Refactor camera code
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parent
7401a9b5f3
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1976a8b53e
9 changed files with 219 additions and 79 deletions
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@ -1 +1,18 @@
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#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;
}
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#version 450
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec3 color;
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layout (location = 0) out vec3 fragColor;
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layout (set = 0, binding = 0) uniform MVP {
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mat4 world;
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mat4 view;
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mat4 projection;
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} uniforms;
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void main() {
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mat4 worldview = uniforms.view * uniforms.world;
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gl_Position = uniforms.projection * worldview * vec4(position, 0.0, 1.0);
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fragColor = color;
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}
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@ -1,5 +1,5 @@
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pub mod app;
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pub mod pipelines;
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pub mod primitives;
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pub mod render_context;
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pub mod vertex;
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pub mod vulkan_context;
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@ -20,13 +20,14 @@ use vulkano::pipeline::{
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};
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use vulkano::shader::{EntryPoint, ShaderStages};
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use crate::core::render::vertex::Vertex2D;
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use crate::core::render::primitives::vertex::Vertex2D;
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pub mod shaders {
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pub mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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path: r"res/shaders/vertex.vert",
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generate_structs: false,
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}
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}
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@ -34,6 +35,7 @@ pub mod shaders {
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vulkano_shaders::shader! {
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ty: "fragment",
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path: r"res/shaders/vertex.frag",
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generate_structs: false,
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}
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}
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}
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48
src/core/render/primitives/camera.rs
Normal file
48
src/core/render/primitives/camera.rs
Normal file
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@ -0,0 +1,48 @@
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use std::sync::Arc;
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use glam::Mat4;
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use vulkano::{
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Validated,
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buffer::{AllocateBufferError, Subbuffer},
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memory::allocator::StandardMemoryAllocator,
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};
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use super::{mvp::MVP, transform::Transform};
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#[derive(Default)]
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pub struct Camera {
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view: Mat4,
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projection: Mat4,
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transform: Transform,
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}
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impl Camera {
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pub fn new(view: Mat4, projection: Mat4) -> Self {
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Self {
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view,
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projection,
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transform: Transform::default(),
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}
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}
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pub fn get_transform(&self) -> &Transform {
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&self.transform
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}
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pub fn get_transform_mut(&mut self) -> &mut Transform {
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&mut self.transform
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}
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pub fn set_projection(&mut self, projection: Mat4) {
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self.projection = projection;
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}
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pub fn create_buffer(
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&self,
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memory_allocator: &Arc<StandardMemoryAllocator>,
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) -> Result<Subbuffer<[MVP]>, Validated<AllocateBufferError>> {
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MVP::new(&self.transform.get_mat4(), &self.view, &self.projection)
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.into_buffer(memory_allocator)
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}
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}
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4
src/core/render/primitives/mod.rs
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4
src/core/render/primitives/mod.rs
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@ -0,0 +1,4 @@
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pub mod camera;
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mod mvp;
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pub mod transform;
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pub mod vertex;
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45
src/core/render/primitives/mvp.rs
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45
src/core/render/primitives/mvp.rs
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@ -0,0 +1,45 @@
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use std::sync::Arc;
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use glam::Mat4;
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use vulkano::Validated;
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use vulkano::buffer::{
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AllocateBufferError, Buffer, BufferContents, BufferCreateInfo, BufferUsage, Subbuffer,
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};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
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#[derive(BufferContents, Clone, Copy)]
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#[repr(C)]
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pub struct MVP {
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world: [[f32; 4]; 4],
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view: [[f32; 4]; 4],
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projection: [[f32; 4]; 4],
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}
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impl MVP {
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pub fn new(world: &Mat4, view: &Mat4, projection: &Mat4) -> Self {
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Self {
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world: world.to_cols_array_2d(),
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view: view.to_cols_array_2d(),
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projection: projection.to_cols_array_2d(),
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}
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}
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pub fn into_buffer(
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self,
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memory_allocator: &Arc<StandardMemoryAllocator>,
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) -> Result<Subbuffer<[MVP]>, Validated<AllocateBufferError>> {
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Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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[self],
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)
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}
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}
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37
src/core/render/primitives/transform.rs
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37
src/core/render/primitives/transform.rs
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use glam::{Mat4, Quat, Vec3};
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pub struct Transform {
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position: Vec3,
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rotation: Quat,
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scale: Vec3,
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}
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impl Default for Transform {
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fn default() -> Self {
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Self {
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position: Vec3::default(),
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rotation: Quat::default(),
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scale: Vec3::ONE,
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}
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}
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}
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impl Transform {
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pub fn rotate(&mut self, rotation: Quat) {
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self.rotation = self.rotation * rotation;
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}
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pub fn translate(&mut self, translation: Vec3) {
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self.position += translation;
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}
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pub fn scale(&mut self, scale: Vec3) {
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self.scale *= scale;
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}
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pub fn get_mat4(&self) -> Mat4 {
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Mat4::from_translation(self.position)
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* Mat4::from_quat(self.rotation)
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* Mat4::from_scale(self.scale)
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}
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}
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@ -1,25 +1,19 @@
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use crate::core::input::InputState;
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use crate::core::render::pipelines::triangle_pipeline::shaders::vs;
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use crate::core::render::primitives::camera::Camera;
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use crate::core::render::primitives::vertex::Vertex2D;
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use crate::core::render::render_context::RenderContext;
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use crate::core::scene::Scene;
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use crate::core::timer::Timer;
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use glam::{Mat3, Mat4, Vec3};
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use std::error::Error;
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use glam::{Mat4, Quat, Vec3};
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use std::sync::Arc;
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use std::time::Instant;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::buffer::Subbuffer;
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use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
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use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
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use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
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use vulkano_util::renderer::VulkanoWindowRenderer;
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use winit::event::ElementState;
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use winit::keyboard::{KeyCode, PhysicalKey};
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use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
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use crate::core::render::vertex::Vertex2D;
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use crate::core::render::vulkan_context::VulkanContext;
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const VERTICES: [Vertex2D; 12] = [
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// Triangle en haut à gauche
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@ -79,8 +73,7 @@ const VERTICES: [Vertex2D; 12] = [
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pub struct MainSceneState {
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pipeline: Arc<GraphicsPipeline>,
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vertex_buffer: Subbuffer<[Vertex2D]>,
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uniform_buffer: Subbuffer<vs::MVPData>,
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rotation: f32,
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camera: Camera,
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}
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#[derive(Default)]
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Vertex2D::create_buffer(Vec::from_iter(VERTICES), render_context.memory_allocator())
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.unwrap();
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let uniform_buffer = MainScene::get_uniform_buffer(
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0.0,
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render_context.memory_allocator(),
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render_context.aspect_ratio(),
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let camera = Camera::new(
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Mat4::look_at_rh(
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Vec3::new(0.3, 0.3, 1.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, -1.0, 0.0),
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),
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Mat4::perspective_rh_gl(
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std::f32::consts::FRAC_PI_2,
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render_context.aspect_ratio(),
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0.01,
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100.0,
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),
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);
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self.state = Some(MainSceneState {
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pipeline,
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vertex_buffer,
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uniform_buffer,
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rotation: 0.0,
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camera,
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})
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}
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fn update(&mut self, render_context: &RenderContext, input_state: &InputState, timer: &Timer) {
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let state = self.state.as_mut().unwrap();
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let delta_rotation = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
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let speed = 50.0 * timer.delta_time();
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let mut rot = Quat::default();
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rot *= Quat::from_rotation_y(input_state.mouse_state.delta.x * speed.to_radians());
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rot *= Quat::from_rotation_x(input_state.mouse_state.delta.y * speed.to_radians());
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state.camera.get_transform_mut().rotate(rot);
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let translation_x = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
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== &ElementState::Pressed
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{
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timer.delta_time() * 5.0
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timer.delta_time() * speed
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} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyD))
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== &ElementState::Pressed
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{
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timer.delta_time() * -5.0
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timer.delta_time() * -speed
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} else {
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timer.delta_time() * 0.0
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};
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state.rotation += delta_rotation;
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state.uniform_buffer = MainScene::get_uniform_buffer(
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state.rotation,
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render_context.memory_allocator(),
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let translation_z = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyW))
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== &ElementState::Pressed
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{
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timer.delta_time() * speed
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} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyS))
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== &ElementState::Pressed
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{
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timer.delta_time() * -speed
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} else {
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timer.delta_time() * 0.0
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};
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state
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.camera
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.get_transform_mut()
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.translate(Vec3::new(translation_x, 0.0, translation_z));
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state.camera.set_projection(Mat4::perspective_rh_gl(
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std::f32::consts::FRAC_PI_2,
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render_context.aspect_ratio(),
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);
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0.01,
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100.0,
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));
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}
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fn render(
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@ -141,33 +167,35 @@ impl Scene for MainScene {
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render_context: &RenderContext,
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builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
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) {
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let vertex_count = self.state.as_ref().unwrap().vertex_buffer.len() as u32;
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let state = self.state.as_ref().unwrap();
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let vertex_count = state.vertex_buffer.len() as u32;
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let instance_count = vertex_count / 3;
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let layout = &self.state.as_ref().unwrap().pipeline.layout().set_layouts()[0];
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let layout = &state.pipeline.layout().set_layouts()[0];
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let uniform_buffer = state
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.camera
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.create_buffer(render_context.memory_allocator())
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.unwrap();
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let descriptor_set = DescriptorSet::new(
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render_context.descriptor_set_allocator().clone(),
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layout.clone(),
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[WriteDescriptorSet::buffer(
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0,
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self.state.as_ref().unwrap().uniform_buffer.clone(),
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)],
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[WriteDescriptorSet::buffer(0, uniform_buffer)],
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[],
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)
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.unwrap();
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unsafe {
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builder
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.bind_pipeline_graphics(self.state.as_ref().unwrap().pipeline.clone())
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.bind_pipeline_graphics(state.pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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self.state.as_ref().unwrap().pipeline.layout().clone(),
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state.pipeline.layout().clone(),
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0,
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descriptor_set,
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)
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.unwrap()
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.bind_vertex_buffers(0, self.state.as_ref().unwrap().vertex_buffer.clone())
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.bind_vertex_buffers(0, state.vertex_buffer.clone())
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.unwrap()
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.draw(vertex_count, instance_count, 0, 0)
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.unwrap();
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fn unload(&mut self) {}
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}
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impl MainScene {
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fn get_uniform_buffer(
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rotation: f32,
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memory_allocator: &Arc<StandardMemoryAllocator>,
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aspect_ratio: f32,
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) -> Subbuffer<vs::MVPData> {
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let rotation = Mat3::from_rotation_y(rotation);
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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 proj = Mat4::perspective_rh_gl(std::f32::consts::FRAC_PI_2, aspect_ratio, 0.01, 100.0);
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let view = Mat4::look_at_rh(
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Vec3::new(0.3, 0.3, 1.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, -1.0, 0.0),
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);
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let scale = Mat4::from_scale(Vec3::splat(1.0));
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let uniform_data = vs::MVPData {
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world: Mat4::from_mat3(rotation).to_cols_array_2d(),
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view: (view * scale).to_cols_array_2d(),
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projection: proj.to_cols_array_2d(),
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};
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Buffer::from_data(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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uniform_data,
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)
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.unwrap()
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}
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}
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