Refactor camera code
Some checks failed
Build legacy Nix package on Ubuntu / build (push) Failing after 7m57s
Some checks failed
Build legacy Nix package on Ubuntu / build (push) Failing after 7m57s
This commit is contained in:
parent
7401a9b5f3
commit
1976a8b53e
9 changed files with 219 additions and 79 deletions
|
@ -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;
|
||||||
|
}
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
pub mod app;
|
pub mod app;
|
||||||
pub mod pipelines;
|
pub mod pipelines;
|
||||||
|
pub mod primitives;
|
||||||
pub mod render_context;
|
pub mod render_context;
|
||||||
pub mod vertex;
|
|
||||||
pub mod vulkan_context;
|
pub mod vulkan_context;
|
||||||
|
|
|
@ -20,13 +20,14 @@ use vulkano::pipeline::{
|
||||||
};
|
};
|
||||||
use vulkano::shader::{EntryPoint, ShaderStages};
|
use vulkano::shader::{EntryPoint, ShaderStages};
|
||||||
|
|
||||||
use crate::core::render::vertex::Vertex2D;
|
use crate::core::render::primitives::vertex::Vertex2D;
|
||||||
|
|
||||||
pub mod shaders {
|
pub mod shaders {
|
||||||
pub mod vs {
|
pub mod vs {
|
||||||
vulkano_shaders::shader! {
|
vulkano_shaders::shader! {
|
||||||
ty: "vertex",
|
ty: "vertex",
|
||||||
path: r"res/shaders/vertex.vert",
|
path: r"res/shaders/vertex.vert",
|
||||||
|
generate_structs: false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -34,6 +35,7 @@ pub mod shaders {
|
||||||
vulkano_shaders::shader! {
|
vulkano_shaders::shader! {
|
||||||
ty: "fragment",
|
ty: "fragment",
|
||||||
path: r"res/shaders/vertex.frag",
|
path: r"res/shaders/vertex.frag",
|
||||||
|
generate_structs: false,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
48
src/core/render/primitives/camera.rs
Normal file
48
src/core/render/primitives/camera.rs
Normal file
|
@ -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)
|
||||||
|
}
|
||||||
|
}
|
4
src/core/render/primitives/mod.rs
Normal file
4
src/core/render/primitives/mod.rs
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
pub mod camera;
|
||||||
|
mod mvp;
|
||||||
|
pub mod transform;
|
||||||
|
pub mod vertex;
|
45
src/core/render/primitives/mvp.rs
Normal file
45
src/core/render/primitives/mvp.rs
Normal file
|
@ -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],
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
37
src/core/render/primitives/transform.rs
Normal file
37
src/core/render/primitives/transform.rs
Normal 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)
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,25 +1,19 @@
|
||||||
use crate::core::input::InputState;
|
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::render::render_context::RenderContext;
|
||||||
use crate::core::scene::Scene;
|
use crate::core::scene::Scene;
|
||||||
use crate::core::timer::Timer;
|
use crate::core::timer::Timer;
|
||||||
use glam::{Mat3, Mat4, Vec3};
|
use glam::{Mat4, Quat, Vec3};
|
||||||
use std::error::Error;
|
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
use std::time::Instant;
|
use vulkano::buffer::Subbuffer;
|
||||||
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
|
|
||||||
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
|
use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
|
||||||
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
|
use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
|
||||||
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
|
|
||||||
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
|
use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
|
||||||
use vulkano_util::renderer::VulkanoWindowRenderer;
|
|
||||||
use winit::event::ElementState;
|
use winit::event::ElementState;
|
||||||
use winit::keyboard::{KeyCode, PhysicalKey};
|
use winit::keyboard::{KeyCode, PhysicalKey};
|
||||||
|
|
||||||
use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
|
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] = [
|
const VERTICES: [Vertex2D; 12] = [
|
||||||
// Triangle en haut à gauche
|
// Triangle en haut à gauche
|
||||||
|
@ -79,8 +73,7 @@ const VERTICES: [Vertex2D; 12] = [
|
||||||
pub struct MainSceneState {
|
pub struct MainSceneState {
|
||||||
pipeline: Arc<GraphicsPipeline>,
|
pipeline: Arc<GraphicsPipeline>,
|
||||||
vertex_buffer: Subbuffer<[Vertex2D]>,
|
vertex_buffer: Subbuffer<[Vertex2D]>,
|
||||||
uniform_buffer: Subbuffer<vs::MVPData>,
|
camera: Camera,
|
||||||
rotation: f32,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Default)]
|
#[derive(Default)]
|
||||||
|
@ -101,39 +94,72 @@ impl Scene for MainScene {
|
||||||
Vertex2D::create_buffer(Vec::from_iter(VERTICES), render_context.memory_allocator())
|
Vertex2D::create_buffer(Vec::from_iter(VERTICES), render_context.memory_allocator())
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
let uniform_buffer = MainScene::get_uniform_buffer(
|
let camera = Camera::new(
|
||||||
0.0,
|
Mat4::look_at_rh(
|
||||||
render_context.memory_allocator(),
|
Vec3::new(0.3, 0.3, 1.0),
|
||||||
render_context.aspect_ratio(),
|
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 {
|
self.state = Some(MainSceneState {
|
||||||
pipeline,
|
pipeline,
|
||||||
vertex_buffer,
|
vertex_buffer,
|
||||||
uniform_buffer,
|
camera,
|
||||||
rotation: 0.0,
|
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, render_context: &RenderContext, input_state: &InputState, timer: &Timer) {
|
fn update(&mut self, render_context: &RenderContext, input_state: &InputState, timer: &Timer) {
|
||||||
let state = self.state.as_mut().unwrap();
|
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
|
== &ElementState::Pressed
|
||||||
{
|
{
|
||||||
timer.delta_time() * 5.0
|
timer.delta_time() * speed
|
||||||
} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyD))
|
} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyD))
|
||||||
== &ElementState::Pressed
|
== &ElementState::Pressed
|
||||||
{
|
{
|
||||||
timer.delta_time() * -5.0
|
timer.delta_time() * -speed
|
||||||
} else {
|
} else {
|
||||||
timer.delta_time() * 0.0
|
timer.delta_time() * 0.0
|
||||||
};
|
};
|
||||||
state.rotation += delta_rotation;
|
|
||||||
state.uniform_buffer = MainScene::get_uniform_buffer(
|
let translation_z = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyW))
|
||||||
state.rotation,
|
== &ElementState::Pressed
|
||||||
render_context.memory_allocator(),
|
{
|
||||||
|
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(),
|
render_context.aspect_ratio(),
|
||||||
);
|
0.01,
|
||||||
|
100.0,
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
fn render(
|
fn render(
|
||||||
|
@ -141,33 +167,35 @@ impl Scene for MainScene {
|
||||||
render_context: &RenderContext,
|
render_context: &RenderContext,
|
||||||
builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
|
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 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(
|
let descriptor_set = DescriptorSet::new(
|
||||||
render_context.descriptor_set_allocator().clone(),
|
render_context.descriptor_set_allocator().clone(),
|
||||||
layout.clone(),
|
layout.clone(),
|
||||||
[WriteDescriptorSet::buffer(
|
[WriteDescriptorSet::buffer(0, uniform_buffer)],
|
||||||
0,
|
|
||||||
self.state.as_ref().unwrap().uniform_buffer.clone(),
|
|
||||||
)],
|
|
||||||
[],
|
[],
|
||||||
)
|
)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
|
||||||
unsafe {
|
unsafe {
|
||||||
builder
|
builder
|
||||||
.bind_pipeline_graphics(self.state.as_ref().unwrap().pipeline.clone())
|
.bind_pipeline_graphics(state.pipeline.clone())
|
||||||
.unwrap()
|
.unwrap()
|
||||||
.bind_descriptor_sets(
|
.bind_descriptor_sets(
|
||||||
PipelineBindPoint::Graphics,
|
PipelineBindPoint::Graphics,
|
||||||
self.state.as_ref().unwrap().pipeline.layout().clone(),
|
state.pipeline.layout().clone(),
|
||||||
0,
|
0,
|
||||||
descriptor_set,
|
descriptor_set,
|
||||||
)
|
)
|
||||||
.unwrap()
|
.unwrap()
|
||||||
.bind_vertex_buffers(0, self.state.as_ref().unwrap().vertex_buffer.clone())
|
.bind_vertex_buffers(0, state.vertex_buffer.clone())
|
||||||
.unwrap()
|
.unwrap()
|
||||||
.draw(vertex_count, instance_count, 0, 0)
|
.draw(vertex_count, instance_count, 0, 0)
|
||||||
.unwrap();
|
.unwrap();
|
||||||
|
@ -176,44 +204,3 @@ impl Scene for MainScene {
|
||||||
|
|
||||||
fn unload(&mut self) {}
|
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()
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue