vulkano_test/src/game/assets/pipelines/simple.rs

178 lines
6.1 KiB
Rust

use std::{error::Error, sync::Arc};
use vulkano::{
command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, layout::DescriptorSetLayoutCreateInfo,
},
device::Device,
format::Format,
pipeline::{
DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
graphics::{
GraphicsPipelineCreateInfo,
color_blend::{ColorBlendAttachmentState, ColorBlendState},
depth_stencil::{DepthState, DepthStencilState},
input_assembly::InputAssemblyState,
multisample::MultisampleState,
rasterization::RasterizationState,
subpass::PipelineRenderingCreateInfo,
vertex_input::{Vertex, VertexDefinition},
viewport::ViewportState,
},
layout::{PipelineDescriptorSetLayoutCreateInfo, PipelineLayoutCreateFlags},
},
};
use crate::core::render::{
primitives::{
AsDescriptorSet, AsDescriptorSetLayoutBindings, AsRecordable, AsRenderableMesh,
AsRenderableMeshInstance, mvp::Mvp, transform::TransformRaw, vertex::Vertex3D,
},
resources::{pipeline::LoadableGraphicsPipeline, texture::Texture},
};
pub struct SimplePipeline;
impl LoadableGraphicsPipeline for SimplePipeline {
fn load(
device: &Arc<Device>,
swapchain_format: Format,
depth_format: Format,
) -> Result<Arc<GraphicsPipeline>, Box<dyn Error>> {
let vs = shaders::vs::load(device.clone())?
.entry_point("main")
.ok_or("Failed find main entry point of vertex shader".to_string())?;
let fs = shaders::fs::load(device.clone())?
.entry_point("main")
.ok_or("Failed find main entry point of fragment shader".to_string())?;
let vertex_input_state =
[Vertex3D::per_vertex(), TransformRaw::per_instance()].definition(&vs)?;
let stages = [
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
let mvp_bindings = Mvp::as_descriptor_set_layout_bindings();
let texture_bindings = Texture::as_descriptor_set_layout_bindings();
let vertex_descriptor_set_layout = DescriptorSetLayoutCreateInfo {
bindings: mvp_bindings,
..Default::default()
};
let fragment_descriptor_set_layout = DescriptorSetLayoutCreateInfo {
bindings: texture_bindings,
..Default::default()
};
let create_info = PipelineDescriptorSetLayoutCreateInfo {
set_layouts: vec![vertex_descriptor_set_layout, fragment_descriptor_set_layout],
flags: PipelineLayoutCreateFlags::default(),
push_constant_ranges: vec![],
}
.into_pipeline_layout_create_info(device.clone())?;
let layout = PipelineLayout::new(device.clone(), create_info)?;
let subpass = PipelineRenderingCreateInfo {
color_attachment_formats: vec![Some(swapchain_format)],
depth_attachment_format: Some(depth_format),
..Default::default()
};
let pipeline = GraphicsPipeline::new(
device.clone(),
None,
GraphicsPipelineCreateInfo {
stages: stages.into_iter().collect(),
vertex_input_state: Some(vertex_input_state),
input_assembly_state: Some(InputAssemblyState::default()),
viewport_state: Some(ViewportState::default()),
rasterization_state: Some(RasterizationState::default()),
multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.color_attachment_formats.len() as u32,
ColorBlendAttachmentState::default(),
)),
depth_stencil_state: Some(DepthStencilState {
depth: Some(DepthState::simple()),
..Default::default()
}),
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.into()),
..GraphicsPipelineCreateInfo::layout(layout)
},
)?;
Ok(pipeline)
}
fn pipeline_name() -> &'static str {
"SimplePipeline"
}
}
impl AsRecordable for SimplePipeline {
fn record_bind_commands(
builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
descriptor_set_allocator: &Arc<StandardDescriptorSetAllocator>,
pipeline: &Arc<GraphicsPipeline>,
mesh: &impl AsRenderableMesh,
instances: &impl AsRenderableMeshInstance,
descriptor_sets: Vec<Arc<dyn AsDescriptorSet>>,
) -> Result<(), Box<dyn Error>> {
builder.bind_pipeline_graphics(pipeline.clone())?;
if !descriptor_sets.is_empty() {
let layouts = pipeline.layout().set_layouts();
let descriptor_sets = descriptor_sets
.iter()
.enumerate()
.map(|(layout_index, data)| {
data.as_descriptor_set(descriptor_set_allocator, &layouts[layout_index])
})
.collect::<Result<Vec<_>, _>>()?;
builder.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
0,
descriptor_sets,
)?;
}
builder.bind_vertex_buffers(
0,
(
mesh.vertex_buffer().clone(),
instances.instance_buffer().clone(),
),
)?;
Ok(())
}
}
pub mod shaders {
pub mod vs {
vulkano_shaders::shader! {
ty: "vertex",
path: r"res/shaders/simple.vert",
generate_structs: false,
}
}
pub mod fs {
vulkano_shaders::shader! {
ty: "fragment",
path: r"res/shaders/simple.frag",
generate_structs: false,
}
}
}