Refactor camera code
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This commit is contained in:
Florian RICHER 2025-05-26 22:53:32 +02:00
parent 7401a9b5f3
commit 1976a8b53e
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
9 changed files with 219 additions and 79 deletions

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@ -1 +1,18 @@
#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 { mat4 world; 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; }
#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 {
mat4 world;
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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@ -1,5 +1,5 @@
pub mod app;
pub mod pipelines;
pub mod primitives;
pub mod render_context;
pub mod vertex;
pub mod vulkan_context;

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@ -20,13 +20,14 @@ use vulkano::pipeline::{
};
use vulkano::shader::{EntryPoint, ShaderStages};
use crate::core::render::vertex::Vertex2D;
use crate::core::render::primitives::vertex::Vertex2D;
pub mod shaders {
pub mod vs {
vulkano_shaders::shader! {
ty: "vertex",
path: r"res/shaders/vertex.vert",
generate_structs: false,
}
}
@ -34,6 +35,7 @@ pub mod shaders {
vulkano_shaders::shader! {
ty: "fragment",
path: r"res/shaders/vertex.frag",
generate_structs: false,
}
}
}

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@ -0,0 +1,48 @@
use std::sync::Arc;
use glam::Mat4;
use vulkano::{
Validated,
buffer::{AllocateBufferError, Subbuffer},
memory::allocator::StandardMemoryAllocator,
};
use super::{mvp::MVP, transform::Transform};
#[derive(Default)]
pub struct Camera {
view: Mat4,
projection: Mat4,
transform: Transform,
}
impl Camera {
pub fn new(view: Mat4, projection: Mat4) -> Self {
Self {
view,
projection,
transform: Transform::default(),
}
}
pub fn get_transform(&self) -> &Transform {
&self.transform
}
pub fn get_transform_mut(&mut self) -> &mut Transform {
&mut self.transform
}
pub fn set_projection(&mut self, projection: Mat4) {
self.projection = projection;
}
pub fn create_buffer(
&self,
memory_allocator: &Arc<StandardMemoryAllocator>,
) -> Result<Subbuffer<[MVP]>, Validated<AllocateBufferError>> {
MVP::new(&self.transform.get_mat4(), &self.view, &self.projection)
.into_buffer(memory_allocator)
}
}

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@ -0,0 +1,4 @@
pub mod camera;
mod mvp;
pub mod transform;
pub mod vertex;

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@ -0,0 +1,45 @@
use std::sync::Arc;
use glam::Mat4;
use vulkano::Validated;
use vulkano::buffer::{
AllocateBufferError, Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer,
};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
#[derive(BufferContents, Clone, Copy)]
#[repr(C)]
pub struct MVP {
world: [[f32; 4]; 4],
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
}
impl MVP {
pub fn new(world: &Mat4, view: &Mat4, projection: &Mat4) -> Self {
Self {
world: world.to_cols_array_2d(),
view: view.to_cols_array_2d(),
projection: projection.to_cols_array_2d(),
}
}
pub fn into_buffer(
self,
memory_allocator: &Arc<StandardMemoryAllocator>,
) -> Result<Subbuffer<[MVP]>, Validated<AllocateBufferError>> {
Buffer::from_iter(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::UNIFORM_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
[self],
)
}
}

View file

@ -0,0 +1,37 @@
use glam::{Mat4, Quat, Vec3};
pub struct Transform {
position: Vec3,
rotation: Quat,
scale: Vec3,
}
impl Default for Transform {
fn default() -> Self {
Self {
position: Vec3::default(),
rotation: Quat::default(),
scale: Vec3::ONE,
}
}
}
impl Transform {
pub fn rotate(&mut self, rotation: Quat) {
self.rotation = self.rotation * rotation;
}
pub fn translate(&mut self, translation: Vec3) {
self.position += translation;
}
pub fn scale(&mut self, scale: Vec3) {
self.scale *= scale;
}
pub fn get_mat4(&self) -> Mat4 {
Mat4::from_translation(self.position)
* Mat4::from_quat(self.rotation)
* Mat4::from_scale(self.scale)
}
}

View file

@ -1,25 +1,19 @@
use crate::core::input::InputState;
use crate::core::render::pipelines::triangle_pipeline::shaders::vs;
use crate::core::render::primitives::camera::Camera;
use crate::core::render::primitives::vertex::Vertex2D;
use crate::core::render::render_context::RenderContext;
use crate::core::scene::Scene;
use crate::core::timer::Timer;
use glam::{Mat3, Mat4, Vec3};
use std::error::Error;
use glam::{Mat4, Quat, Vec3};
use std::sync::Arc;
use std::time::Instant;
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::buffer::Subbuffer;
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
use vulkano_util::renderer::VulkanoWindowRenderer;
use winit::event::ElementState;
use winit::keyboard::{KeyCode, PhysicalKey};
use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
use crate::core::render::vertex::Vertex2D;
use crate::core::render::vulkan_context::VulkanContext;
const VERTICES: [Vertex2D; 12] = [
// Triangle en haut à gauche
@ -79,8 +73,7 @@ const VERTICES: [Vertex2D; 12] = [
pub struct MainSceneState {
pipeline: Arc<GraphicsPipeline>,
vertex_buffer: Subbuffer<[Vertex2D]>,
uniform_buffer: Subbuffer<vs::MVPData>,
rotation: f32,
camera: Camera,
}
#[derive(Default)]
@ -101,39 +94,72 @@ impl Scene for MainScene {
Vertex2D::create_buffer(Vec::from_iter(VERTICES), render_context.memory_allocator())
.unwrap();
let uniform_buffer = MainScene::get_uniform_buffer(
0.0,
render_context.memory_allocator(),
render_context.aspect_ratio(),
let camera = Camera::new(
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),
),
Mat4::perspective_rh_gl(
std::f32::consts::FRAC_PI_2,
render_context.aspect_ratio(),
0.01,
100.0,
),
);
self.state = Some(MainSceneState {
pipeline,
vertex_buffer,
uniform_buffer,
rotation: 0.0,
camera,
})
}
fn update(&mut self, render_context: &RenderContext, input_state: &InputState, timer: &Timer) {
let state = self.state.as_mut().unwrap();
let delta_rotation = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
let speed = 50.0 * timer.delta_time();
let mut rot = Quat::default();
rot *= Quat::from_rotation_y(input_state.mouse_state.delta.x * speed.to_radians());
rot *= Quat::from_rotation_x(input_state.mouse_state.delta.y * speed.to_radians());
state.camera.get_transform_mut().rotate(rot);
let translation_x = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
== &ElementState::Pressed
{
timer.delta_time() * 5.0
timer.delta_time() * speed
} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyD))
== &ElementState::Pressed
{
timer.delta_time() * -5.0
timer.delta_time() * -speed
} else {
timer.delta_time() * 0.0
};
state.rotation += delta_rotation;
state.uniform_buffer = MainScene::get_uniform_buffer(
state.rotation,
render_context.memory_allocator(),
let translation_z = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyW))
== &ElementState::Pressed
{
timer.delta_time() * speed
} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyS))
== &ElementState::Pressed
{
timer.delta_time() * -speed
} else {
timer.delta_time() * 0.0
};
state
.camera
.get_transform_mut()
.translate(Vec3::new(translation_x, 0.0, translation_z));
state.camera.set_projection(Mat4::perspective_rh_gl(
std::f32::consts::FRAC_PI_2,
render_context.aspect_ratio(),
);
0.01,
100.0,
));
}
fn render(
@ -141,33 +167,35 @@ impl Scene for MainScene {
render_context: &RenderContext,
builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
) {
let vertex_count = self.state.as_ref().unwrap().vertex_buffer.len() as u32;
let state = self.state.as_ref().unwrap();
let vertex_count = state.vertex_buffer.len() as u32;
let instance_count = vertex_count / 3;
let layout = &self.state.as_ref().unwrap().pipeline.layout().set_layouts()[0];
let layout = &state.pipeline.layout().set_layouts()[0];
let uniform_buffer = state
.camera
.create_buffer(render_context.memory_allocator())
.unwrap();
let descriptor_set = DescriptorSet::new(
render_context.descriptor_set_allocator().clone(),
layout.clone(),
[WriteDescriptorSet::buffer(
0,
self.state.as_ref().unwrap().uniform_buffer.clone(),
)],
[WriteDescriptorSet::buffer(0, uniform_buffer)],
[],
)
.unwrap();
unsafe {
builder
.bind_pipeline_graphics(self.state.as_ref().unwrap().pipeline.clone())
.bind_pipeline_graphics(state.pipeline.clone())
.unwrap()
.bind_descriptor_sets(
PipelineBindPoint::Graphics,
self.state.as_ref().unwrap().pipeline.layout().clone(),
state.pipeline.layout().clone(),
0,
descriptor_set,
)
.unwrap()
.bind_vertex_buffers(0, self.state.as_ref().unwrap().vertex_buffer.clone())
.bind_vertex_buffers(0, state.vertex_buffer.clone())
.unwrap()
.draw(vertex_count, instance_count, 0, 0)
.unwrap();
@ -176,44 +204,3 @@ impl Scene for MainScene {
fn unload(&mut self) {}
}
impl MainScene {
fn get_uniform_buffer(
rotation: f32,
memory_allocator: &Arc<StandardMemoryAllocator>,
aspect_ratio: f32,
) -> Subbuffer<vs::MVPData> {
let rotation = Mat3::from_rotation_y(rotation);
// 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 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(),
};
Buffer::from_data(
memory_allocator.clone(),
BufferCreateInfo {
usage: BufferUsage::UNIFORM_BUFFER,
..Default::default()
},
AllocationCreateInfo {
memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
..Default::default()
},
uniform_data,
)
.unwrap()
}
}