First work with vulkano

This commit is contained in:
Florian RICHER 2024-12-08 18:19:37 +01:00
parent cbadffc41f
commit 0597579115
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
36 changed files with 1059 additions and 1847 deletions

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src/renderer/scene.rs Normal file
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use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
use vulkano::device::Device;
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::graphics::vertex_input::{Vertex, VertexDefinition};
use vulkano::pipeline::{DynamicState, GraphicsPipeline, PipelineLayout, PipelineShaderStageCreateInfo};
use vulkano::pipeline::graphics::color_blend::{ColorBlendAttachmentState, ColorBlendState};
use vulkano::pipeline::graphics::GraphicsPipelineCreateInfo;
use vulkano::pipeline::graphics::input_assembly::InputAssemblyState;
use vulkano::pipeline::graphics::multisample::MultisampleState;
use vulkano::pipeline::graphics::rasterization::RasterizationState;
use vulkano::pipeline::graphics::subpass::PipelineRenderingCreateInfo;
use vulkano::pipeline::graphics::viewport::ViewportState;
use vulkano::pipeline::layout::PipelineDescriptorSetLayoutCreateInfo;
use vulkano::swapchain::Swapchain;
// We use `#[repr(C)]` here to force rustc to use a defined layout for our data, as the default
// representation has *no guarantees*.
#[derive(BufferContents, Vertex)]
#[repr(C)]
struct MyVertex {
#[format(R32G32_SFLOAT)]
position: [f32; 2],
#[format(R32G32B32_SFLOAT)]
color: [f32; 3],
}
pub struct Scene {
pipeline: Arc<GraphicsPipeline>,
vertex_buffer: Subbuffer<[MyVertex]>,
}
impl Scene {
pub fn initialize(device: &Arc<Device>, swapchain: &Arc<Swapchain>, memory_allocator: &Arc<StandardMemoryAllocator>) -> Scene {
// The next step is to create the shaders.
//
// The raw shader creation API provided by the vulkano library is unsafe for various
// reasons, so The `shader!` macro provides a way to generate a Rust module from GLSL
// source - in the example below, the source is provided as a string input directly to the
// shader, but a path to a source file can be provided as well. Note that the user must
// specify the type of shader (e.g. "vertex", "fragment", etc.) using the `ty` option of
// the macro.
//
// The items generated by the `shader!` macro include a `load` function which loads the
// shader using an input logical device. The module also includes type definitions for
// layout structures defined in the shader source, for example uniforms and push constants.
//
// A more detailed overview of what the `shader!` macro generates can be found in the
// vulkano-shaders crate docs. You can view them at https://docs.rs/vulkano-shaders/
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
path: r"res/shaders/vertex.vert",
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
path: r"res/shaders/vertex.frag",
}
}
// Before we draw, we have to create what is called a **pipeline**. A pipeline describes
// how a GPU operation is to be performed. It is similar to an OpenGL program, but it also
// contains many settings for customization, all baked into a single object. For drawing,
// we create a **graphics** pipeline, but there are also other types of pipeline.
let pipeline = {
// First, we load the shaders that the pipeline will use: the vertex shader and the
// fragment shader.
//
// A Vulkan shader can in theory contain multiple entry points, so we have to specify
// which one.
let vs = vs::load(device.clone())
.unwrap()
.entry_point("main")
.unwrap();
let fs = fs::load(device.clone())
.unwrap()
.entry_point("main")
.unwrap();
// Automatically generate a vertex input state from the vertex shader's input
// interface, that takes a single vertex buffer containing `Vertex` structs.
let vertex_input_state = MyVertex::per_vertex().definition(&vs).unwrap();
// Make a list of the shader stages that the pipeline will have.
let stages = [
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
// We must now create a **pipeline layout** object, which describes the locations and
// types of descriptor sets and push constants used by the shaders in the pipeline.
//
// Multiple pipelines can share a common layout object, which is more efficient. The
// shaders in a pipeline must use a subset of the resources described in its pipeline
// layout, but the pipeline layout is allowed to contain resources that are not present
// in the shaders; they can be used by shaders in other pipelines that share the same
// layout. Thus, it is a good idea to design shaders so that many pipelines have common
// resource locations, which allows them to share pipeline layouts.
let layout = PipelineLayout::new(
device.clone(),
// Since we only have one pipeline in this example, and thus one pipeline layout,
// we automatically generate the creation info for it from the resources used in
// the shaders. In a real application, you would specify this information manually
// so that you can re-use one layout in multiple pipelines.
PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
.into_pipeline_layout_create_info(device.clone())
.unwrap(),
)
.unwrap();
// We describe the formats of attachment images where the colors, depth and/or stencil
// information will be written. The pipeline will only be usable with this particular
// configuration of the attachment images.
let subpass = PipelineRenderingCreateInfo {
// We specify a single color attachment that will be rendered to. When we begin
// rendering, we will specify a swapchain image to be used as this attachment, so
// here we set its format to be the same format as the swapchain.
color_attachment_formats: vec![Some(swapchain.image_format())],
..Default::default()
};
// Finally, create the pipeline.
GraphicsPipeline::new(
device.clone(),
None,
GraphicsPipelineCreateInfo {
stages: stages.into_iter().collect(),
// How vertex data is read from the vertex buffers into the vertex shader.
vertex_input_state: Some(vertex_input_state),
// How vertices are arranged into primitive shapes. The default primitive shape
// is a triangle.
input_assembly_state: Some(InputAssemblyState::default()),
// How primitives are transformed and clipped to fit the framebuffer. We use a
// resizable viewport, set to draw over the entire window.
viewport_state: Some(ViewportState::default()),
// How polygons are culled and converted into a raster of pixels. The default
// value does not perform any culling.
rasterization_state: Some(RasterizationState::default()),
// How multiple fragment shader samples are converted to a single pixel value.
// The default value does not perform any multisampling.
multisample_state: Some(MultisampleState::default()),
// How pixel values are combined with the values already present in the
// framebuffer. The default value overwrites the old value with the new one,
// without any blending.
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.color_attachment_formats.len() as u32,
ColorBlendAttachmentState::default(),
)),
// Dynamic states allows us to specify parts of the pipeline settings when
// recording the command buffer, before we perform drawing. Here, we specify
// that the viewport should be dynamic.
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.into()),
..GraphicsPipelineCreateInfo::layout(layout)
},
)
.unwrap()
};
// We now create a buffer that will store the shape of our triangle.
let vertices = [
MyVertex {
position: [-0.5, -0.25],
color: [1.0, 0.0, 0.0],
},
MyVertex {
position: [0.0, 0.5],
color: [0.0, 1.0, 0.0],
},
MyVertex {
position: [0.25, -0.1],
color: [0.0, 0.0, 1.0],
},
];
let vertex_buffer = Buffer::from_iter(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::VERTEX_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
vertices,
)
.unwrap();
Self {
pipeline,
vertex_buffer,
}
}
pub fn render(&self, builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>) {
builder.bind_pipeline_graphics(self.pipeline.clone())
.unwrap()
.bind_vertex_buffers(0, self.vertex_buffer.clone())
.unwrap();
// We add a draw command.
unsafe { builder.draw(self.vertex_buffer.len() as u32, 1, 0, 0) }.unwrap();
}
}