: 0.0..1.0,
|
||||
},
|
||||
]))
|
||||
.fragment_shader(implicit_fs.entry_point("main").unwrap(), specs)
|
||||
.mesh_shader(implicit_ms.entry_point("main").unwrap(), ())
|
||||
.depth_stencil_state(DepthStencilState::simple_depth_test())
|
||||
.rasterization_state(RasterizationState {
|
||||
..RasterizationState::default()
|
||||
})
|
||||
.build(allocator.device().clone())
|
||||
.unwrap();
|
||||
|
||||
([mesh_pipeline, implicit_pipeline], framebuffers)
|
||||
}
|
||||
|
||||
+2
-2
@@ -1,7 +1,7 @@
|
||||
use std::{collections::HashMap, io::Read, sync::Arc};
|
||||
use std::{collections::HashMap, io::Read};
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use cgmath::{Deg, Euler, Matrix3, Point3, SquareMatrix, Vector3};
|
||||
use cgmath::{Deg, Euler, Point3, Vector3};
|
||||
use obj::{LoadConfig, ObjData};
|
||||
use vulkano::{
|
||||
buffer::{Buffer, BufferAllocateInfo, BufferUsage, Subbuffer},
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
#version 450
|
||||
|
||||
layout(push_constant)uniform PushConstantData{
|
||||
mat4 world;
|
||||
}pc;
|
||||
|
||||
layout(set=0,binding=0)uniform Lights{
|
||||
vec4[32]pos;
|
||||
vec4[32]col;
|
||||
uint light_count;
|
||||
}light_uniforms;
|
||||
|
||||
layout(set=0,binding=1)uniform Camera{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
vec3 campos;
|
||||
}camera_uniforms;
|
||||
|
||||
layout(location=0)in vec3 normal;
|
||||
|
||||
layout(location=0)out vec4 f_color;
|
||||
|
||||
void main(){
|
||||
vec3 accum=vec3(0.,0.,0.);
|
||||
|
||||
for(int i=0;i<light_uniforms.light_count;i++)
|
||||
{
|
||||
accum+=light_uniforms.col[i].xyz*((dot(normalize(normal),light_uniforms.pos[i].xyz)*.5)+.5);
|
||||
}
|
||||
|
||||
f_color=vec4(accum,1.);
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
#version 450
|
||||
|
||||
layout(push_constant)uniform PushConstantData{
|
||||
mat4 world;
|
||||
}pc;
|
||||
|
||||
layout(set=0,binding=0)uniform Lights{
|
||||
vec4[32]pos;
|
||||
vec4[32]col;
|
||||
uint light_count;
|
||||
}light_uniforms;
|
||||
|
||||
layout(set=0,binding=1)uniform Camera{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
vec3 campos;
|
||||
}camera_uniforms;
|
||||
|
||||
layout(location=0)in vec3 position;
|
||||
layout(location=1)in vec3 normal;
|
||||
|
||||
layout(location=0)out vec3 v_normal;
|
||||
|
||||
void main(){
|
||||
mat4 worldview=camera_uniforms.view*pc.world;
|
||||
v_normal=normal;//normalize(transpose(inverse(mat3(worldview))) * normal);
|
||||
gl_Position=camera_uniforms.proj*worldview*vec4(position*1000.,1.);
|
||||
}
|
||||
Reference in New Issue
Block a user