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Diffstat (limited to 'examples/render-quad/src/draw_pass.rs')
-rw-r--r-- | examples/render-quad/src/draw_pass.rs | 335 |
1 files changed, 335 insertions, 0 deletions
diff --git a/examples/render-quad/src/draw_pass.rs b/examples/render-quad/src/draw_pass.rs new file mode 100644 index 0000000..9b32fcb --- /dev/null +++ b/examples/render-quad/src/draw_pass.rs @@ -0,0 +1,335 @@ +//! Minimal code for drawing any level, based on traits from stockton-levels + +use anyhow::{Context, Result}; +use hal::{ + buffer::SubRange, + command::{ClearColor, ClearValue, RenderAttachmentInfo, SubpassContents}, + format::Format, + image::Layout, + pass::Attachment, + pso::{ + BlendDesc, BlendOp, BlendState, ColorBlendDesc, ColorMask, DepthStencilDesc, Face, Factor, + FrontFace, InputAssemblerDesc, LogicOp, PolygonMode, Primitive, Rasterizer, State, + VertexInputRate, + }, +}; +use legion::{Entity, IntoQuery}; +use std::{ + array::IntoIter, + iter::{empty, once}, +}; +use stockton_skeleton::{ + buffers::draw::DrawBuffers, + builders::{ + AttachmentSpec, CompletePipeline, PipelineSpecBuilder, RenderpassSpec, ShaderDesc, + ShaderKind, VertexBufferSpec, VertexPrimitiveAssemblerSpec, + }, + draw_passes::util::TargetSpecificResources, + mem::{DataPool, StagingPool}, + queue_negotiator::QueueFamilyNegotiator, + types::*, + DrawPass, IntoDrawPass, PassPosition, RenderingContext, Session, +}; + +use crate::ExampleState; + +/// The vertices that go to the shader (XY + RGB) +#[derive(Debug, Clone, Copy)] +#[repr(C)] +struct Vertex(pub Vector2, pub Vector3); + +/// An example draw pass +pub struct ExampleDrawPass<'a> { + /// Index and vertex buffer pair + draw_buffers: DrawBuffers<'a, Vertex, DataPool, StagingPool>, + + /// Resources that depend on the surface. This is seperate so that we can deal with surface changes more easily. + surface_resources: SurfaceDependentResources, + + /// Entity we get our state from + state_ent: Entity, +} + +/// Config for our draw pass. This is turned into our drawpass using [`IntoDrawPass`] +pub struct ExampleDrawPassConfig { + pub state_ent: Entity, +} + +impl<'a, P: PassPosition> DrawPass<P> for ExampleDrawPass<'a> { + /// Called every frame to queue actual drawing. + fn queue_draw( + &mut self, + session: &Session, + img_view: &ImageViewT, + cmd_buffer: &mut CommandBufferT, + ) -> anyhow::Result<()> { + // Commit any changes to our vertex buffers + // We queue this first so that it's executed before any draw commands + self.draw_buffers + .vertex_buffer + .record_commit_cmds(cmd_buffer)?; + self.draw_buffers + .index_buffer + .record_commit_cmds(cmd_buffer)?; + + // Get framebuffer + let fb = self.surface_resources.framebuffers.get_next(); + + // Get state + let (state,) = <(&ExampleState,)>::query().get(&session.world, self.state_ent)?; + + // Begin render pass & bind everything needed + unsafe { + cmd_buffer.begin_render_pass( + &self.surface_resources.pipeline.renderpass, + fb, + self.surface_resources.pipeline.render_area, + vec![RenderAttachmentInfo { + image_view: img_view, + clear_value: ClearValue { + color: ClearColor { + float32: [0.0, 0.0, 0.0, 1.0], + }, + }, + }] + .into_iter(), + SubpassContents::Inline, + ); + cmd_buffer.bind_graphics_pipeline(&self.surface_resources.pipeline.pipeline); + + // Bind buffers + cmd_buffer.bind_vertex_buffers( + 0, + once(( + self.draw_buffers.vertex_buffer.get_buffer(), + SubRange { + offset: 0, + size: None, + }, + )), + ); + cmd_buffer.bind_index_buffer( + self.draw_buffers.index_buffer.get_buffer(), + SubRange { + offset: 0, + size: None, + }, + hal::IndexType::U16, + ); + } + + // Draw an example + self.draw_buffers.index_buffer[0] = (0, 1, 2); + self.draw_buffers.vertex_buffer[0] = Vertex(Vector2::new(0.5, 0.5), state.color()); + self.draw_buffers.vertex_buffer[1] = Vertex(Vector2::new(0.0, -0.5), state.color()); + self.draw_buffers.vertex_buffer[2] = Vertex(Vector2::new(-0.5, 0.5), state.color()); + + unsafe { + cmd_buffer.draw_indexed(0..3, 0, 0..1); + } + + // Remember to clean up afterwards! + unsafe { + cmd_buffer.end_render_pass(); + } + + Ok(()) + } + + /// Destroy all our vulkan objects + fn deactivate(self, context: &mut RenderingContext) -> Result<()> { + self.draw_buffers.deactivate(context); + self.surface_resources.deactivate(context)?; + + Ok(()) + } + + /// Deal with a surface change + fn handle_surface_change( + mut self, + _session: &Session, + context: &mut RenderingContext, + ) -> Result<Self> { + // We need to make sure there's never an invalid value for self.surface_resources, + // and that we deactivate everything in case of an error (since we'll be dropped in that case). + let new_resources = match SurfaceDependentResources::new::<P>(context) { + Ok(x) => x, + Err(e) => { + <Self as DrawPass<P>>::deactivate(self, context)?; + + return Err(e); + } + }; + + let old_resources = self.surface_resources; + self.surface_resources = new_resources; + + match old_resources.deactivate(context) { + Ok(_) => Ok(self), + Err(e) => { + <Self as DrawPass<P>>::deactivate(self, context)?; + Err(e) + } + } + } +} + +impl<'a, P: PassPosition> IntoDrawPass<ExampleDrawPass<'a>, P> for ExampleDrawPassConfig { + /// Create our example draw pass + fn init( + self, + _session: &mut Session, + context: &mut RenderingContext, + ) -> Result<ExampleDrawPass<'a>> { + let surface_resources = SurfaceDependentResources::new::<P>(context)?; + let draw_buffers = + match DrawBuffers::from_context(context).context("Error creating draw buffers") { + Ok(x) => x, + Err(e) => { + surface_resources.deactivate(context)?; + return Err(e); + } + }; + + Ok(ExampleDrawPass { + draw_buffers, + surface_resources, + state_ent: self.state_ent, + }) + } + + fn find_aux_queues( + _adapter: &Adapter, + _queue_negotiator: &mut QueueFamilyNegotiator, + ) -> Result<()> { + // We don't need any queues, but we'd need code to find their families here if we did. + Ok(()) + } +} + +/// Used to store resources which depend on the surface, for convenience in handle_surface_change +struct SurfaceDependentResources { + pub pipeline: CompletePipeline, + pub framebuffers: TargetSpecificResources<FramebufferT>, +} + +impl SurfaceDependentResources { + pub fn new<P: PassPosition>(context: &mut RenderingContext) -> Result<Self> { + let (pipeline, framebuffers) = { + // Our graphics pipeline + // Vulkan has a lot of config, so this is basically always going to be a big builder block + let pipeline_spec = PipelineSpecBuilder::default() + .rasterizer(Rasterizer { + polygon_mode: PolygonMode::Fill, + cull_face: Face::NONE, + front_face: FrontFace::CounterClockwise, + depth_clamping: false, + depth_bias: None, + conservative: true, + line_width: State::Static(1.0), + }) + .depth_stencil(DepthStencilDesc { + depth: None, + depth_bounds: false, + stencil: None, + }) + .blender(BlendDesc { + logic_op: Some(LogicOp::Copy), + targets: vec![ColorBlendDesc { + mask: ColorMask::ALL, + blend: Some(BlendState { + color: BlendOp::Add { + src: Factor::SrcAlpha, + dst: Factor::OneMinusSrcAlpha, + }, + alpha: BlendOp::Add { + src: Factor::SrcAlpha, + dst: Factor::OneMinusSrcAlpha, + }, + }), + }], + }) + .primitive_assembler(VertexPrimitiveAssemblerSpec::with_buffers( + InputAssemblerDesc::new(Primitive::TriangleList), + vec![VertexBufferSpec { + attributes: vec![Format::Rg32Sfloat, Format::Rgb32Sfloat], + rate: VertexInputRate::Vertex, + }], + )) + .shader_vertex(ShaderDesc { + source: include_str!("./data/shader.vert").to_string(), + entry: "main".to_string(), + kind: ShaderKind::Vertex, + }) + .shader_fragment(ShaderDesc { + source: include_str!("./data/shader.frag").to_string(), + entry: "main".to_string(), + kind: ShaderKind::Fragment, + }) + .renderpass(RenderpassSpec { + colors: vec![AttachmentSpec { + attachment: Attachment { + format: Some(context.properties().color_format), + samples: 1, + // Here we use PassPosition to get the proper operations + // Since, for example, the last pass needs to finish in present mode. + ops: P::attachment_ops(), + stencil_ops: P::attachment_ops(), + layouts: P::layout_as_range(), + }, + // This is the layout we want to deal with in our `queue_draw` function. + // It's almost certainly `Layout::ColorAttachmentOptimal` + used_layout: Layout::ColorAttachmentOptimal, + }], + depth: None, + inputs: vec![], + resolves: vec![], + preserves: vec![], + }) + .build() + .context("Error building pipeline")?; + + // Lock our device to actually build it + // Try to lock the device for as little time as possible + let mut device = context.lock_device()?; + + let pipeline = pipeline_spec + .build(&mut device, context.properties().extent, empty()) + .context("Error building pipeline")?; + + // Our framebuffers just have the swapchain framebuffer attachment + // TargetSpecificResources makes sure we use a different one each frame. + let fat = context.properties().swapchain_framebuffer_attachment(); + let framebuffers = TargetSpecificResources::new( + || unsafe { + Ok(device.create_framebuffer( + &pipeline.renderpass, + IntoIter::new([fat.clone()]), + context.properties().extent, + )?) + }, + context.properties().image_count as usize, + )?; + + (pipeline, framebuffers) + }; + + Ok(Self { + pipeline, + framebuffers, + }) + } + + pub fn deactivate(self, context: &mut RenderingContext) -> Result<()> { + unsafe { + let mut device = context.lock_device()?; + for fb in self.framebuffers.dissolve() { + device.destroy_framebuffer(fb); + } + + self.pipeline.deactivate(&mut device); + } + + Ok(()) + } +} |