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// Copyright 2020 Sergiusz 'q3k' Bazanski <q3k@q3k.org>
//
// This file is part of Abrasion.
//
// Abrasion is free software: you can redistribute it and/or modify it under
// the terms of the GNU General Public License as published by the Free
// Software Foundation, version 3.
//
// Abrasion is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
// details.
//
// You should have received a copy of the GNU General Public License along with
// Abrasion. If not, see <https://www.gnu.org/licenses/>.
use std::borrow::Cow;
use std::sync::Arc;
use vulkano::buffer as vb;
use vulkano::descriptor::descriptor as vdD;
use vulkano::descriptor::descriptor_set as vdd;
use vulkano::descriptor::pipeline_layout as vdp;
use vulkano::device as vd;
use vulkano::format::Format;
use vulkano::framebuffer as vf;
use vulkano::memory as vm;
use vulkano::pipeline as vp;
use vulkano::pipeline::shader as vps;
use vulkano::pipeline::vertex as vpv;
use vulkano::sampler as vs;
use crate::mesh::Vertex;
use crate::vulkan::data;
use crate::vulkan::shaders;
use crate::vulkan::pipeline;
pub struct Forward {
pipeline: Arc<pipeline::VulkanoPipeline>,
descriptor_set_pool: vdd::FixedSizeDescriptorSetsPool,
device: Arc<vd::Device>,
}
impl Forward {
pub fn new(
device: Arc<vd::Device>,
viewport_dimensions: [u32; 2],
render_pass: Arc<dyn vf::RenderPassAbstract + Send + Sync>,
) -> Forward {
let vertex_shader = shaders::ShaderDefinition {
name: "//assets/shaders/forward_vert.spv".to_string(),
ty: vps::GraphicsShaderType::Vertex,
inputs: vec![
vps::ShaderInterfaceDefEntry {
location: 0..1, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("pos")),
},
vps::ShaderInterfaceDefEntry {
location: 1..2, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("normal")),
},
vps::ShaderInterfaceDefEntry {
location: 2..6, format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("model")),
},
vps::ShaderInterfaceDefEntry {
location: 6..7, format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("tex")),
},
],
outputs: vec![
vps::ShaderInterfaceDefEntry {
location: 0..1, format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("fragTexCoord")),
},
vps::ShaderInterfaceDefEntry {
location: 1..2, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("fragWorldPos")),
},
vps::ShaderInterfaceDefEntry {
location: 2..3, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("fragNormal")),
},
],
uniforms: vec![],
push_constants: vec![
vdp::PipelineLayoutDescPcRange {
offset: 0,
size: 64usize,
stages: vdD::ShaderStages {
vertex: true,
..vdD::ShaderStages::none()
},
},
],
}.load_into(device.clone()).expect("could not load vertex shader");
let fragment_shader = shaders::ShaderDefinition {
name: "//assets/shaders/forward_frag.spv".to_string(),
ty: vps::GraphicsShaderType::Fragment,
inputs: vec![
vps::ShaderInterfaceDefEntry {
location: 0..1, format: Format::R32G32Sfloat,
name: Some(Cow::Borrowed("fragTexCoord")),
},
vps::ShaderInterfaceDefEntry {
location: 1..2, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("fragWorldPos")),
},
vps::ShaderInterfaceDefEntry {
location: 2..3, format: Format::R32G32B32Sfloat,
name: Some(Cow::Borrowed("fragNormal")),
},
],
outputs: vec![
vps::ShaderInterfaceDefEntry {
location: 0..1, format: Format::R32G32B32A32Sfloat,
name: Some(Cow::Borrowed("outColor")),
}
],
uniforms: vec![
vdD::DescriptorDesc {
ty: vdD::DescriptorDescTy::Buffer(vdD::DescriptorBufferDesc {
dynamic: Some(false),
storage: false,
}),
array_count: 1,
readonly: true,
stages: vdD::ShaderStages {
fragment: true,
..vdD::ShaderStages::none()
},
},
vdD::DescriptorDesc {
ty: vdD::DescriptorDescTy::CombinedImageSampler(vdD::DescriptorImageDesc {
sampled: true,
dimensions: vdD::DescriptorImageDescDimensions::TwoDimensional,
format: None,
multisampled: false,
array_layers: vdD::DescriptorImageDescArray::NonArrayed,
}),
array_count: 1,
readonly: true,
stages: vdD::ShaderStages {
fragment: true,
..vdD::ShaderStages::none()
},
},
vdD::DescriptorDesc {
ty: vdD::DescriptorDescTy::CombinedImageSampler(vdD::DescriptorImageDesc {
sampled: true,
dimensions: vdD::DescriptorImageDescDimensions::TwoDimensional,
format: None,
multisampled: false,
array_layers: vdD::DescriptorImageDescArray::NonArrayed,
}),
array_count: 1,
readonly: true,
stages: vdD::ShaderStages {
fragment: true,
..vdD::ShaderStages::none()
},
},
],
push_constants: vec![
],
}.load_into(device.clone()).expect("could not load fragment shader");
let dimensions = [viewport_dimensions[0] as f32, viewport_dimensions[1] as f32];
let viewport = vp::viewport::Viewport {
origin: [0.0, 0.0],
dimensions,
depth_range: 0.0 .. 1.0,
};
// Counter-clockwise facing triangles - this is because geometry data is left-handed, and
// the vertex shader performs a handedness flip by doing .y *= -1 on emitted vertices. To
// keep geomtry-space triangles clockwise after this transformation, the pipeline must be
// set to treat counter-clockwise triangles as front-facing. An alternative would be to
// fully embrace the vulkan coordinate system, including geometry - however this goes
// against most existing software and practices. This might bite us in the ass at some
// point in the future.
let pipeline = Arc::new(vp::GraphicsPipeline::start()
.vertex_input(vpv::OneVertexOneInstanceDefinition::<Vertex, data::Instance>::new())
.vertex_shader(vertex_shader.entry_point(), ())
.triangle_list()
.primitive_restart(false)
.viewports(vec![viewport])
.fragment_shader(fragment_shader.entry_point(), ())
.depth_clamp(false)
.polygon_mode_fill()
.line_width(1.0)
.cull_mode_back()
.front_face_counter_clockwise()
.blend_pass_through()
.depth_stencil(vulkano::pipeline::depth_stencil::DepthStencil::simple_depth_test())
.render_pass(vf::Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone())
.unwrap())
as Arc<pipeline::VulkanoPipeline>;
let layout = pipeline.descriptor_set_layout(0).unwrap();
let descriptor_set_pool = vdd::FixedSizeDescriptorSetsPool::new(layout.clone());
Forward {
pipeline,
descriptor_set_pool,
device
}
}
}
impl pipeline::Pipeline for Forward {
fn get_pipeline(&self) -> Arc<pipeline::VulkanoPipeline> {
self.pipeline.clone()
}
fn make_descriptor_set(
&mut self,
textures: data::Textures,
fragment_ubo_buffer: Arc<vb::cpu_pool::CpuBufferPoolSubbuffer<data::FragmentUniformBufferObject, Arc<vm::pool::StdMemoryPool>>>,
) -> Arc<pipeline::VulkanoDescriptorSet> {
let image_sampler = vs::Sampler::simple_repeat_linear(self.device.clone());
Arc::new(self.descriptor_set_pool.next()
.add_buffer(fragment_ubo_buffer).unwrap()
.add_sampled_image(textures.diffuse.clone(), image_sampler.clone()).unwrap()
.add_sampled_image(textures.roughness.clone(), image_sampler.clone()).unwrap()
.build().unwrap())
}
}
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