forked from StrafesNET/strafe-client
switch to wgpu
This commit is contained in:
parent
036c056de0
commit
b99f1ef731
885
Cargo.lock
generated
885
Cargo.lock
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@ -6,8 +6,5 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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cgmath = "0.18.0"
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vulkano = "0.33.0"
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vulkano-shaders = "0.33.0"
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vulkano-win = "0.33.0"
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wgpu = "0.17.0"
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winit = "0.28.6"
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@ -1,14 +0,0 @@
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#version 450
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layout(location = 0) in vec3 v_normal;
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layout(location = 0) out vec4 f_color;
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const vec3 LIGHT = vec3(0.0, 0.0, 1.0);
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void main() {
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float brightness = dot(normalize(v_normal), normalize(LIGHT));
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vec3 dark_color = vec3(0.6, 0.0, 0.0);
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vec3 regular_color = vec3(1.0, 0.0, 0.0);
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f_color = vec4(mix(dark_color, regular_color, brightness), 1.0);
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}
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3377
src/lib.rs
3377
src/lib.rs
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598
src/main.rs
598
src/main.rs
@ -1,599 +1,3 @@
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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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use cgmath::{Matrix3, Matrix4, Rad, Vector2, Vector3, Rotation, Quaternion, Euler, SquareMatrix};
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use strafe_client::{Normal, Position, INDICES, NORMALS, POSITIONS};
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use std::{sync::Arc, time::Instant};
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use vulkano::{
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buffer::{
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allocator::{SubbufferAllocator, SubbufferAllocatorCreateInfo},
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Buffer, BufferCreateInfo, BufferUsage,
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},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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RenderPassBeginInfo, SubpassContents,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, PersistentDescriptorSet, WriteDescriptorSet,
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},
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device::{
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physical::PhysicalDeviceType, Device, DeviceCreateInfo, DeviceExtensions, DeviceOwned,
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QueueCreateInfo, QueueFlags,
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},
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format::Format,
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image::{view::ImageView, AttachmentImage, ImageAccess, ImageUsage, SwapchainImage},
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instance::{Instance, InstanceCreateInfo},
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memory::allocator::{AllocationCreateInfo, MemoryUsage, StandardMemoryAllocator},
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pipeline::{
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graphics::{
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depth_stencil::DepthStencilState,
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input_assembly::InputAssemblyState,
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vertex_input::Vertex,
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viewport::{Viewport, ViewportState},
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},
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GraphicsPipeline, Pipeline, PipelineBindPoint,
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},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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shader::ShaderModule,
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swapchain::{
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acquire_next_image, AcquireError, Swapchain, SwapchainCreateInfo, SwapchainCreationError,
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SwapchainPresentInfo,
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},
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sync::{self, FlushError, GpuFuture},
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VulkanLibrary,
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};
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use vulkano_win::VkSurfaceBuild;
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use winit::{
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event::{ElementState,KeyboardInput,VirtualKeyCode,Event, WindowEvent, DeviceEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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//const CONTROL_JUMP:u32 = 0b01000000;
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//const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:Vector3<i8> = Vector3::new(0,0,-1);
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const RIGHT_DIR:Vector3<i8> = Vector3::new(1,0,0);
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const UP_DIR:Vector3<i8> = Vector3::new(0,-1,0);
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fn get_control_dir(controls: u32) -> Vector3<f64>{
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//don't get fancy just do it
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let mut control_dir:Vector3<i8> = Vector3::new(0,0,0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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}
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if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
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control_dir+=-FORWARD_DIR;
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}
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if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
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control_dir+=-RIGHT_DIR;
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}
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if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
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control_dir+=RIGHT_DIR;
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}
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if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
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control_dir+=UP_DIR;
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}
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if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
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control_dir+=-UP_DIR;
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}
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return control_dir.cast().unwrap()
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}
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fn main() {
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// The start of this example is exactly the same as `triangle`. You should read the `triangle`
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// example if you haven't done so yet.
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let library = VulkanLibrary::new().unwrap();
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let required_extensions = vulkano_win::required_extensions(&library);
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let instance = Instance::new(
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library,
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InstanceCreateInfo {
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enabled_extensions: required_extensions,
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enumerate_portability: true,
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..Default::default()
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},
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)
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.unwrap();
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let event_loop = EventLoop::new();
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let surface = WindowBuilder::new()
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.build_vk_surface(&event_loop, instance.clone())
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.unwrap();
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let device_extensions = DeviceExtensions {
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khr_swapchain: true,
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..DeviceExtensions::empty()
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};
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let (physical_device, queue_family_index) = instance
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.enumerate_physical_devices()
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.unwrap()
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.filter(|p| p.supported_extensions().contains(&device_extensions))
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.filter_map(|p| {
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p.queue_family_properties()
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.iter()
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.enumerate()
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.position(|(i, q)| {
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q.queue_flags.intersects(QueueFlags::GRAPHICS)
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&& p.surface_support(i as u32, &surface).unwrap_or(false)
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})
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.map(|i| (p, i as u32))
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})
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.min_by_key(|(p, _)| match p.properties().device_type {
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PhysicalDeviceType::DiscreteGpu => 0,
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PhysicalDeviceType::IntegratedGpu => 1,
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PhysicalDeviceType::VirtualGpu => 2,
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PhysicalDeviceType::Cpu => 3,
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PhysicalDeviceType::Other => 4,
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_ => 5,
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})
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.unwrap();
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println!(
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"Using device: {} (type: {:?})",
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physical_device.properties().device_name,
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physical_device.properties().device_type,
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);
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let (device, mut queues) = Device::new(
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physical_device,
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DeviceCreateInfo {
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enabled_extensions: device_extensions,
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queue_create_infos: vec![QueueCreateInfo {
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queue_family_index,
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..Default::default()
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}],
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..Default::default()
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},
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)
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.unwrap();
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let queue = queues.next().unwrap();
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let (mut swapchain, images) = {
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let surface_capabilities = device
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.physical_device()
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.surface_capabilities(&surface, Default::default())
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.unwrap();
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let image_format = Some(
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device
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.physical_device()
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.surface_formats(&surface, Default::default())
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.unwrap()[0]
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.0,
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);
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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Swapchain::new(
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device.clone(),
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surface.clone(),
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SwapchainCreateInfo {
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min_image_count: surface_capabilities.min_image_count,
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image_format,
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image_extent: window.inner_size().into(),
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image_usage: ImageUsage::COLOR_ATTACHMENT,
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composite_alpha: surface_capabilities
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.supported_composite_alpha
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.into_iter()
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.next()
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.unwrap(),
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..Default::default()
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},
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)
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.unwrap()
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};
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let memory_allocator = Arc::new(StandardMemoryAllocator::new_default(device.clone()));
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let vertex_buffer = Buffer::from_iter(
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&memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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POSITIONS,
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)
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.unwrap();
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let normals_buffer = Buffer::from_iter(
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&memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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NORMALS,
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)
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.unwrap();
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let index_buffer = Buffer::from_iter(
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&memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::INDEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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usage: MemoryUsage::Upload,
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..Default::default()
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},
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INDICES,
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)
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.unwrap();
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let uniform_buffer = SubbufferAllocator::new(
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memory_allocator.clone(),
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SubbufferAllocatorCreateInfo {
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buffer_usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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);
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let vs = vs::load(device.clone()).unwrap();
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let fs = fs::load(device.clone()).unwrap();
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let render_pass = vulkano::single_pass_renderpass!(
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device.clone(),
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attachments: {
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color: {
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load: Clear,
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store: Store,
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format: swapchain.image_format(),
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samples: 1,
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},
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depth: {
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load: Clear,
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store: DontCare,
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format: Format::D16_UNORM,
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samples: 1,
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},
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},
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pass: {
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color: [color],
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depth_stencil: {depth},
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},
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)
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.unwrap();
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let (mut pipeline, mut framebuffers) =
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window_size_dependent_setup(&memory_allocator, &vs, &fs, &images, render_pass.clone());
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let mut recreate_swapchain = false;
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let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
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let rotation_start = Instant::now();
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let descriptor_set_allocator = StandardDescriptorSetAllocator::new(device.clone());
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let command_buffer_allocator =
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StandardCommandBufferAllocator::new(device.clone(), Default::default());
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let mut time = Instant::now();
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//polution
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let mut mouse = Vector2::new(0.0,0.0);
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let mut pos = Vector3::new(0.0,0.0,0.0);
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let mut controls:u32 = 0;
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let fly_speed = 0.05;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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*control_flow = ControlFlow::Exit;
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}
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Event::WindowEvent {
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event: WindowEvent::Resized(_),
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..
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} => {
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recreate_swapchain = true;
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}
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Event::DeviceEvent {
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event:
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DeviceEvent::MouseMotion {
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delta,
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},
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..
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} => {
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mouse+=Vector2::from(delta);
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}
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Event::WindowEvent {
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event:
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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..
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},
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..
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},
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..
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} => {
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match (state,keycode) {
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(k,VirtualKeyCode::W) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEFORWARD,
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ElementState::Released => controls&=!CONTROL_MOVEFORWARD,
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}
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(k,VirtualKeyCode::A) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVELEFT,
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ElementState::Released => controls&=!CONTROL_MOVELEFT,
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}
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(k,VirtualKeyCode::S) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEBACK,
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ElementState::Released => controls&=!CONTROL_MOVEBACK,
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}
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(k,VirtualKeyCode::D) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVERIGHT,
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ElementState::Released => controls&=!CONTROL_MOVERIGHT,
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}
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(k,VirtualKeyCode::E) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEUP,
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ElementState::Released => controls&=!CONTROL_MOVEUP,
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}
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(k,VirtualKeyCode::Q) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEDOWN,
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ElementState::Released => controls&=!CONTROL_MOVEDOWN,
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}
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(k,VirtualKeyCode::Tab) => match k {
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ElementState::Pressed => {
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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let garb = window.set_cursor_grab(winit::window::CursorGrabMode::None);
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match garb {
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Err(err) => println!("set_cursor_grab error: {}",err),
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_ => (),
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}
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}
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ElementState::Released => {
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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let garb = window.set_cursor_grab(winit::window::CursorGrabMode::Locked);
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match garb {
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Err(err) => println!("set_cursor_grab error: {}",err),
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_ => (),
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}
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}
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}
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_ => (),
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}
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}
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_ => (),
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}
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let time_now = Instant::now();
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let dt = (time_now-time).as_secs_f64();
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if dt > 1.0 / 120.0 {
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time = time_now;
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let angles = Euler{x:Rad(mouse.y/1024.),y:Rad(mouse.x/-1024.),z:Rad(0.0)};
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let orientation=Quaternion::from(angles);
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pos += orientation.rotate_vector(get_control_dir(controls))*fly_speed;
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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let dimensions = window.inner_size();
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if dimensions.width == 0 || dimensions.height == 0 {
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return;
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}
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previous_frame_end.as_mut().unwrap().cleanup_finished();
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if recreate_swapchain {
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let (new_swapchain, new_images) =
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match swapchain.recreate(SwapchainCreateInfo {
|
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image_extent: dimensions.into(),
|
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..swapchain.create_info()
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}) {
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Ok(r) => r,
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Err(SwapchainCreationError::ImageExtentNotSupported { .. }) => return,
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Err(e) => panic!("failed to recreate swapchain: {e}"),
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};
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swapchain = new_swapchain;
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let (new_pipeline, new_framebuffers) = window_size_dependent_setup(
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&memory_allocator,
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&vs,
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&fs,
|
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&new_images,
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render_pass.clone(),
|
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);
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pipeline = new_pipeline;
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framebuffers = new_framebuffers;
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recreate_swapchain = false;
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}
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let uniform_buffer_subbuffer = {
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let elapsed = rotation_start.elapsed();
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let rotation =
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elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 / 1_000_000_000.0;
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let rotation = Matrix3::from_angle_y(Rad(rotation as f32));
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|
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// note: this teapot was meant for OpenGL where the origin is at the lower left
|
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// instead the origin is at the upper left in Vulkan, so we reverse the Y axis
|
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let aspect_ratio =
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swapchain.image_extent()[0] as f32 / swapchain.image_extent()[1] as f32;
|
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let proj = cgmath::perspective(
|
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Rad(std::f32::consts::FRAC_PI_2),
|
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aspect_ratio,
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0.01,
|
||||
100.0,
|
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);
|
||||
let view = Matrix4::from_translation(pos)*Matrix4::from(angles);
|
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let scale = Matrix4::from_scale(-0.01);
|
||||
// Matrix4::from_translation(Vector3 { x: 0.0, y: 0.0, z: 0.0 }) *
|
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let uniform_data = vs::Data {
|
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world: (Matrix4::from(rotation) * scale).into(),
|
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view: view.invert().unwrap().cast::<f32>().unwrap().into(),
|
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proj: proj.into(),
|
||||
};
|
||||
|
||||
let subbuffer = uniform_buffer.allocate_sized().unwrap();
|
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*subbuffer.write().unwrap() = uniform_data;
|
||||
|
||||
subbuffer
|
||||
};
|
||||
|
||||
let layout = pipeline.layout().set_layouts().get(0).unwrap();
|
||||
let set = PersistentDescriptorSet::new(
|
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&descriptor_set_allocator,
|
||||
layout.clone(),
|
||||
[WriteDescriptorSet::buffer(0, uniform_buffer_subbuffer)],
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let (image_index, suboptimal, acquire_future) =
|
||||
match acquire_next_image(swapchain.clone(), None) {
|
||||
Ok(r) => r,
|
||||
Err(AcquireError::OutOfDate) => {
|
||||
recreate_swapchain = true;
|
||||
return;
|
||||
}
|
||||
Err(e) => panic!("failed to acquire next image: {e}"),
|
||||
};
|
||||
|
||||
if suboptimal {
|
||||
recreate_swapchain = true;
|
||||
}
|
||||
|
||||
let mut builder = AutoCommandBufferBuilder::primary(
|
||||
&command_buffer_allocator,
|
||||
queue.queue_family_index(),
|
||||
CommandBufferUsage::OneTimeSubmit,
|
||||
)
|
||||
.unwrap();
|
||||
builder
|
||||
.begin_render_pass(
|
||||
RenderPassBeginInfo {
|
||||
clear_values: vec![
|
||||
Some([0.0, 0.0, 1.0, 1.0].into()),
|
||||
Some(1f32.into()),
|
||||
],
|
||||
..RenderPassBeginInfo::framebuffer(
|
||||
framebuffers[image_index as usize].clone(),
|
||||
)
|
||||
},
|
||||
SubpassContents::Inline,
|
||||
)
|
||||
.unwrap()
|
||||
.bind_pipeline_graphics(pipeline.clone())
|
||||
.bind_descriptor_sets(
|
||||
PipelineBindPoint::Graphics,
|
||||
pipeline.layout().clone(),
|
||||
0,
|
||||
set,
|
||||
)
|
||||
.bind_vertex_buffers(0, (vertex_buffer.clone(), normals_buffer.clone()))
|
||||
.bind_index_buffer(index_buffer.clone())
|
||||
.draw_indexed(index_buffer.len() as u32, 1, 0, 0, 0)
|
||||
.unwrap()
|
||||
.end_render_pass()
|
||||
.unwrap();
|
||||
let command_buffer = builder.build().unwrap();
|
||||
|
||||
let future = previous_frame_end
|
||||
.take()
|
||||
.unwrap()
|
||||
.join(acquire_future)
|
||||
.then_execute(queue.clone(), command_buffer)
|
||||
.unwrap()
|
||||
.then_swapchain_present(
|
||||
queue.clone(),
|
||||
SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), image_index),
|
||||
)
|
||||
.then_signal_fence_and_flush();
|
||||
|
||||
match future {
|
||||
Ok(future) => {
|
||||
previous_frame_end = Some(future.boxed());
|
||||
}
|
||||
Err(FlushError::OutOfDate) => {
|
||||
recreate_swapchain = true;
|
||||
previous_frame_end = Some(sync::now(device.clone()).boxed());
|
||||
}
|
||||
Err(e) => {
|
||||
println!("failed to flush future: {e}");
|
||||
previous_frame_end = Some(sync::now(device.clone()).boxed());
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// This function is called once during initialization, then again whenever the window is resized.
|
||||
fn window_size_dependent_setup(
|
||||
memory_allocator: &StandardMemoryAllocator,
|
||||
vs: &ShaderModule,
|
||||
fs: &ShaderModule,
|
||||
images: &[Arc<SwapchainImage>],
|
||||
render_pass: Arc<RenderPass>,
|
||||
) -> (Arc<GraphicsPipeline>, Vec<Arc<Framebuffer>>) {
|
||||
let dimensions = images[0].dimensions().width_height();
|
||||
|
||||
let depth_buffer = ImageView::new_default(
|
||||
AttachmentImage::transient(memory_allocator, dimensions, Format::D16_UNORM).unwrap(),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let framebuffers = images
|
||||
.iter()
|
||||
.map(|image| {
|
||||
let view = ImageView::new_default(image.clone()).unwrap();
|
||||
Framebuffer::new(
|
||||
render_pass.clone(),
|
||||
FramebufferCreateInfo {
|
||||
attachments: vec![view, depth_buffer.clone()],
|
||||
..Default::default()
|
||||
},
|
||||
)
|
||||
.unwrap()
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
// In the triangle example we use a dynamic viewport, as its a simple example. However in the
|
||||
// teapot example, we recreate the pipelines with a hardcoded viewport instead. This allows the
|
||||
// driver to optimize things, at the cost of slower window resizes.
|
||||
// https://computergraphics.stackexchange.com/questions/5742/vulkan-best-way-of-updating-pipeline-viewport
|
||||
let pipeline = GraphicsPipeline::start()
|
||||
.vertex_input_state([Position::per_vertex(), Normal::per_vertex()])
|
||||
.vertex_shader(vs.entry_point("main").unwrap(), ())
|
||||
.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(fs.entry_point("main").unwrap(), ())
|
||||
.depth_stencil_state(DepthStencilState::simple_depth_test())
|
||||
.render_pass(Subpass::from(render_pass, 0).unwrap())
|
||||
.build(memory_allocator.device().clone())
|
||||
.unwrap();
|
||||
|
||||
(pipeline, framebuffers)
|
||||
}
|
||||
|
||||
mod vs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "vertex",
|
||||
path: "src/vert.glsl",
|
||||
}
|
||||
}
|
||||
|
||||
mod fs {
|
||||
vulkano_shaders::shader! {
|
||||
ty: "fragment",
|
||||
path: "src/frag.glsl",
|
||||
}
|
||||
println!("Hello, world!");
|
||||
}
|
||||
|
@ -1,18 +0,0 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
|
||||
layout(location = 0) out vec3 v_normal;
|
||||
|
||||
layout(set = 0, binding = 0) uniform Data {
|
||||
mat4 world;
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
} uniforms;
|
||||
|
||||
void main() {
|
||||
mat4 worldview = uniforms.view * uniforms.world;
|
||||
v_normal = transpose(inverse(mat3(worldview))) * normal;
|
||||
gl_Position = uniforms.proj * worldview * vec4(position, 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user