Add first working rotation

This commit is contained in:
Florian RICHER 2024-12-18 21:47:11 +01:00
parent ec6e0c28be
commit 784e5b90be
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
7 changed files with 94 additions and 10 deletions

7
Cargo.lock generated
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@ -490,6 +490,12 @@ dependencies = [
"wasi",
]
[[package]]
name = "glam"
version = "0.29.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dc46dd3ec48fdd8e693a98d2b8bafae273a2d54c1de02a2a7e3d57d501f39677"
[[package]]
name = "half"
version = "2.4.1"
@ -1137,6 +1143,7 @@ version = "0.1.0"
dependencies = [
"anyhow",
"env_logger",
"glam",
"log",
"vulkano",
"vulkano-shaders",

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@ -12,6 +12,9 @@ winit = { version = "0.30", features = ["rwh_06"] }
vulkano = { git = "https://github.com/vulkano-rs/vulkano.git", branch = "master" }
vulkano-shaders = { git = "https://github.com/vulkano-rs/vulkano.git", branch = "master" }
# Math
glam = { version = "0.29" }
# Log and tracing
log = "0.4"
env_logger = "0.11.5"

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@ -1 +1 @@
#version 450 layout (location = 0) in vec2 position; layout (location = 1) in vec3 color; layout (location = 0) out vec3 fragColor; layout (set = 0, binding = 0) uniform MVP_Data { mat4 model; mat4 view; mat4 projection; } uniforms; void main() { gl_Position = vec4(position, 0.0, 1.0); fragColor = color; }
#version 450 layout (location = 0) in vec2 position; layout (location = 1) in vec3 color; layout (location = 0) out vec3 fragColor; layout (set = 0, binding = 0) uniform MVPData { _Data { mat4 view; mat4 projection; } uniforms; void main() { mat4 worldview = uniforms.view * uniforms.world; gl_Position = uniforms.projection * worldview * vec4(position, 0.0, 1.0); fragColor = color; }

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@ -3,7 +3,6 @@ mod pipelines;
mod render_context;
mod vertex;
pub use app::App;
pub use pipelines::create_triangle_pipeline;
mod scene;
pub use scene::Scene;

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@ -1,2 +1 @@
mod triangle_pipeline;
pub use triangle_pipeline::create_triangle_pipeline;
pub mod triangle_pipeline;

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@ -22,7 +22,7 @@ use vulkano::swapchain::Swapchain;
use crate::renderer::Vertex2D;
mod shaders {
pub mod shaders {
pub mod vs {
vulkano_shaders::shader! {
ty: "vertex",
@ -52,7 +52,7 @@ pub fn create_triangle_pipeline(
let mut bindings = BTreeMap::<u32, DescriptorSetLayoutBinding>::new();
let mut descriptor_set_layout_binding =
DescriptorSetLayoutBinding::descriptor_type(DescriptorType::UniformBufferDynamic);
DescriptorSetLayoutBinding::descriptor_type(DescriptorType::UniformBuffer);
descriptor_set_layout_binding.stages = ShaderStages::VERTEX;
bindings.insert(0, descriptor_set_layout_binding);

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@ -1,13 +1,19 @@
use crate::renderer::pipelines::triangle_pipeline::shaders::vs;
use glam::{Mat3, Mat4, Vec3};
use std::error::Error;
use std::sync::Arc;
use vulkano::buffer::Subbuffer;
use std::time::Instant;
use vulkano::buffer::allocator::{SubbufferAllocator, SubbufferAllocatorCreateInfo};
use vulkano::buffer::{BufferUsage, Subbuffer};
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
use vulkano::descriptor_set::allocator::StandardDescriptorSetAllocator;
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
use vulkano::device::Device;
use vulkano::memory::allocator::StandardMemoryAllocator;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::memory::allocator::{MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
use vulkano::swapchain::Swapchain;
use crate::renderer::{create_triangle_pipeline, Vertex2D};
use crate::renderer::{pipelines::triangle_pipeline::create_triangle_pipeline, Vertex2D};
const VERTICES: [Vertex2D; 12] = [
// Triangle en haut à gauche
@ -67,6 +73,11 @@ const VERTICES: [Vertex2D; 12] = [
pub struct Scene {
pipeline: Arc<GraphicsPipeline>,
vertex_buffer: Subbuffer<[Vertex2D]>,
uniform_buffer_allocator: SubbufferAllocator,
rotation_start: Instant,
swapchain: Arc<Swapchain>,
descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
}
impl Scene {
@ -78,9 +89,28 @@ impl Scene {
let pipeline = create_triangle_pipeline(device, swapchain)?;
let vertex_buffer = Vertex2D::create_buffer(Vec::from_iter(VERTICES), memory_allocator)?;
let uniform_buffer_allocator = SubbufferAllocator::new(
memory_allocator.clone(),
SubbufferAllocatorCreateInfo {
buffer_usage: BufferUsage::UNIFORM_BUFFER,
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
);
let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
device.clone(),
Default::default(),
));
Ok(Scene {
pipeline,
vertex_buffer,
uniform_buffer_allocator,
rotation_start: Instant::now(),
swapchain: swapchain.clone(),
descriptor_set_allocator,
})
}
@ -91,13 +121,59 @@ impl Scene {
let vertex_count = self.vertex_buffer.len() as u32;
let instance_count = vertex_count / 3;
let uniform_buffer = self.get_uniform_buffer();
let layout = &self.pipeline.layout().set_layouts()[0];
let descriptor_set = DescriptorSet::new(
self.descriptor_set_allocator.clone(),
layout.clone(),
[WriteDescriptorSet::buffer(0, uniform_buffer)],
[],
)
.unwrap();
unsafe {
builder
.bind_pipeline_graphics(self.pipeline.clone())?
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
self.pipeline.layout().clone(),
0,
descriptor_set,
)?
.bind_vertex_buffers(0, self.vertex_buffer.clone())?
.draw(vertex_count, instance_count, 0, 0)?;
}
Ok(())
}
fn get_uniform_buffer(&self) -> Subbuffer<vs::MVPData> {
let elapsed = self.rotation_start.elapsed();
let rotation = elapsed.as_secs() as f64 + elapsed.subsec_nanos() as f64 / 1_000_000_000.0;
let rotation = Mat3::from_rotation_y(rotation as f32);
// NOTE: This teapot was meant for OpenGL where the origin is at the lower left
// instead the origin is at the upper left in Vulkan, so we reverse the Y axis.
let aspect_ratio =
self.swapchain.image_extent()[0] as f32 / self.swapchain.image_extent()[1] as f32;
let proj = Mat4::perspective_rh_gl(std::f32::consts::FRAC_PI_2, aspect_ratio, 0.01, 100.0);
let view = Mat4::look_at_rh(
Vec3::new(0.3, 0.3, 1.0),
Vec3::new(0.0, 0.0, 0.0),
Vec3::new(0.0, -1.0, 0.0),
);
let scale = Mat4::from_scale(Vec3::splat(1.0));
let uniform_data = vs::MVPData {
world: Mat4::from_mat3(rotation).to_cols_array_2d(),
view: (view * scale).to_cols_array_2d(),
projection: proj.to_cols_array_2d(),
};
let buffer = self.uniform_buffer_allocator.allocate_sized().unwrap();
*buffer.write().unwrap() = uniform_data;
buffer
}
}