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7 Commits

Author SHA1 Message Date
Avery c9fdcfe008
Deduplicate setup_dest_layout
1 day ago
Avery 32aa330b33
Add doc comments to various things
2 days ago
Avery b09eedafab
Fix pushing constants not using specified flags and offset, rendering now works
2 days ago
Avery dbce32f625
Fix `VK_ERROR_SURFACE_LOST_KHR`, `VK_ERROR_OUT_OF_POOL_MEMORY`, typos in shader names
2 days ago
Avery 2f15842ca4
Reorganise and split `main.rs`
2 days ago
Avery 8168eebf7b
Reflective cube
2 days ago
Avery 3da43d5a69
Seperate shader for skybox, shader and cube in one scene
2 days ago

1
.gitignore vendored

@ -1 +1,2 @@
/target
/shaders/*.spv

@ -1,6 +1,6 @@
BIN = target/debug/mineclone
SHADERS = shaders/vert.spv shaders/frag.spv
SHADERS = $(shell find shaders -name '*.frag' -or -name '*.vert' | sed -e 's/\.frag/_frag.spv/' -e 's/\.vert/_vert.spv/')
SOURCES = $(shell find src -name '*.rs')
all: $(SHADERS) $(BIN)
@ -11,8 +11,8 @@ run: all
$(BIN): $(SOURCES)
cargo build
%.spv: %.vert
%_vert.spv: %.vert
glslc $< -o $@
%.spv: %.frag
%_frag.spv: %.frag
glslc $< -o $@

@ -26,6 +26,7 @@
vulkan-headers
vulkan-loader
vulkan-validation-layers # maybe?
shaderc
# glm and whatnot …
];
};

@ -1,19 +1,22 @@
#version 450
// vim: ft=c
//
// clang-format off
layout(binding = 1) uniform samplerCube combined_image;
layout(location = 0) out vec4 outColor;
layout(location = 0) in vec4 normal;
layout(location = 1) in vec4 pos_pre;
layout(location = 2) in vec4 view_orig;
layout(push_constant, std430) uniform pc {
layout(offset=48) vec4 data;
};
void main() {
outColor = texture(combined_image, vec3(pos_pre));
vec4 ray = pos_pre - view_orig;
outColor = texture(combined_image, vec3(reflect(ray, normal)));
// outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
//if(pos_post.z <= 0.0) {
// outColor = vec4(1.0);

@ -1,5 +1,6 @@
#version 450
// vim: ft=c
// clang-format off
struct PosNorm {
vec4 pos;
@ -18,6 +19,7 @@ layout(push_constant, std430) uniform pc {
layout (location = 0) out vec4 normal;
layout (location = 1) out vec4 pos_pre;
layout (location = 2) out vec4 view_orig;
const float PI = 3.14159;
// Forgive me for I have sinned
@ -27,6 +29,7 @@ void main() {
// assign outs
normal = pos.posnrm[gl_VertexIndex].norm;
pos_pre = pos.posnrm[gl_VertexIndex].pos;
view_orig = cam_orig;
// define constants
const float zFar = 100.0;
@ -91,7 +94,7 @@ void main() {
// apply view's origin transformation
//gl_Position.xyz += cam_orig.xyz;
// gl_Position *= view_orig;
gl_Position *= view_orig;
// apply view's xz rotation
//mat2 xz_rot;

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@ -0,0 +1,10 @@
#version 450
// vim: ft=c
layout(binding = 0) uniform samplerCube combined_image;
layout(location = 0) out vec4 outColor;
layout(location = 0) in vec4 pos_pre;
void main() { outColor = texture(combined_image, vec3(pos_pre)); }

@ -0,0 +1,157 @@
#version 450
// vim: ft=c
// clang-format off
const vec4 positions[36] = vec4[36](
// BOTTOM
vec4(-0.5, 0.5, -0.5, 1.0),
vec4(0.5, 0.5, 0.5, 1.0),
vec4(-0.5, 0.5, 0.5, 1.0),
vec4(0.5, 0.5, -0.5, 1.0),
vec4(0.5, 0.5, 0.5, 1.0),
vec4(-0.5, 0.5, -0.5, 1.0),
// TOP
vec4(0.5, -0.5, 0.5, 1.0),
vec4(-0.5, -0.5, -0.5, 1.0),
vec4(-0.5, -0.5, 0.5, 1.0),
vec4(0.5, -0.5, 0.5, 1.0),
vec4(0.5, -0.5, -0.5, 1.0),
vec4(-0.5, -0.5, -0.5, 1.0),
// FRONT
vec4(-0.5, -0.5, -0.5, 1.0),
vec4(0.5, 0.5, -0.5, 1.0),
vec4(-0.5, 0.5, -0.5, 1.0),
vec4(0.5, -0.5, -0.5, 1.0),
vec4(0.5, 0.5, -0.5, 1.0),
vec4(-0.5, -0.5, -0.5, 1.0),
// BACK
vec4(0.5, 0.5, 0.5, 1.0),
vec4(-0.5, -0.5, 0.5, 1.0),
vec4(-0.5, 0.5, 0.5, 1.0),
vec4(0.5, 0.5, 0.5, 1.0),
vec4(0.5, -0.5, 0.5, 1.0),
vec4(-0.5, -0.5, 0.5, 1.0),
// LEFT
vec4(-0.5, -0.5, -0.5, 1.0),
vec4(-0.5, 0.5, 0.5, 1.0),
vec4(-0.5, -0.5, 0.5, 1.0),
vec4(-0.5, 0.5, -0.5, 1.0),
vec4(-0.5, 0.5, 0.5, 1.0),
vec4(-0.5, -0.5, -0.5, 1.0),
// RIGHT
vec4(0.5, 0.5, 0.5, 1.0),
vec4(0.5, -0.5, -0.5, 1.0),
vec4(0.5, -0.5, 0.5, 1.0),
vec4(0.5, 0.5, 0.5, 1.0),
vec4(0.5, 0.5, -0.5, 1.0),
vec4(0.5, -0.5, -0.5, 1.0)
);
layout(push_constant, std430) uniform pc {
layout(offset=0) vec4 cam_orig;
layout(offset=16) vec4 cam_rot;
layout(offset=32) uvec2 screen_res;
};
layout (location = 0) out vec4 pos_pre;
const float PI = 3.14159;
// Forgive me for I have sinned
const float TAU = PI*2.0;
void main() {
// assign outs
pos_pre = positions[gl_VertexIndex];
// define constants
const float zFar = 100.0;
const float zNear = 0.1;
// assign the transformee
gl_Position = positions[gl_VertexIndex];
mat4 fix_coordinates = mat4(
-1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.0, 0.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_xz = mat4(
cos(cam_rot.y), 0.0, sin(cam_rot.y), 0.0,
0.0, 1.0, 0.0, 0.0,
-sin(cam_rot.y), 0.0, cos(cam_rot.y), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 view_rot_yz = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, cos(cam_rot.x), sin(cam_rot.x), 0.0,
0.0, -sin(cam_rot.x), cos(cam_rot.x), 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 project_aspect = mat4(
(float(screen_res.y)/float(screen_res.x)), 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
);
mat4 project_znear = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, -zNear,
0.0, 0.0, 0.0, 1.0
);
mat4 project_div = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, tan((70.0/2.0)/360.0*TAU), 0.0
);
mat4 project_normal = mat4(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0/zFar, 0.0,
0.0, 0.0, 0.0, 1.0
);
// vulkan has inverted screen coordinates
// but we want regular mesh coordinates
// gl_Position.xyz *= -1.0
gl_Position *= fix_coordinates;
// apply view's xz rotation
//mat2 xz_rot;
//xz_rot[0] = vec2(cos(cam_rot.y), -sin(cam_rot.y));
//xz_rot[1] = vec2(sin(cam_rot.y), cos(cam_rot.y));
//gl_Position.xz *= inverse(xz_rot);
gl_Position *= view_rot_xz;
// apply view's yz rotation
//mat2 yz_rot;
//yz_rot[0] = vec2(cos(cam_rot.x), -sin(cam_rot.x));
//yz_rot[1] = vec2(sin(cam_rot.x), cos(cam_rot.x));
//gl_Position.yz *= inverse(yz_rot);
gl_Position *= view_rot_yz;
// aspect correction
//gl_Position.x *= (1080.0/1920.0);
gl_Position *= project_aspect;
// z near correction
//gl_Position.z -= zNear;
gl_Position *= project_znear;
// division by z
// has to be assigned by w so that the hardware performs the division AFTER clipping.
//gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
gl_Position *= project_div;
// z normalization
//gl_Position.z /= zFar;
gl_Position *= project_normal;
}

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@ -0,0 +1,100 @@
use std::{
process, thread,
time::{Duration, Instant},
};
use sdl2::{
event::{Event, WindowEvent},
keyboard::Keycode,
};
use crate::{Game, InWorld, RenderAvailable, input::InputHandler};
#[derive(Debug, Default)]
pub struct Vector3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
#[derive(Debug, Default)]
pub struct Camera {
pub origin: Vector3,
pub rotation: Vector3,
}
impl Game<InWorld> {
/// The main gameloop, this will exit the program is the game is requested to close,
/// or return to the [`RenderAvailable`] state if the world is closed and we want to
/// return to a menu.
pub fn main_loop(mut self) -> Game<RenderAvailable> {
println!("Starting main loop");
let mut event_pump = self
.state
.sdl_context
.event_pump()
.expect("Failed to get event pump");
let mouse = self.state.sdl_context.mouse();
mouse.set_relative_mouse_mode(true);
let mut running = true;
while running {
let now = Instant::now();
for event in event_pump.poll_iter() {
match event {
// Setting running to false just returns to
// RenderAvailable state (and then main menu)
Event::Quit { .. } => process::exit(0),
Event::Window {
win_event: WindowEvent::Resized(w, h),
..
} => {
self.window_resize((w as u32, h as u32));
}
Event::KeyDown {
keycode: Some(keycode),
keymod,
repeat,
..
} => self.handle_keydown(keycode, keymod, repeat),
Event::KeyUp {
keycode: Some(keycode),
keymod,
repeat,
..
} => self.handle_keyup(keycode, keymod, repeat),
Event::MouseMotion {
mousestate,
x,
y,
xrel,
yrel,
..
} => self.handle_mouse_motion(mousestate, (x, y), (xrel, yrel)),
_ => {}
}
}
event_pump
.keyboard_state()
.pressed_scancodes()
.filter_map(Keycode::from_scancode)
.for_each(|k| self.handle_cont_key(k));
self.render_frame();
let elapsed = now.elapsed();
let delay = (1_000_000u128 / 60).saturating_sub(elapsed.as_micros());
thread::sleep(Duration::from_micros(delay as u64));
}
Game {
state: RenderAvailable {
sdl_context: self.state.sdl_context,
window: self.state.window,
ctx: self.state.ctx,
},
}
}
}

@ -0,0 +1,67 @@
use sdl2::{
keyboard::{Keycode, Mod},
mouse::MouseState,
};
use crate::{Game, InWorld};
use super::InputHandler;
const MOV_STEP: f32 = 0.05;
const ROT_MOUSE_SCALE: f32 = 0.001;
impl InputHandler for Game<InWorld> {
fn handle_cont_key(&mut self, keycode: Keycode) {
let Self {
state: InWorld { camera, .. },
} = self;
match keycode {
Keycode::W => {
camera.origin.x -= -camera.rotation.y.sin() * MOV_STEP;
camera.origin.z -= camera.rotation.y.cos() * MOV_STEP;
}
Keycode::S => {
camera.origin.x += -camera.rotation.y.sin() * MOV_STEP;
camera.origin.z += camera.rotation.y.cos() * MOV_STEP;
}
Keycode::A => {
camera.origin.x += camera.rotation.y.cos() * MOV_STEP;
camera.origin.z += camera.rotation.y.sin() * MOV_STEP;
}
Keycode::D => {
camera.origin.z -= camera.rotation.y.sin() * MOV_STEP;
camera.origin.x -= camera.rotation.y.cos() * MOV_STEP;
}
Keycode::Space => {
camera.origin.y += MOV_STEP;
}
Keycode::LShift => {
camera.origin.y -= MOV_STEP;
}
_ => {}
}
}
fn handle_keydown(&mut self, keycode: Keycode, modifier: Mod, repeat: bool) {
match keycode {
Keycode::Escape => {
let mouse = self.state.sdl_context.mouse();
mouse.set_relative_mouse_mode(!mouse.relative_mouse_mode());
}
_ => {}
}
}
fn handle_mouse_motion(
&mut self,
state: MouseState,
abs: (i32, i32),
(xrel, yrel): (i32, i32),
) {
if self.state.sdl_context.mouse().relative_mouse_mode() {
self.state.camera.rotation.y -= xrel as f32 * ROT_MOUSE_SCALE;
self.state.camera.rotation.x -= yrel as f32 * ROT_MOUSE_SCALE;
}
}
}

@ -0,0 +1,22 @@
mod ingame_input;
use sdl2::{
keyboard::{Keycode, Mod},
mouse::MouseState,
};
/// The generic interface for input handling, this is supposed to be implemented for
/// the game in a specific state, see [`ingame_input`] for an example.
/// More methods to be added for other forms of input
pub trait InputHandler {
/// Handle keys which are meant to be held down and repeated every frame, ex movement keys
fn handle_cont_key(&mut self, keycode: Keycode) {}
/// Handle single key presses or keys held down after the repear delay
fn handle_keydown(&mut self, keycode: Keycode, modifier: Mod, repeat: bool) {}
/// Handle single key releases
fn handle_keyup(&mut self, keycode: Keycode, modifier: Mod, repeat: bool) {}
/// Handle mouse movements
fn handle_mouse_motion(&mut self, state: MouseState, abs: (i32, i32), rel: (i32, i32)) {}
}

File diff suppressed because it is too large Load Diff

@ -0,0 +1,397 @@
use std::collections::HashMap;
use ash::vk;
use crate::{Game, LoadingWorld, RenderCtx, render::MemType};
use super::loading_world::WorldComponent;
pub struct Cube {
mesh_buf: vk::Buffer,
pipeline: vk::Pipeline,
pipe_layout: vk::PipelineLayout,
}
const MESH_SIZE: u64 = 36 * 2 * 4 * 4;
#[rustfmt::skip]
const POSITIONS: [f32; 36 * 2 * 4] = [
// BOTTOM
-0.5, 0.5, 1.0, 1.0,
0.0, 1.0, 0.0, 0.0,
0.5, 0.5, 2.0, 1.0,
0.0, 1.0, 0.0, 0.0,
-0.5, 0.5, 2.0, 1.0,
0.0, 1.0, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.0, 1.0, 0.0, 0.0,
0.5, 0.5, 2.0, 1.0,
0.0, 1.0, 0.0, 0.0,
-0.5, 0.5, 1.0, 1.0,
0.0, 1.0, 0.0, 0.0,
// TOP
0.5, -0.5, 2.0, 1.0,
0.0, -1.0, 0.0, 0.0,
-0.5, -0.5, 1.0, 1.0,
0.0, -1.0, 0.0, 0.0,
-0.5, -0.5, 2.0, 1.0,
0.0, -1.0, 0.0, 0.0,
0.5, -0.5, 2.0, 1.0,
0.0, -1.0, 0.0, 0.0,
0.5, -0.5, 1.0, 1.0,
0.0, -1.0, 0.0, 0.0,
-0.5, -0.5, 1.0, 1.0,
0.0, -1.0, 0.0, 0.0,
// FRONT
-0.5, -0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
-0.5, 0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
0.5, -0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
0.5, 0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
-0.5, -0.5, 1.0, 1.0,
0.0, 0.0, -1.0, 0.0,
// BACK
0.5, 0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
-0.5, -0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
-0.5, 0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
0.5, -0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
-0.5, -0.5, 2.0, 1.0,
0.0, 0.0, 1.0, 0.0,
// LEFT
-0.5, -0.5, 1.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
-0.5, 0.5, 2.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
-0.5, -0.5, 2.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
-0.5, 0.5, 1.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
-0.5, 0.5, 2.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
-0.5, -0.5, 1.0, 1.0,
-1.0, 0.0, 0.0, 0.0,
// RIGHT
0.5, 0.5, 2.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.5, -0.5, 1.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.5, -0.5, 2.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.5, 0.5, 2.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.5, 0.5, 1.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.5, -0.5, 1.0, 1.0,
1.0, 0.0, 0.0, 0.0,
];
impl WorldComponent for Cube {
fn descriptors(&self) -> std::collections::HashMap<vk::DescriptorType, u32> {
let mut map = HashMap::new();
map.insert(vk::DescriptorType::COMBINED_IMAGE_SAMPLER, 1);
map.insert(vk::DescriptorType::STORAGE_BUFFER, 1);
map
}
fn desc_layout(&self, ctx: &RenderCtx) -> vk::DescriptorSetLayout {
setup_desc_layout(ctx)
}
fn write_desc_set(
&self,
ctx: &RenderCtx,
desc_set: vk::DescriptorSet,
skybox: (vk::ImageView, vk::Sampler),
) {
let buf_info = vk::DescriptorBufferInfo::default()
.buffer(self.mesh_buf)
.offset(0)
.range(vk::WHOLE_SIZE);
let buf_infos = [buf_info];
let buf_desc = vk::WriteDescriptorSet::default()
.dst_set(desc_set)
.dst_binding(0)
.dst_array_element(0)
.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
.buffer_info(&buf_infos);
let img_info = vk::DescriptorImageInfo::default()
.image_layout(vk::ImageLayout::GENERAL)
.image_view(skybox.0)
.sampler(skybox.1);
let img_infos = &[img_info];
let img_desc = vk::WriteDescriptorSet::default()
.dst_set(desc_set)
.dst_binding(1)
.dst_array_element(0)
.descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
.image_info(img_infos);
unsafe {
ctx.dev.update_descriptor_sets(&[buf_desc, img_desc], &[]);
}
}
fn pipeline(&self) -> (vk::Pipeline, vk::PipelineLayout) {
(self.pipeline, self.pipe_layout)
}
fn push_constants(
&self,
camera: &crate::game::Camera,
res: [u32; 2],
base_color: [f32; 4],
) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)> {
let mut constants = Vec::new();
let cam_data: Vec<u8> = (Vec::<f32>::from([
camera.origin.x,
camera.origin.y,
camera.origin.z,
0.0,
camera.rotation.x,
camera.rotation.y,
camera.rotation.z,
]))
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 0, cam_data));
let screen_res: Vec<u8> = res
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 32, screen_res));
let base_color: Vec<u8> = (Vec::<f32>::from([0.0, 1.0, 1.0, 1.0]))
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::FRAGMENT, 48, base_color));
constants
}
}
impl RenderCtx {
fn create_cube(&self, pass: vk::RenderPass) -> Cube {
let mesh_mem = self.mem_alloc(MemType::HostVisibile, MESH_SIZE);
let mesh_buf = self.alloc_buf(
mesh_mem,
MESH_SIZE,
vk::BufferUsageFlags::TRANSFER_SRC | vk::BufferUsageFlags::STORAGE_BUFFER,
);
let mesh_mem = self.buf_to_ptr(mesh_mem, mesh_buf);
unsafe {
std::ptr::copy(POSITIONS.as_ptr(), mesh_mem as *mut f32, POSITIONS.len());
}
let pipe_layout = setup_pipe_layout(self);
let pipeline = setup_pipeline(self, &pass, pipe_layout);
Cube {
mesh_buf,
pipeline,
pipe_layout,
}
}
}
impl Game<LoadingWorld> {
/// Create a cube to be rendered in world, this can then be
/// added using [`Game<LoadingWorld>::add_component`]
pub fn create_cube(&self) -> Cube {
let Self {
state: LoadingWorld { ctx, pass, .. },
} = self;
ctx.create_cube(*pass)
}
}
fn load_cube_shaders(ctx: &RenderCtx) -> (vk::ShaderModule, vk::ShaderModule) {
let shader_vert_shader = ctx.shader_mod_from_file(
"shaders/cube_vert.spv",
vk::ShaderModuleCreateFlags::empty(),
);
let shader_frag_shader = ctx.shader_mod_from_file(
"shaders/cube_frag.spv",
vk::ShaderModuleCreateFlags::empty(),
);
(shader_vert_shader, shader_frag_shader)
}
fn setup_desc_layout(ctx: &RenderCtx) -> vk::DescriptorSetLayout {
let storage_binding = vk::DescriptorSetLayoutBinding::default()
.binding(0)
.descriptor_type(vk::DescriptorType::STORAGE_BUFFER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::VERTEX);
let image_binding = vk::DescriptorSetLayoutBinding::default()
.binding(1)
.descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::FRAGMENT);
let layouts = [storage_binding, image_binding];
let layout_info = vk::DescriptorSetLayoutCreateInfo::default().bindings(&layouts);
let layout = unsafe {
ctx.dev
.create_descriptor_set_layout(&layout_info, None)
.expect("Failed to create descriptor set layout")
};
layout
}
fn setup_pipe_layout(ctx: &RenderCtx) -> vk::PipelineLayout {
let layout = setup_desc_layout(ctx);
let push_range: [vk::PushConstantRange; 2] = [
vk::PushConstantRange::default()
.stage_flags(vk::ShaderStageFlags::VERTEX)
.offset(0)
.size(48), // vec4 camera_orig, camera_rot; uvec2 screen_res
vk::PushConstantRange::default()
.stage_flags(vk::ShaderStageFlags::FRAGMENT)
.offset(48)
.size(16), // vec4 base_color
];
let layouts = &[layout];
let pipe_layout = vk::PipelineLayoutCreateInfo::default()
.set_layouts(layouts.as_ref())
.push_constant_ranges(&push_range);
let pipe_layout = unsafe {
ctx.dev
.create_pipeline_layout(&pipe_layout, None)
.expect("Failed to create pipeline layout")
};
pipe_layout
}
fn setup_pipeline(
ctx: &RenderCtx,
pass: &vk::RenderPass,
layout: vk::PipelineLayout,
) -> vk::Pipeline {
let (vert_shader, frag_shader) = load_cube_shaders(ctx);
let shader_stages = ctx.setup_simple_shader_stage(vert_shader, frag_shader);
let vert_input = vk::PipelineVertexInputStateCreateInfo::default();
let input_assembly = vk::PipelineInputAssemblyStateCreateInfo::default()
.topology(vk::PrimitiveTopology::TRIANGLE_LIST);
let rasterization = vk::PipelineRasterizationStateCreateInfo::default()
.polygon_mode(vk::PolygonMode::FILL)
.cull_mode(vk::CullModeFlags::BACK)
.front_face(vk::FrontFace::COUNTER_CLOCKWISE)
.line_width(1.0);
let multisample = vk::PipelineMultisampleStateCreateInfo::default()
.rasterization_samples(vk::SampleCountFlags::TYPE_1);
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true)
.depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS)
.depth_bounds_test_enable(true)
.stencil_test_enable(false)
.min_depth_bounds(0.0)
.max_depth_bounds(1.0);
let blend = vk::PipelineColorBlendAttachmentState::default()
.src_color_blend_factor(vk::BlendFactor::SRC_COLOR)
.dst_color_blend_factor(vk::BlendFactor::SRC_COLOR)
.color_blend_op(vk::BlendOp::ADD)
.src_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
.dst_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
.alpha_blend_op(vk::BlendOp::ADD)
.color_write_mask(
vk::ColorComponentFlags::R
| vk::ColorComponentFlags::G
| vk::ColorComponentFlags::B
| vk::ColorComponentFlags::A,
);
let blend_attachments = [blend];
let color_blend = vk::PipelineColorBlendStateCreateInfo::default()
.attachments(blend_attachments.as_ref())
.logic_op_enable(false)
.logic_op(vk::LogicOp::COPY)
.blend_constants([1.0, 1.0, 1.0, 1.0]);
let dynamic = vk::PipelineDynamicStateCreateInfo::default().dynamic_states(&[
vk::DynamicState::VIEWPORT_WITH_COUNT,
vk::DynamicState::SCISSOR_WITH_COUNT,
]);
let pipe_info = vk::GraphicsPipelineCreateInfo::default()
.stages(&shader_stages)
.vertex_input_state(&vert_input)
.input_assembly_state(&input_assembly)
.rasterization_state(&rasterization)
.multisample_state(&multisample)
.depth_stencil_state(&depth_stencil)
.color_blend_state(&color_blend)
.layout(layout)
.dynamic_state(&dynamic)
.render_pass(*pass)
.subpass(0);
let pipe = unsafe {
ctx.dev
.create_graphics_pipelines(vk::PipelineCache::null(), &[pipe_info], None)
.expect("Failed to create graphics pipeline")
.remove(0)
};
println!("Created pipeline");
pipe
}

@ -0,0 +1,282 @@
use ash::vk::{self};
use crate::{Game, InWorld, RenderCtx, Window};
use super::{
SwapchainCtx,
loading_world::{Component, WorldComponent as _},
swapchain::{
make_depth_img, make_depth_view, make_framebufs, make_swap_images, make_swap_views,
setup_swapchain,
},
};
impl Game<InWorld> {
/// Rebuild the swapchain in response to a resize of the window
pub fn window_resize(&mut self, size: (u32, u32)) {
let Self {
state:
InWorld {
sdl_context,
window,
ctx,
skybox,
components,
sem_avail,
sem_finish,
fence_flight,
swapchain:
SwapchainCtx {
surface_loader,
swapchain_loader,
swap_images,
swap_views,
depth_mem,
depth_image,
depth_view,
framebufs,
swapchain,
},
pass,
camera,
},
} = self;
window.width = size.0;
window.height = size.1;
unsafe {
ctx.dev
.device_wait_idle()
.expect("Failed to wait for device idle");
swapchain_loader.destroy_swapchain(*swapchain, None);
}
(*swapchain, _) = setup_swapchain(
&ctx,
&surface_loader,
&swapchain_loader,
window.width,
window.height,
);
*swap_images = make_swap_images(*swapchain, swapchain_loader);
*swap_views = make_swap_views(&ctx, &swap_images, vk::Format::B8G8R8A8_UNORM);
*depth_image = make_depth_img(&ctx, window.width, window.height, *depth_mem);
*depth_view = make_depth_view(&ctx, *depth_image, vk::Format::D32_SFLOAT);
*framebufs = make_framebufs(
&ctx,
&swap_views,
&depth_view,
&pass,
window.width,
window.height,
);
}
/// Render a single frame
pub fn render_frame(&self) {
let Self {
state:
InWorld {
sdl_context,
window,
ctx,
skybox,
components,
sem_avail,
sem_finish,
fence_flight,
swapchain,
pass,
camera,
},
} = self;
ctx.wait_for_fence(*fence_flight);
ctx.reset_fence(*fence_flight);
let img_idx = ack_next_img(swapchain, sem_avail);
ctx.start_cmd_buf();
self.record_commands(img_idx as usize);
ctx.end_cmd_buf();
ctx.submit_queue(*sem_avail, *sem_finish, *fence_flight);
ctx.queue_present(swapchain, img_idx, *sem_finish);
}
fn record_commands(&self, img_idx: usize) {
let Self {
state:
InWorld {
sdl_context,
window: Window { width, height, .. },
ctx: RenderCtx { dev, cmd_buf, .. },
skybox,
components,
swapchain,
pass,
camera,
..
},
} = self;
let clear_vals = [
vk::ClearValue {
color: vk::ClearColorValue {
float32: [0.0, 0.0, 0.0, 1.0],
},
},
vk::ClearValue {
depth_stencil: vk::ClearDepthStencilValue {
depth: 1.0,
stencil: 0,
},
},
];
let render_pass_info = vk::RenderPassBeginInfo::default()
.render_pass(*pass)
.framebuffer(swapchain.framebufs[img_idx])
.render_area(
vk::Rect2D::default()
.offset(vk::Offset2D::default())
.extent(vk::Extent2D {
width: *width,
height: *height,
}),
)
.clear_values(&clear_vals);
unsafe {
let regions = (0..6)
.map(|i| {
vk::BufferImageCopy::default()
.buffer_offset(3 * 2048 * 2048 * i)
.buffer_row_length(0)
.buffer_image_height(0)
.image_offset(vk::Offset3D::default())
.image_extent(vk::Extent3D::default().width(2048).height(2048).depth(1))
.image_subresource(
vk::ImageSubresourceLayers::default()
.aspect_mask(vk::ImageAspectFlags::COLOR)
.mip_level(0)
.layer_count(1)
.base_array_layer(i as u32),
)
})
.collect::<Vec<_>>();
dev.cmd_copy_buffer_to_image(
*cmd_buf,
skybox.0.buf,
skybox.0.image,
vk::ImageLayout::GENERAL,
&regions,
);
dev.cmd_begin_render_pass(*cmd_buf, &render_pass_info, vk::SubpassContents::INLINE);
let base_color = [0.0, 1.0, 1.0, 1.0];
for Component { inner, desc_set } in components {
let (pipe, layout) = inner.pipeline();
dev.cmd_bind_pipeline(*cmd_buf, vk::PipelineBindPoint::GRAPHICS, pipe);
let desc_sets = [*desc_set];
dev.cmd_bind_descriptor_sets(
*cmd_buf,
vk::PipelineBindPoint::GRAPHICS,
layout,
0,
desc_sets.as_ref(),
&[],
);
dev.cmd_set_viewport_with_count(
*cmd_buf,
&[vk::Viewport::default()
.width(*width as f32)
.height(*height as f32)],
);
dev.cmd_set_scissor_with_count(
*cmd_buf,
&[vk::Rect2D::default().extent(vk::Extent2D {
width: *width,
height: *height,
})],
);
inner
.push_constants(camera, [*width, *height], base_color)
.into_iter()
.for_each(|(f, o, d)| {
dev.cmd_push_constants(*cmd_buf, layout, f, o, d.as_ref());
});
dev.cmd_draw(*cmd_buf, 36, 1, 0, 0);
}
{
let (pipe, layout) = skybox.0.pipeline();
dev.cmd_bind_pipeline(*cmd_buf, vk::PipelineBindPoint::GRAPHICS, pipe);
let desc_sets = [skybox.1];
dev.cmd_bind_descriptor_sets(
*cmd_buf,
vk::PipelineBindPoint::GRAPHICS,
layout,
0,
desc_sets.as_ref(),
&[],
);
dev.cmd_set_viewport_with_count(
*cmd_buf,
&[vk::Viewport::default()
.width(*width as f32)
.height(*height as f32)],
);
dev.cmd_set_scissor_with_count(
*cmd_buf,
&[vk::Rect2D::default().extent(vk::Extent2D {
width: *width,
height: *height,
})],
);
skybox
.0
.push_constants(camera, [*width, *height], base_color)
.into_iter()
.for_each(|(f, o, d)| {
dev.cmd_push_constants(
*cmd_buf,
layout,
vk::ShaderStageFlags::VERTEX,
0,
d.as_ref(),
);
});
// FIXME: We currently get away with hardcoding these number
// because all we draw are cubes, but not for long I suspect
dev.cmd_draw(*cmd_buf, 36, 1, 0, 0);
}
dev.cmd_end_render_pass(*cmd_buf);
}
}
}
fn ack_next_img(swapchain: &SwapchainCtx, sem_avail: &vk::Semaphore) -> u32 {
unsafe {
let (img_inx, _) = swapchain
.swapchain_loader
.acquire_next_image(swapchain.swapchain, u64::MAX, *sem_avail, vk::Fence::null())
.expect("Failed to acquire next image");
img_inx
}
}

@ -0,0 +1,250 @@
use std::ffi::{CStr, CString};
use ash::{
Device, Entry, Instance,
vk::{self},
};
use raw_window_handle::{HasDisplayHandle as _, HasWindowHandle as _};
use sdl2::{Sdl, video::Window};
use crate::{APP_NAME, Game, RenderAvailable, RenderCtx, Unstarted};
impl Game<Unstarted> {
pub fn init_render(self, sdl_context: Sdl, window: Window) -> Game<RenderAvailable> {
let (width, height) = window.size();
let entry = Entry::linked();
let instance = create_instance(&window, &entry);
let surface = make_surface(&entry, &instance, &window);
let pdev = find_pdev_dgpu(&instance);
let queue_idx = find_rcs_queue_inx(&instance, &pdev).expect("No RCS queue found");
let dev = make_dev(
&instance,
&pdev,
queue_idx,
vec![c"VK_KHR_swapchain", c"VK_EXT_extended_dynamic_state3"],
);
let queue = unsafe { dev.get_device_queue(queue_idx, 0) };
let cmd_pool = make_command_pool(&dev, queue_idx);
let cmd_buf = alloc_cmd_buf(&dev, cmd_pool);
let host_vis_idx =
find_host_visible(&instance, &pdev).expect("No host visible memory found");
let host_invis_idx =
find_host_invisible(&instance, &pdev).expect("No host invisible memory found");
Game {
state: RenderAvailable {
sdl_context,
window: crate::Window {
width,
height,
_sdl: window,
},
ctx: RenderCtx {
entry,
instance,
pdev,
dev,
surface,
queue,
queue_idx,
cmd_buf,
host_vis_idx,
host_invis_idx,
},
},
}
}
}
fn create_instance(window: &Window, entry: &Entry) -> Instance {
let n_app_name = CString::new(APP_NAME).unwrap();
let n_engine_name = CString::new(format!("{} Engine", APP_NAME)).unwrap();
let appinfo = vk::ApplicationInfo::default()
.application_name(n_app_name.as_c_str())
.application_version(0)
.engine_name(n_engine_name.as_c_str())
.engine_version(0)
.api_version(vk::make_api_version(0, 1, 3, 0));
let default_exts = window
.vulkan_instance_extensions()
.expect("Failed to get list of required extensions from SDL2");
let mut exts = vec![];
exts.extend(default_exts);
let exts: Vec<*const i8> = exts
.iter()
.map(|s| s.as_ptr() as *const i8)
.collect::<Vec<_>>();
let exts: &[*const i8] = exts.as_slice();
let insinfo = vk::InstanceCreateInfo::default()
.application_info(&appinfo)
.enabled_extension_names(exts);
let instance =
unsafe { entry.create_instance(&insinfo, None) }.expect("Failed to create instance");
println!("Created instance");
instance
}
fn make_surface(entry: &Entry, instance: &Instance, window: &Window) -> vk::SurfaceKHR {
let surface = unsafe {
ash_window::create_surface(
&entry,
&instance,
window.display_handle().unwrap().as_raw(),
window.window_handle().unwrap().as_raw(),
None,
)
}
.expect("Failed to create surface");
println!("Created surface");
surface
}
fn find_pdev_dgpu(instance: &Instance) -> vk::PhysicalDevice {
let mut pdevs =
unsafe { instance.enumerate_physical_devices() }.expect("Failed to enumerate devices");
for (i, d) in pdevs.iter().enumerate() {
let props = unsafe { instance.get_physical_device_properties(*d) };
if props.device_type == vk::PhysicalDeviceType::DISCRETE_GPU {
// TODO this assumes that the first discrete GPU will have an RCS queue family
// This is not guaranteed by the spec (example, a compute-only GPU)
// Fix.
println!(
"Found discrete GPU: {}",
unsafe { std::str::from_utf8(std::mem::transmute(props.device_name.as_slice())) }
.unwrap()
);
return pdevs.remove(i);
}
}
println!("No discrete GPU found");
assert!(pdevs.len() > 0, "No GPU found");
return pdevs.remove(0);
}
// Using Intel GPU hardware terminology 🥴
fn find_rcs_queue_inx(instance: &Instance, pdev: &vk::PhysicalDevice) -> Option<u32> {
let qfams = unsafe { instance.get_physical_device_queue_family_properties(*pdev) };
for (inx, qfam) in qfams.iter().enumerate() {
if qfam
.queue_flags
.contains(vk::QueueFlags::GRAPHICS | vk::QueueFlags::COMPUTE)
{
println!("Found RCS queue at index {}", inx);
return Some(inx as u32);
}
}
println!("No RCS queue found");
return None;
}
fn make_dev(
instance: &Instance,
pdev: &vk::PhysicalDevice,
rcs_queue_inx: u32,
exts: Vec<&CStr>,
) -> Device {
unsafe {
let dev_queue = vec![
vk::DeviceQueueCreateInfo::default()
.queue_family_index(rcs_queue_inx)
.queue_priorities(&[1.0]),
];
let exts = exts.iter().map(|&s| s.as_ptr()).collect::<Vec<_>>();
let exts = exts.as_slice();
// Enable all features
let features = instance.get_physical_device_features(*pdev);
let dev_info = vk::DeviceCreateInfo::default()
.queue_create_infos(&dev_queue)
.enabled_extension_names(exts)
.enabled_features(&features);
let dev = instance
.create_device(*pdev, &dev_info, None)
.expect("Failed to create device");
println!("Created device");
dev
}
}
fn make_command_pool(dev: &Device, rcs_queue_inx: u32) -> vk::CommandPool {
unsafe {
let pool_info = vk::CommandPoolCreateInfo::default()
.queue_family_index(rcs_queue_inx)
.flags(vk::CommandPoolCreateFlags::RESET_COMMAND_BUFFER);
let pool = dev
.create_command_pool(&pool_info, None)
.expect("Failed to create command pool");
println!("Created command pool");
pool
}
}
fn alloc_cmd_buf(dev: &Device, pool: vk::CommandPool) -> vk::CommandBuffer {
unsafe {
let alloc_info = vk::CommandBufferAllocateInfo::default()
.command_pool(pool)
.level(vk::CommandBufferLevel::PRIMARY)
.command_buffer_count(1);
let cmd_buf = dev
.allocate_command_buffers(&alloc_info)
.expect("Failed to allocate command buffer")
.remove(0);
println!("Allocated command buffer");
cmd_buf
}
}
fn find_host_visible(instance: &Instance, pdev: &vk::PhysicalDevice) -> Option<u32> {
let mem_props = unsafe { instance.get_physical_device_memory_properties(*pdev) };
for (i, mem_type) in mem_props.memory_types.iter().enumerate() {
if mem_type.property_flags.contains(
vk::MemoryPropertyFlags::DEVICE_LOCAL
| vk::MemoryPropertyFlags::HOST_VISIBLE
| vk::MemoryPropertyFlags::HOST_COHERENT,
) {
println!("Found host visible memory at index {}", i);
return Some(i as u32);
}
}
println!("No host visible memory found");
return None;
}
fn find_host_invisible(instance: &Instance, pdev: &vk::PhysicalDevice) -> Option<u32> {
let mem_props = unsafe { instance.get_physical_device_memory_properties(*pdev) };
for (i, mem_type) in mem_props.memory_types.iter().enumerate() {
if mem_type
.property_flags
.contains(vk::MemoryPropertyFlags::DEVICE_LOCAL)
&& !mem_type.property_flags.contains(
vk::MemoryPropertyFlags::HOST_VISIBLE | vk::MemoryPropertyFlags::HOST_COHERENT,
)
{
println!("Found host invisible memory at index {}", i);
return Some(i as u32);
}
}
println!("No host invisible memory found");
return None;
}

@ -0,0 +1,361 @@
use std::{collections::HashMap, iter};
use ash::{
khr::{surface, swapchain},
vk::{self},
};
use crate::{
Game, InWorld, LoadingWorld, RenderAvailable, RenderCtx, game::Camera, render::MemType,
};
use super::{
MAX_HEIGHT, MAX_WIDTH, SwapchainCtx,
swapchain::{
make_depth_img, make_depth_view, make_framebufs, make_swap_images, make_swap_views,
setup_swapchain,
},
};
/// Anything can be rendered in world
pub trait WorldComponent {
/// Return the types and number of descriptors this component wants to use
fn descriptors(&self) -> HashMap<vk::DescriptorType, u32>;
/// Return the layout of the descriptor set this component wants to used,
/// the used descriptors should match [`WorldComponent::descriptors`]
fn desc_layout(&self, ctx: &RenderCtx) -> vk::DescriptorSetLayout;
/// Write to this components descriptor set, the passed descriptor set
/// is layed out like was requested in [`WorldComponent::desc_layout`]
///
/// Skybox is currently passed in for reflections
///
/// Note:
/// This api might be changed to having this functions return the
/// [`vk::WriteDescriptorSet`]s it wants, so that the render context
/// does not have to be passed in
fn write_desc_set(
&self,
ctx: &RenderCtx,
desc_set: vk::DescriptorSet,
skybox: (vk::ImageView, vk::Sampler),
);
/// Return the pipeline and pipeline layout this component wants to use,
/// this function is called every frame, so the component should not
/// contruct the pipeline in this function, but merely return an earlier
/// contructed pipeline
fn pipeline(&self) -> (vk::Pipeline, vk::PipelineLayout);
/// Return the constants that must be pushed to the shader,
/// camera, screen resolution and base color are provided
/// as they are relevant for most shaders.
/// Return in `(stage, offset, data)`
fn push_constants(
&self,
camera: &Camera,
res: [u32; 2],
base_color: [f32; 4],
) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)>;
}
/// A [`WorldComponent`] and its associated [`vk::DescriptorSet`]
pub struct Component {
pub inner: Box<dyn WorldComponent>,
pub desc_set: vk::DescriptorSet,
}
impl Game<RenderAvailable> {
/// Start the loading of a world
///
/// FIXME: This should not remain in [`crate::render`],
/// the function here should be replaced with one for render
/// specifically and this should be moved to [`crate::game`]
/// and call the render specific function from there
pub fn start_load_world(self) -> Game<LoadingWorld> {
let Self {
state:
RenderAvailable {
sdl_context,
ctx,
window,
},
} = self;
let depth_mem = ctx.mem_alloc(MemType::HostInvisible, (MAX_WIDTH * MAX_HEIGHT * 8) as u64);
let pass = setup_render_pass(&ctx);
let surface_loader = surface::Instance::new(&ctx.entry, &ctx.instance);
let swapchain_loader = swapchain::Device::new(&ctx.instance, &ctx.dev);
let (swapchain, extents) = setup_swapchain(
&ctx,
&surface_loader,
&swapchain_loader,
window.width,
window.height,
);
let depth_img = make_depth_img(&ctx, window.width, window.height, depth_mem);
let swap_images = make_swap_images(swapchain, &swapchain_loader);
let swap_views = make_swap_views(&ctx, &swap_images, vk::Format::B8G8R8A8_UNORM);
let depth_view = make_depth_view(&ctx, depth_img, vk::Format::D32_SFLOAT);
let framebufs = make_framebufs(
&ctx,
&swap_views,
&depth_view,
&pass,
window.width,
window.height,
);
let skybox = ctx.create_skybox(pass);
let requested_descriptors = skybox.descriptors();
Game {
state: LoadingWorld {
sdl_context,
ctx,
window,
requested_descriptors,
swapchain: SwapchainCtx {
surface_loader,
swapchain_loader,
swap_images,
swap_views,
depth_mem,
depth_image: depth_img,
depth_view,
framebufs,
swapchain,
},
pass,
skybox,
components: Vec::new(),
},
}
}
}
impl Game<LoadingWorld> {
/// Add a component to be rendered to the world, see [`crate::render::cube`]
/// for an example for such a component
pub fn add_component<C: WorldComponent + 'static>(&mut self, component: C) {
let Self {
state:
LoadingWorld {
requested_descriptors,
components,
..
},
} = self;
for (desc, n) in component.descriptors() {
match requested_descriptors.remove(&desc) {
Some(m) => requested_descriptors.insert(desc, n + m),
None => requested_descriptors.insert(desc, n),
};
}
components.push(Box::new(component));
}
/// Finish loading of a world, it is now ready for play
///
/// FIXME: This should not remain in [`crate::render`],
/// the function here should be replaced with one for render
/// specifically and this should be moved to [`crate::game`]
/// and call the render specific function from there
pub fn start_world(self) -> Game<InWorld> {
println!("Starting world");
let Self {
state:
LoadingWorld {
sdl_context,
window,
ctx,
requested_descriptors,
swapchain,
pass,
skybox,
components,
},
} = self;
let desc_pool = setup_desc_pool(&ctx, requested_descriptors, (components.len() + 1) as u32);
let mut desc_sets = make_desc_sets(
&ctx,
&desc_pool,
&components
.iter()
.map(|c| c.desc_layout(&ctx))
.chain(iter::once(skybox.desc_layout(&ctx)))
.collect::<Vec<_>>(),
);
let skybox_descriptor = desc_sets.pop().unwrap();
let components = components
.into_iter()
.zip(desc_sets.into_iter())
.map(|(c, d)| Component {
inner: c,
desc_set: d,
})
.collect::<Vec<_>>();
for comp in &components {
let Component { inner, desc_set } = comp;
inner.write_desc_set(&ctx, *desc_set, (skybox.imageview, skybox.sampler));
}
skybox.write_desc_set(&ctx, skybox_descriptor, (skybox.imageview, skybox.sampler));
let sem_avail = ctx.make_sem();
let sem_finish = ctx.make_sem();
let fence_flight = ctx.make_fence();
println!("Starting world");
Game {
state: InWorld {
sdl_context,
window,
ctx,
skybox: (skybox, skybox_descriptor),
components,
sem_avail,
sem_finish,
fence_flight,
swapchain,
pass,
camera: Camera::default(),
},
}
}
}
fn setup_render_pass(ctx: &RenderCtx) -> vk::RenderPass {
let color_attach = vk::AttachmentDescription::default()
.format(vk::Format::B8G8R8A8_UNORM)
.samples(vk::SampleCountFlags::TYPE_1)
.load_op(vk::AttachmentLoadOp::CLEAR)
.store_op(vk::AttachmentStoreOp::STORE)
.stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
.stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
.initial_layout(vk::ImageLayout::UNDEFINED)
.final_layout(vk::ImageLayout::PRESENT_SRC_KHR);
let depth_attach = vk::AttachmentDescription::default()
.format(vk::Format::D32_SFLOAT)
.samples(vk::SampleCountFlags::TYPE_1)
.load_op(vk::AttachmentLoadOp::CLEAR)
.store_op(vk::AttachmentStoreOp::DONT_CARE)
.stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
.stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
.initial_layout(vk::ImageLayout::UNDEFINED)
.final_layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
let color_ref = vk::AttachmentReference::default()
.attachment(0)
.layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL);
let depth_ref = vk::AttachmentReference::default()
.attachment(1)
.layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
let color_refs = [color_ref];
let depth_refs = [depth_ref];
let subpass = vk::SubpassDescription::default()
.pipeline_bind_point(vk::PipelineBindPoint::GRAPHICS)
.color_attachments(color_refs.as_ref())
.depth_stencil_attachment(&depth_ref);
let subpass_dep = vk::SubpassDependency::default()
.src_subpass(vk::SUBPASS_EXTERNAL)
.dst_subpass(0)
.src_stage_mask(
vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT
| vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS,
)
.dst_stage_mask(
vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT
| vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS,
)
.src_access_mask(vk::AccessFlags::empty())
.dst_access_mask(
vk::AccessFlags::COLOR_ATTACHMENT_WRITE
| vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE,
);
let attach_desc = [color_attach, depth_attach];
let subpasses = [subpass];
let deps = [subpass_dep];
let pass_info = vk::RenderPassCreateInfo::default()
.attachments(&attach_desc)
.subpasses(subpasses.as_ref())
.dependencies(deps.as_ref());
let pass = unsafe {
ctx.dev
.create_render_pass(&pass_info, None)
.expect("Failed to create render pass")
};
pass
}
fn setup_desc_pool(
ctx: &RenderCtx,
requested_descriptors: HashMap<vk::DescriptorType, u32>,
num_sets: u32,
) -> vk::DescriptorPool {
let pool_sizes = requested_descriptors
.into_iter()
.map(|(desc, count)| {
vk::DescriptorPoolSize::default()
.ty(desc)
.descriptor_count(count)
})
.collect::<Vec<_>>();
let pool_info = vk::DescriptorPoolCreateInfo::default()
.max_sets(num_sets)
.pool_sizes(&pool_sizes);
let pool = unsafe {
ctx.dev
.create_descriptor_pool(&pool_info, None)
.expect("Failed to create descriptor pool")
};
pool
}
fn make_desc_sets(
ctx: &RenderCtx,
desc_pool: &vk::DescriptorPool,
layouts: &[vk::DescriptorSetLayout],
) -> Vec<vk::DescriptorSet> {
let alloc_info = vk::DescriptorSetAllocateInfo::default()
.descriptor_pool(*desc_pool)
.set_layouts(&layouts);
let sets = unsafe {
ctx.dev
.allocate_descriptor_sets(&alloc_info)
.expect("Failed to allocate descriptor sets")
};
sets
}

@ -0,0 +1,210 @@
use ash::{
khr::{surface, swapchain as khr_swapchain},
vk,
};
use crate::RenderCtx;
mod cube;
pub mod in_world;
mod init;
pub mod loading_world;
pub mod skybox;
mod swapchain;
const MAX_WIDTH: u32 = 3440;
const MAX_HEIGHT: u32 = 1440;
pub struct SwapchainCtx {
surface_loader: surface::Instance,
swapchain_loader: khr_swapchain::Device,
swap_images: Vec<vk::Image>,
swap_views: Vec<vk::ImageView>,
depth_mem: vk::DeviceMemory,
depth_image: vk::Image,
depth_view: vk::ImageView,
framebufs: Vec<vk::Framebuffer>,
swapchain: vk::SwapchainKHR,
}
pub enum MemType {
HostVisibile,
HostInvisible,
}
impl RenderCtx {
fn mem_alloc(&self, typ: MemType, size: u64) -> vk::DeviceMemory {
let mem_info = vk::MemoryAllocateInfo::default()
.allocation_size(size)
.memory_type_index(match typ {
MemType::HostVisibile => self.host_vis_idx,
MemType::HostInvisible => self.host_invis_idx,
});
let mem = unsafe { self.dev.allocate_memory(&mem_info, None) }
.expect("Failed to allocate memory");
println!("Allocated memory");
mem
}
fn alloc_buf(
&self,
mem: vk::DeviceMemory,
size: vk::DeviceSize,
usage: vk::BufferUsageFlags,
) -> vk::Buffer {
unsafe {
let buf_info = vk::BufferCreateInfo::default()
.size(size)
.usage(usage)
.sharing_mode(vk::SharingMode::EXCLUSIVE);
let buf = self
.dev
.create_buffer(&buf_info, None)
.expect("Failed to create buffer");
self.dev
.bind_buffer_memory(buf, mem, 0)
.expect("Failed to bind buffer memory");
println!("Created buffer");
buf
}
}
fn buf_to_ptr(&self, mem: vk::DeviceMemory, buf: vk::Buffer) -> *mut std::ffi::c_void {
let ptr = unsafe {
self.dev
.map_memory(mem, 0, vk::WHOLE_SIZE, vk::MemoryMapFlags::empty())
}
.expect("Failed to map memory");
println!("Mapped memory");
ptr
}
fn shader_mod_from_file(
&self,
file: &str,
flags: vk::ShaderModuleCreateFlags,
) -> vk::ShaderModule {
let shader_bin = std::fs::read(file).unwrap();
unsafe {
self.dev.create_shader_module(
&vk::ShaderModuleCreateInfo {
code_size: shader_bin.len(),
p_code: shader_bin.as_ptr() as *const u32,
flags,
..Default::default()
},
None,
)
}
.expect(&format!("Failed to create shader module form file {file}"))
}
fn setup_simple_shader_stage(
&self,
vert_shader: vk::ShaderModule,
frag_shader: vk::ShaderModule,
) -> [vk::PipelineShaderStageCreateInfo; 2] {
let vert_stage = vk::PipelineShaderStageCreateInfo::default()
.stage(vk::ShaderStageFlags::VERTEX)
.module(vert_shader)
.name(c"main");
let frag_stage = vk::PipelineShaderStageCreateInfo::default()
.stage(vk::ShaderStageFlags::FRAGMENT)
.module(frag_shader)
.name(c"main");
[vert_stage, frag_stage]
}
fn make_sem(&self) -> vk::Semaphore {
let sem_info = vk::SemaphoreCreateInfo::default();
let sem = unsafe {
self.dev
.create_semaphore(&sem_info, None)
.expect("Failed to create semaphore")
};
sem
}
fn make_fence(&self) -> vk::Fence {
let fence_info = vk::FenceCreateInfo::default().flags(vk::FenceCreateFlags::SIGNALED);
let fence = unsafe {
self.dev
.create_fence(&fence_info, None)
.expect("Failed to create fence")
};
fence
}
fn wait_for_fence(&self, fence: vk::Fence) {
unsafe {
let fence = [fence];
self.dev
.wait_for_fences(&fence, true, u64::MAX)
.expect("Failed to wait for fence");
}
}
fn reset_fence(&self, fence: vk::Fence) {
unsafe {
let fence = [fence];
self.dev
.reset_fences(&fence)
.expect("Failed to reset fence");
}
}
fn start_cmd_buf(&self) {
unsafe {
self.dev
.reset_command_buffer(self.cmd_buf, vk::CommandBufferResetFlags::empty())
.expect("Failed to reset command buffer");
let begin_info =
vk::CommandBufferBeginInfo::default().flags(vk::CommandBufferUsageFlags::empty());
self.dev
.begin_command_buffer(self.cmd_buf, &begin_info)
.expect("Failed to begin command buffer");
}
}
fn end_cmd_buf(&self) {
unsafe {
self.dev
.end_command_buffer(self.cmd_buf)
.expect("Failed to end command buffer");
}
}
fn submit_queue(&self, sem_avail: vk::Semaphore, sem_finish: vk::Semaphore, fence: vk::Fence) {
let cmd_bufs = [self.cmd_buf];
let wait_sems = [sem_avail];
let signal_sems = [sem_finish];
let submit_info = vk::SubmitInfo::default()
.command_buffers(&cmd_bufs)
.wait_semaphores(&wait_sems)
.wait_dst_stage_mask(&[vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT])
.signal_semaphores(&signal_sems);
unsafe {
self.dev
.queue_submit(self.queue, &[submit_info], fence)
.expect("Failed to submit queue");
}
}
fn queue_present(&self, swapchain: &SwapchainCtx, img_inx: u32, sem_finish: vk::Semaphore) {
let swapchains = [swapchain.swapchain];
let img_inxs = [img_inx];
let wait_sems = [sem_finish];
let present_info = vk::PresentInfoKHR::default()
.swapchains(&swapchains)
.image_indices(&img_inxs)
.wait_semaphores(&wait_sems);
unsafe {
swapchain
.swapchain_loader
.queue_present(self.queue, &present_info)
.expect("Failed to present queue");
}
}
}

@ -0,0 +1,305 @@
use std::collections::HashMap;
use ash::vk::{self};
use crate::{RenderCtx, decode_rif, game::Camera};
use super::{MemType, loading_world::WorldComponent};
pub struct Skybox {
pub buf: vk::Buffer,
pub image: vk::Image,
pub imageview: vk::ImageView,
pub sampler: vk::Sampler,
pipeline: vk::Pipeline,
pipe_layout: vk::PipelineLayout,
}
impl WorldComponent for Skybox {
fn descriptors(&self) -> HashMap<vk::DescriptorType, u32> {
let mut map = HashMap::new();
map.insert(vk::DescriptorType::COMBINED_IMAGE_SAMPLER, 1);
map
}
fn desc_layout(&self, ctx: &RenderCtx) -> vk::DescriptorSetLayout {
setup_desc_layout(ctx)
}
fn write_desc_set(
&self,
ctx: &RenderCtx,
desc_set: vk::DescriptorSet,
_: (vk::ImageView, vk::Sampler),
) {
let img_info = vk::DescriptorImageInfo::default()
.image_layout(vk::ImageLayout::GENERAL)
.image_view(self.imageview)
.sampler(self.sampler);
let img_infos = &[img_info];
let img_desc = vk::WriteDescriptorSet::default()
.dst_set(desc_set)
.dst_binding(0)
.dst_array_element(0)
.descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
.image_info(img_infos);
unsafe {
ctx.dev.update_descriptor_sets(&[img_desc], &[]);
}
}
fn pipeline(&self) -> (vk::Pipeline, vk::PipelineLayout) {
(self.pipeline, self.pipe_layout)
}
fn push_constants(
&self,
camera: &Camera,
res: [u32; 2],
base_color: [f32; 4],
) -> Vec<(vk::ShaderStageFlags, u32, Vec<u8>)> {
let mut constants = Vec::new();
let cam_data: Vec<u8> = (Vec::<f32>::from([
camera.origin.x,
camera.origin.y,
camera.origin.z,
0.0,
camera.rotation.x,
camera.rotation.y,
camera.rotation.z,
]))
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 0, cam_data));
let screen_res: Vec<u8> = res
.iter()
.map(|f| f.to_ne_bytes())
.collect::<Vec<_>>()
.into_flattened();
constants.push((vk::ShaderStageFlags::VERTEX, 32, screen_res));
constants
}
}
impl Skybox {}
impl RenderCtx {
pub(super) fn create_skybox(&self, pass: vk::RenderPass) -> Skybox {
let skybox_mem = self.mem_alloc(MemType::HostVisibile, 3 * 2048 * 2048 * 6);
let skybox_buf = self.alloc_buf(
skybox_mem,
3 * 2048 * 2048 * 6,
vk::BufferUsageFlags::TRANSFER_SRC,
);
let skybox_ptr = self.buf_to_ptr(skybox_mem, skybox_buf);
let img = std::fs::read("resources/skybox.rif").unwrap();
let data = decode_rif(&img);
unsafe {
std::ptr::copy(data.as_ptr(), skybox_ptr as *mut u8, data.len());
}
let image = make_skybox_image(self);
let imageview = make_skybox_image_view(self, image);
let sampler = make_skybox_sampler(self);
let pipe_layout = setup_pipe_layout(self);
let pipeline = setup_pipeline(self, pass, pipe_layout);
Skybox {
buf: skybox_buf,
image,
imageview,
sampler,
pipeline,
pipe_layout,
}
}
}
fn make_skybox_image(ctx: &RenderCtx) -> vk::Image {
let qf_idxs = [ctx.queue_idx];
let create_info = vk::ImageCreateInfo::default()
.flags(vk::ImageCreateFlags::CUBE_COMPATIBLE)
.image_type(vk::ImageType::TYPE_2D)
.format(vk::Format::R8G8B8_UNORM)
.extent(vk::Extent3D::default().width(2048).height(2048).depth(1))
.mip_levels(1)
.array_layers(6)
.samples(vk::SampleCountFlags::TYPE_1)
.tiling(vk::ImageTiling::OPTIMAL)
.usage(vk::ImageUsageFlags::TRANSFER_DST | vk::ImageUsageFlags::SAMPLED)
.sharing_mode(vk::SharingMode::EXCLUSIVE)
.initial_layout(vk::ImageLayout::UNDEFINED)
.queue_family_indices(&qf_idxs);
let image =
unsafe { ctx.dev.create_image(&create_info, None) }.expect("Failed to create image");
let skybox_mem_size: vk::MemoryRequirements =
unsafe { ctx.dev.get_image_memory_requirements(image) };
let skybox_dev_mem = ctx.mem_alloc(MemType::HostInvisible, skybox_mem_size.size);
unsafe { ctx.dev.bind_image_memory(image, skybox_dev_mem, 0) }
.expect("Failed to bind image memory");
image
}
fn make_skybox_image_view(ctx: &RenderCtx, image: vk::Image) -> vk::ImageView {
let create_info = vk::ImageViewCreateInfo::default()
.image(image)
.view_type(vk::ImageViewType::CUBE)
.format(vk::Format::R8G8B8_UNORM)
.components(vk::ComponentMapping::default())
.subresource_range(
vk::ImageSubresourceRange::default()
.aspect_mask(vk::ImageAspectFlags::COLOR)
.base_mip_level(0)
.level_count(1)
.base_array_layer(0)
.layer_count(6),
);
unsafe { ctx.dev.create_image_view(&create_info, None) }.expect("Failed to create image view")
}
fn make_skybox_sampler(ctx: &RenderCtx) -> vk::Sampler {
let create_info = vk::SamplerCreateInfo::default()
.mag_filter(vk::Filter::LINEAR)
.min_filter(vk::Filter::LINEAR)
.mipmap_mode(vk::SamplerMipmapMode::LINEAR)
.address_mode_u(vk::SamplerAddressMode::CLAMP_TO_EDGE)
.address_mode_v(vk::SamplerAddressMode::CLAMP_TO_EDGE)
.address_mode_w(vk::SamplerAddressMode::CLAMP_TO_EDGE)
.max_anisotropy(1.0)
.max_lod(1.0)
.border_color(vk::BorderColor::FLOAT_OPAQUE_WHITE);
unsafe { ctx.dev.create_sampler(&create_info, None) }.expect("Failed to create sampler")
}
fn load_skybox_shaders(ctx: &RenderCtx) -> (vk::ShaderModule, vk::ShaderModule) {
let skybox_vert_shader = ctx.shader_mod_from_file(
"shaders/skybox_vert.spv",
vk::ShaderModuleCreateFlags::empty(),
);
let skybox_frag_shader = ctx.shader_mod_from_file(
"shaders/skybox_frag.spv",
vk::ShaderModuleCreateFlags::empty(),
);
(skybox_vert_shader, skybox_frag_shader)
}
fn setup_desc_layout(ctx: &RenderCtx) -> vk::DescriptorSetLayout {
let image_binding = vk::DescriptorSetLayoutBinding::default()
.binding(0)
.descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::FRAGMENT);
let layouts = [image_binding];
let layout_info = vk::DescriptorSetLayoutCreateInfo::default().bindings(&layouts);
let layout = unsafe { ctx.dev.create_descriptor_set_layout(&layout_info, None) }
.expect("Failed to create descriptor set layout");
layout
}
fn setup_pipe_layout(ctx: &RenderCtx) -> vk::PipelineLayout {
let layout = setup_desc_layout(ctx);
let push_range: [vk::PushConstantRange; 1] = [
vk::PushConstantRange::default()
.stage_flags(vk::ShaderStageFlags::VERTEX)
.offset(0)
.size(48), // vec4 camera_orig, camera_rot; uvec2 screen_res
];
let layouts = &[layout];
let pipe_layout = vk::PipelineLayoutCreateInfo::default()
.set_layouts(layouts.as_ref())
.push_constant_ranges(&push_range);
let pipe_layout = unsafe {
ctx.dev
.create_pipeline_layout(&pipe_layout, None)
.expect("Failed to create pipeline layout")
};
pipe_layout
}
fn setup_pipeline(
ctx: &RenderCtx,
pass: vk::RenderPass,
layout: vk::PipelineLayout,
) -> vk::Pipeline {
let (vert_shader, frag_shader) = load_skybox_shaders(ctx);
let shader_stages = ctx.setup_simple_shader_stage(vert_shader, frag_shader);
let vert_input = vk::PipelineVertexInputStateCreateInfo::default();
let input_assembly = vk::PipelineInputAssemblyStateCreateInfo::default()
.topology(vk::PrimitiveTopology::TRIANGLE_LIST);
let rasterization = vk::PipelineRasterizationStateCreateInfo::default()
.polygon_mode(vk::PolygonMode::FILL)
.cull_mode(vk::CullModeFlags::NONE)
.front_face(vk::FrontFace::CLOCKWISE)
.line_width(1.0);
let multisample = vk::PipelineMultisampleStateCreateInfo::default()
.rasterization_samples(vk::SampleCountFlags::TYPE_1);
let depth_stencil = vk::PipelineDepthStencilStateCreateInfo::default()
.depth_test_enable(true)
.depth_write_enable(true)
.depth_compare_op(vk::CompareOp::LESS)
.depth_bounds_test_enable(true)
.stencil_test_enable(false)
.min_depth_bounds(0.0)
.max_depth_bounds(1.0);
let blend = vk::PipelineColorBlendAttachmentState::default()
.src_color_blend_factor(vk::BlendFactor::SRC_COLOR)
.dst_color_blend_factor(vk::BlendFactor::SRC_COLOR)
.color_blend_op(vk::BlendOp::ADD)
.src_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
.dst_alpha_blend_factor(vk::BlendFactor::SRC_COLOR)
.alpha_blend_op(vk::BlendOp::ADD)
.color_write_mask(
vk::ColorComponentFlags::R
| vk::ColorComponentFlags::G
| vk::ColorComponentFlags::B
| vk::ColorComponentFlags::A,
);
let blend_attachments = [blend];
let color_blend = vk::PipelineColorBlendStateCreateInfo::default()
.attachments(blend_attachments.as_ref())
.logic_op_enable(false)
.logic_op(vk::LogicOp::COPY)
.blend_constants([1.0, 1.0, 1.0, 1.0]);
let dynamic = vk::PipelineDynamicStateCreateInfo::default().dynamic_states(&[
vk::DynamicState::VIEWPORT_WITH_COUNT,
vk::DynamicState::SCISSOR_WITH_COUNT,
]);
let pipe_info = vk::GraphicsPipelineCreateInfo::default()
.stages(&shader_stages)
.vertex_input_state(&vert_input)
.input_assembly_state(&input_assembly)
.rasterization_state(&rasterization)
.multisample_state(&multisample)
.depth_stencil_state(&depth_stencil)
.color_blend_state(&color_blend)
.layout(layout)
.dynamic_state(&dynamic)
.render_pass(pass)
.subpass(0);
let pipe = unsafe {
ctx.dev
.create_graphics_pipelines(vk::PipelineCache::null(), &[pipe_info], None)
.expect("Failed to create graphics pipeline")
.remove(0)
};
println!("Created pipeline");
pipe
}

@ -0,0 +1,203 @@
use std::cmp;
use ash::{
khr::{surface, swapchain as khr_swapchain},
vk,
};
use crate::{
RenderCtx,
render::{MAX_HEIGHT, MAX_WIDTH},
};
pub fn setup_swapchain(
ctx: &RenderCtx,
surface_loader: &surface::Instance,
swapchain_loader: &khr_swapchain::Device,
width: u32,
height: u32,
) -> (vk::SwapchainKHR, vk::Extent2D) {
let caps = unsafe {
surface_loader
.get_physical_device_surface_capabilities(ctx.pdev, ctx.surface)
.expect("Failed to get surface capabilities")
};
let formats = unsafe {
surface_loader
.get_physical_device_surface_formats(ctx.pdev, ctx.surface)
.expect("Failed to get surface formats")
};
let format = (formats)
.iter()
.filter(|f| {
f.format == vk::Format::B8G8R8A8_UNORM
&& f.color_space == vk::ColorSpaceKHR::SRGB_NONLINEAR
})
.next()
.expect("No suitable format found");
// When the window is resized fast, then the caps goes out of sync of the target extents
// Thus we are using the passed-in (target) extents instead of the cap extents.
// assert_eq!(caps.current_extent.width, width);
// assert_eq!(caps.current_extent.height, height);
let swap_create = vk::SwapchainCreateInfoKHR::default()
.surface(ctx.surface)
.min_image_count(caps.min_image_count)
.image_format(format.format)
.image_color_space(format.color_space)
.image_extent(vk::Extent2D {
width: cmp::min(cmp::max(caps.current_extent.width, width), MAX_WIDTH),
height: cmp::min(cmp::max(caps.current_extent.height, height), MAX_HEIGHT),
})
.image_array_layers(1)
.image_usage(vk::ImageUsageFlags::COLOR_ATTACHMENT)
.image_sharing_mode(vk::SharingMode::EXCLUSIVE)
.pre_transform(vk::SurfaceTransformFlagsKHR::IDENTITY)
.composite_alpha(vk::CompositeAlphaFlagsKHR::OPAQUE)
.present_mode(vk::PresentModeKHR::MAILBOX)
.clipped(true);
let swapchain = unsafe {
swapchain_loader
.create_swapchain(&swap_create, None)
.expect("Failed to create swapchain")
};
println!("Created swapchain");
(swapchain, caps.current_extent)
}
pub fn make_swap_images(
swapchain: vk::SwapchainKHR,
swapchain_loader: &khr_swapchain::Device,
) -> Vec<vk::Image> {
unsafe {
let images = swapchain_loader
.get_swapchain_images(swapchain)
.expect("Failed to get swapchain images");
println!("Fetched swapchain images");
images
}
}
pub fn make_swap_views(
ctx: &RenderCtx,
swap_images: &[vk::Image],
format: vk::Format,
) -> Vec<vk::ImageView> {
let mut views = Vec::new();
for img in swap_images.iter() {
let view_info = vk::ImageViewCreateInfo::default()
.image(*img)
.view_type(vk::ImageViewType::TYPE_2D)
.format(format)
.components(vk::ComponentMapping::default())
.subresource_range(
vk::ImageSubresourceRange::default()
.aspect_mask(vk::ImageAspectFlags::COLOR)
.base_mip_level(0)
.level_count(1)
.base_array_layer(0)
.layer_count(1),
);
let view = unsafe {
ctx.dev
.create_image_view(&view_info, None)
.expect("Failed to create image view")
};
views.push(view);
}
views
}
pub fn make_depth_img(
ctx: &RenderCtx,
width: u32,
height: u32,
mem: vk::DeviceMemory,
) -> vk::Image {
let queue_fams = [ctx.queue_idx];
let img_info = vk::ImageCreateInfo::default()
.flags(vk::ImageCreateFlags::empty())
.image_type(vk::ImageType::TYPE_2D)
.format(vk::Format::D32_SFLOAT)
.extent(vk::Extent3D {
width,
height,
depth: 1,
})
.mip_levels(1)
.array_layers(1)
.samples(vk::SampleCountFlags::TYPE_1)
.tiling(vk::ImageTiling::OPTIMAL)
.usage(vk::ImageUsageFlags::DEPTH_STENCIL_ATTACHMENT)
.sharing_mode(vk::SharingMode::EXCLUSIVE)
.queue_family_indices(&queue_fams)
.initial_layout(vk::ImageLayout::UNDEFINED);
let img = unsafe {
ctx.dev
.create_image(&img_info, None)
.expect("Failed to create image")
};
println!("Created image");
unsafe {
ctx.dev
.bind_image_memory(img, mem, 0)
.expect("Failed to bind image memory")
};
img
}
pub fn make_depth_view(ctx: &RenderCtx, depth_img: vk::Image, format: vk::Format) -> vk::ImageView {
let view_info = vk::ImageViewCreateInfo::default()
.image(depth_img)
.view_type(vk::ImageViewType::TYPE_2D)
.format(format)
.components(vk::ComponentMapping::default())
.subresource_range(
vk::ImageSubresourceRange::default()
.aspect_mask(vk::ImageAspectFlags::DEPTH)
.base_mip_level(0)
.level_count(1)
.base_array_layer(0)
.layer_count(1),
);
let view = unsafe {
ctx.dev
.create_image_view(&view_info, None)
.expect("Failed to create image view")
};
view
}
pub fn make_framebufs(
ctx: &RenderCtx,
swap_views: &Vec<vk::ImageView>,
depth_view: &vk::ImageView,
pass: &vk::RenderPass,
width: u32,
height: u32,
) -> Vec<vk::Framebuffer> {
let mut framebufs = Vec::new();
for view in swap_views.iter() {
let attachments = [*view, *depth_view];
let framebuf_info = vk::FramebufferCreateInfo::default()
.render_pass(*pass)
.attachments(attachments.as_ref())
.width(width)
.height(height)
.layers(1);
let framebuf = unsafe {
ctx.dev
.create_framebuffer(&framebuf_info, None)
.expect("Failed to create framebuffer")
};
framebufs.push(framebuf);
}
framebufs
}
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