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-rw-r--r--stockton-render/src/draw/draw_passes/cons.rs45
-rw-r--r--stockton-render/src/draw/draw_passes/level.rs812
-rw-r--r--stockton-render/src/draw/draw_passes/mod.rs27
3 files changed, 448 insertions, 436 deletions
diff --git a/stockton-render/src/draw/draw_passes/cons.rs b/stockton-render/src/draw/draw_passes/cons.rs
index 76e2f32..8f912ec 100644
--- a/stockton-render/src/draw/draw_passes/cons.rs
+++ b/stockton-render/src/draw/draw_passes/cons.rs
@@ -1,8 +1,10 @@
//! Code for using multiple draw passes in place of just one
//! Note that this can be extended to an arbitrary amount of draw passes.
+use std::sync::{Arc, RwLock};
+
use super::DrawPass;
-use crate::{draw::queue_negotiator::QueueNegotiator, types::*};
+use crate::types::*;
use stockton_types::Session;
use anyhow::Result;
@@ -14,23 +16,21 @@ pub struct ConsDrawPass<A: DrawPass, B: DrawPass> {
}
impl<A: DrawPass, B: DrawPass> DrawPass for ConsDrawPass<A, B> {
- fn queue_draw(&self, session: &Session, cmd_buffer: &mut CommandBufferT) -> Result<()> {
- self.a.queue_draw(&session, cmd_buffer)?;
- self.b.queue_draw(&session, cmd_buffer)?;
+ fn queue_draw(
+ &mut self,
+ session: &Session,
+ img_view: &ImageViewT,
+ cmd_buffer: &mut CommandBufferT,
+ ) -> Result<()> {
+ self.a.queue_draw(session, img_view, cmd_buffer)?;
+ self.b.queue_draw(session, img_view, cmd_buffer)?;
Ok(())
}
- fn find_aux_queues<'a>(
- adapter: &'a Adapter,
- queue_negotiator: &mut QueueNegotiator,
- ) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>> {
- let mut vec = Vec::new();
-
- vec.extend(A::find_aux_queues(adapter, queue_negotiator)?);
- vec.extend(B::find_aux_queues(adapter, queue_negotiator)?);
-
- Ok(vec)
+ fn deactivate(self, device: &mut Arc<RwLock<DeviceT>>) -> Result<()> {
+ self.a.deactivate(device)?;
+ self.b.deactivate(device)
}
}
@@ -38,15 +38,16 @@ impl<A: DrawPass, B: DrawPass> DrawPass for ConsDrawPass<A, B> {
pub struct NilDrawPass;
impl DrawPass for NilDrawPass {
-
- fn queue_draw(&self, _input: &Session, _cmd_buffer: &mut CommandBufferT) -> Result<()> {
+ fn queue_draw(
+ &mut self,
+ _input: &Session,
+ _img_view: &ImageViewT,
+ _cmd_buffer: &mut CommandBufferT,
+ ) -> Result<()> {
Ok(())
}
- fn find_aux_queues<'a>(
- _adapter: &'a Adapter,
- _queue_negotiator: &mut QueueNegotiator,
- ) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>> {
- Ok(vec![])
+ fn deactivate(self, _device: &mut Arc<RwLock<DeviceT>>) -> Result<()> {
+ Ok(())
}
-} \ No newline at end of file
+}
diff --git a/stockton-render/src/draw/draw_passes/level.rs b/stockton-render/src/draw/draw_passes/level.rs
index b968a1a..3a4e748 100644
--- a/stockton-render/src/draw/draw_passes/level.rs
+++ b/stockton-render/src/draw/draw_passes/level.rs
@@ -2,18 +2,57 @@
use super::{DrawPass, IntoDrawPass};
use crate::{
- draw::{queue_negotiator::QueueNegotiator, target::SwapchainProperties, texture::TextureRepo},
- error::EnvironmentError,
+ draw::{
+ buffers::{
+ draw_buffers::{DrawBuffers, INITIAL_INDEX_SIZE, INITIAL_VERT_SIZE},
+ DedicatedLoadedImage, ModifiableBuffer,
+ },
+ builders::{
+ pipeline::{
+ CompletePipeline, PipelineSpecBuilder, VertexBufferSpec,
+ VertexPrimitiveAssemblerSpec,
+ },
+ renderpass::RenderpassSpec,
+ shader::ShaderDesc,
+ },
+ queue_negotiator::QueueNegotiator,
+ target::SwapchainProperties,
+ texture::{resolver::FsResolver, TexLoadQueue, TextureLoadConfig, TextureRepo},
+ },
+ error::{EnvironmentError, LevelError, LockPoisoned},
types::*,
};
-use stockton_levels::features::MinRenderFeatures;
-use stockton_types::*;
+use hal::{
+ buffer::SubRange,
+ command::{ClearColor, ClearDepthStencil, ClearValue, RenderAttachmentInfo, SubpassContents},
+ format::{Aspects, Format},
+ image::{
+ Filter, FramebufferAttachment, Layout, SubresourceRange, Usage, ViewCapabilities, WrapMode,
+ },
+ pass::{Attachment, AttachmentLoadOp, AttachmentOps, AttachmentStoreOp},
+ pso::{
+ BlendDesc, BlendOp, BlendState, ColorBlendDesc, ColorMask, Comparison, DepthStencilDesc,
+ DepthTest, Face, Factor, FrontFace, InputAssemblerDesc, LogicOp, PolygonMode, Primitive,
+ Rasterizer, ShaderStageFlags, State, VertexInputRate,
+ },
+};
+use legion::{Entity, IntoQuery};
+use shaderc::ShaderKind;
+use stockton_levels::{
+ features::MinRenderFeatures,
+ parts::{data::Geometry, IsFace},
+};
+use stockton_types::{
+ components::{CameraSettings, CameraVPMatrix, Transform},
+ *,
+};
use std::{
array::IntoIter,
+ convert::TryInto,
iter::{empty, once},
marker::PhantomData,
- mem::{size_of, ManuallyDrop},
+ path::Path,
sync::{Arc, RwLock},
};
@@ -24,435 +63,398 @@ use anyhow::{Context, Result};
struct UvPoint(pub Vector3, pub i32, pub Vector2);
/// Draw a level
-pub struct LevelDrawPass<M: MinRenderFeatures> {
+pub struct LevelDrawPass<'a, M> {
pipeline: CompletePipeline,
repo: TextureRepo,
+ active_camera: Entity,
+ draw_buffers: DrawBuffers<'a, UvPoint>,
+
+ framebuffers: Vec<FramebufferT>,
+ depth_buffers: Vec<DedicatedLoadedImage>,
+ next_resources: usize,
+
_d: PhantomData<M>,
}
-impl<M: MinRenderFeatures> DrawPass for LevelDrawPass<M> {
+impl<'a, M> DrawPass for LevelDrawPass<'a, M>
+where
+ M: for<'b> MinRenderFeatures<'b> + 'static,
+{
fn queue_draw(
- &self,
- _input: &Session,
- _cmd_buffer: &mut crate::types::CommandBufferT,
+ &mut self,
+ session: &Session,
+ img_view: &ImageViewT,
+ cmd_buffer: &mut crate::types::CommandBufferT,
) -> anyhow::Result<()> {
- todo!()
- // // Get visible faces
- // // let faces = get_visible_faces(
- // // pos,
- // // &*self
- // // .context
- // // .map
- // // .read()
- // // .map_err(|_| LockPoisoned::Map)
- // // .context("Error getting read lock on map")?,
- // // );
- // let faces: Vec<u32> = {
- // let map = &*self
- // .context
- // .map
- // .read()
- // .map_err(|_| LockPoisoned::Map)
- // .context("Error getting read lock on map")?;
-
- // map.iter_faces().map(|x| x.index(map)).collect()
- // };
-
- // // Iterate over faces, copying them in and drawing groups that use the same texture chunk all at once.
- // let mut current_chunk = file
- // .get_face(0)
- // .ok_or(LevelError::BadReference)?
- // .texture_idx(file) as usize
- // / 8;
- // let mut chunk_start = 0;
-
- // let mut curr_vert_idx: usize = 0;
- // let mut curr_idx_idx: usize = 0;
-
- // for face in faces.iter().map(|idx| file.get_face(*idx)) {
- // if let Some(face) = face {
- // if current_chunk != face.texture_idx(file) as usize / 8 {
- // // Last index was last of group, so draw it all if textures are loaded.
- // draw_or_queue(
- // current_chunk,
- // self.tex_repo,
- // cmd_buffer,
- // self.pipeline.pipeline_layout,
- // chunk_start as u32,
- // curr_idx_idx as u32,
- // )?;
-
- // // Next group of same-chunked faces starts here.
- // chunk_start = curr_idx_idx;
- // current_chunk = face.texture_idx(file) as usize / 8;
- // }
-
- // match face.geometry(file) {
- // Geometry::Vertices(v1, v2, v3) => {
- // for v in [v1, v2, v3] {
- // let uvp =
- // UvPoint(v.position, face.texture_idx(file).try_into()?, v.tex);
-
- // draw_buffers.vertex_buffer[curr_vert_idx] = uvp;
- // curr_vert_idx += 1;
- // }
- // draw_buffers.index_buffer[curr_idx_idx] = (
- // curr_vert_idx as u16 - 2,
- // curr_vert_idx as u16 - 1,
- // curr_vert_idx as u16,
- // );
- // curr_idx_idx += 1;
- // }
- // }
-
- // if curr_vert_idx >= INITIAL_VERT_SIZE.try_into()?
- // || curr_idx_idx >= INITIAL_INDEX_SIZE.try_into()?
- // {
- // println!("out of vertex buffer space!");
- // break;
- // }
- // } else {
- // anyhow::bail!(LevelError::BadReference);
- // }
- // }
-
- // // Draw the final group of chunks
- // draw_or_queue(
- // current_chunk,
- // self.tex_repo,
- // cmd_buffer,
- // self.pipeline.pipeline_layout,
- // chunk_start as u32,
- // curr_idx_idx as u32,
- // )?;
-
- // Ok(())
- }
-
- fn find_aux_queues<'a>(
- _adapter: &'a Adapter,
- _queue_negotiator: &mut QueueNegotiator,
- ) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>> {
- todo!()
- // queue_negotiator.find(TexLoadQueue)
- }
-}
-
-impl<M: MinRenderFeatures> IntoDrawPass<LevelDrawPass<M>> for () {
- fn init(
- self,
- _device_lock: Arc<RwLock<DeviceT>>,
- _queue_negotiator: &mut QueueNegotiator,
- _swapchain_properties: &SwapchainProperties,
- ) -> Result<LevelDrawPass<M>> {
- todo!()
- // let repo = TextureRepo::new(
- // device_lock.clone(),
- // queue_negotiator
- // .family()
- // .ok_or(EnvironmentError::NoQueues)?,
- // );
- // let pipeline = {
- // let device = device_lock.write().or(Err(LockPoisoned::Device))?;
- // CompletePipeline::new(
- // device,
- // swapchain_properties.extent,
- // swapchain_properties,
- // std::iter::empty(),
- // )?
- // };
- // Ok(LevelDrawPass {
- // pipeline,
- // repo,
- // _d: PhantomData,
- // })
- }
-}
-
-/// Entry point name for shaders
-const ENTRY_NAME: &str = "main";
-
-/// Source for vertex shader. TODO
-const VERTEX_SOURCE: &str = include_str!("../data/stockton.vert");
+ // We might have loaded more textures
+ self.repo.process_responses();
+
+ // Make sure we update the vertex buffers after they're written to, but before they're read from.
+ self.draw_buffers
+ .vertex_buffer
+ .record_commit_cmds(cmd_buffer)?;
+ self.draw_buffers
+ .index_buffer
+ .record_commit_cmds(cmd_buffer)?;
+
+ // Get level & camera
+ let mut query = <(&Transform, &CameraSettings, &CameraVPMatrix)>::query();
+ let (camera_transform, camera_settings, camera_vp) = query
+ .get(&session.world, self.active_camera)
+ .context("Couldn't find camera components")?;
+ let map_lock: Arc<RwLock<M>> = session.resources.get::<Arc<RwLock<M>>>().unwrap().clone();
+ let map = map_lock.read().map_err(|_| LockPoisoned::Map)?;
+
+ // Get framebuffer and depth buffer
+ let fb = &self.framebuffers[self.next_resources];
+ let db = &self.depth_buffers[self.next_resources];
+ self.next_resources = (self.next_resources + 1) % self.framebuffers.len();
-/// Source for fragment shader. TODO
-const FRAGMENT_SOURCE: &str = include_str!("../data/stockton.frag");
-
-/// A complete graphics pipeline and associated resources
-pub struct CompletePipeline {
- /// Our main render pass
- pub(crate) renderpass: ManuallyDrop<RenderPassT>,
-
- /// The layout of our main graphics pipeline
- pub(crate) pipeline_layout: ManuallyDrop<PipelineLayoutT>,
-
- /// Our main graphics pipeline
- pub(crate) pipeline: ManuallyDrop<GraphicsPipelineT>,
-
- /// The vertex shader module
- pub(crate) vs_module: ManuallyDrop<ShaderModuleT>,
+ unsafe {
+ cmd_buffer.begin_render_pass(
+ &self.pipeline.renderpass,
+ fb,
+ self.pipeline.render_area,
+ vec![
+ RenderAttachmentInfo {
+ image_view: img_view,
+ clear_value: ClearValue {
+ color: ClearColor {
+ float32: [0.0, 0.0, 0.0, 1.0],
+ },
+ },
+ },
+ RenderAttachmentInfo {
+ image_view: &*db.image_view,
+ clear_value: ClearValue {
+ depth_stencil: ClearDepthStencil {
+ depth: 1.0,
+ stencil: 0,
+ },
+ },
+ },
+ ]
+ .into_iter(),
+ SubpassContents::Inline,
+ );
+ cmd_buffer.bind_graphics_pipeline(&self.pipeline.pipeline);
+
+ // VP Matrix
+ let vp = &*(camera_vp.vp_matrix.data.as_slice() as *const [f32] as *const [u32]);
+
+ cmd_buffer.push_graphics_constants(
+ &self.pipeline.pipeline_layout,
+ ShaderStageFlags::VERTEX,
+ 0,
+ vp,
+ );
+
+ // 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,
+ );
+ }
- /// The fragment shader module
- pub(crate) fs_module: ManuallyDrop<ShaderModuleT>,
-}
+ // Get visible faces
+ let mut faces = map.get_visible(camera_transform, camera_settings);
+
+ // Iterate over faces, copying them in and drawing groups that use the same texture chunk all at once.
+ let face = faces.next();
+ if let Some(face) = face {
+ let mut face = map.get_face(face).ok_or(LevelError::BadReference)?;
+ let mut current_chunk = face.texture_idx(&map) as usize / 8;
+ let mut chunk_start = 0;
+
+ let mut curr_vert_idx: usize = 0;
+ let mut curr_idx_idx: usize = 0;
+ loop {
+ if current_chunk != face.texture_idx(&map) as usize / 8 {
+ // Last index was last of group, so draw it all if textures are loaded.
+ draw_or_queue(
+ current_chunk,
+ &mut self.repo,
+ cmd_buffer,
+ &*self.pipeline.pipeline_layout,
+ chunk_start as u32,
+ curr_idx_idx as u32,
+ )?;
+
+ // Next group of same-chunked faces starts here.
+ chunk_start = curr_idx_idx;
+ current_chunk = face.texture_idx(&map) as usize / 8;
+ }
+
+ match face.geometry(&map) {
+ Geometry::Vertices(v1, v2, v3) => {
+ for v in [v1, v2, v3] {
+ let uvp =
+ UvPoint(v.position, face.texture_idx(&map).try_into()?, v.tex);
+
+ self.draw_buffers.vertex_buffer[curr_vert_idx] = uvp;
+ curr_vert_idx += 1;
+ }
+ self.draw_buffers.index_buffer[curr_idx_idx] = (
+ curr_vert_idx as u16 - 3,
+ curr_vert_idx as u16 - 2,
+ curr_vert_idx as u16 - 1,
+ );
+ curr_idx_idx += 1;
+ }
+ }
+
+ if curr_vert_idx >= INITIAL_VERT_SIZE.try_into()?
+ || curr_idx_idx >= INITIAL_INDEX_SIZE.try_into()?
+ {
+ println!("out of vertex buffer space!");
+ break;
+ }
+
+ match faces.next() {
+ Some(x) => face = map.get_face(x).ok_or(LevelError::BadReference)?,
+ None => break,
+ };
+ }
-impl CompletePipeline {
- pub fn new<'a, T: Iterator<Item = &'a DescriptorSetLayoutT> + std::fmt::Debug>(
- device: &mut DeviceT,
- extent: hal::image::Extent,
- swapchain_properties: &SwapchainProperties,
- set_layouts: T,
- ) -> Result<Self> {
- use hal::format::Format;
- use hal::pso::*;
-
- // Renderpass
- let renderpass = {
- use hal::{image::Layout, pass::*};
-
- let img_attachment = Attachment {
- format: Some(swapchain_properties.format),
- samples: 1,
- ops: AttachmentOps::new(AttachmentLoadOp::Clear, AttachmentStoreOp::Store),
- stencil_ops: AttachmentOps::new(
- AttachmentLoadOp::Clear,
- AttachmentStoreOp::DontCare,
- ),
- layouts: Layout::Undefined..Layout::ColorAttachmentOptimal,
- };
+ // Draw the final group of chunks
+ draw_or_queue(
+ current_chunk,
+ &mut self.repo,
+ cmd_buffer,
+ &*self.pipeline.pipeline_layout,
+ chunk_start as u32,
+ curr_idx_idx as u32,
+ )?;
+ }
- let depth_attachment = Attachment {
- format: Some(swapchain_properties.depth_format),
- samples: 1,
- ops: AttachmentOps::new(AttachmentLoadOp::Clear, AttachmentStoreOp::DontCare),
- stencil_ops: AttachmentOps::new(
- AttachmentLoadOp::DontCare,
- AttachmentStoreOp::DontCare,
- ),
- layouts: Layout::Undefined..Layout::DepthStencilAttachmentOptimal,
- };
+ unsafe {
+ cmd_buffer.end_render_pass();
+ }
- let subpass = SubpassDesc {
- colors: &[(0, Layout::ColorAttachmentOptimal)],
- depth_stencil: Some(&(1, Layout::DepthStencilAttachmentOptimal)),
- inputs: &[],
- resolves: &[],
- preserves: &[],
- };
+ Ok(())
+ }
- unsafe {
- device.create_render_pass(
- IntoIter::new([img_attachment, depth_attachment]),
- once(subpass),
- empty(),
- )
+ fn deactivate(self, device_lock: &mut Arc<RwLock<DeviceT>>) -> Result<()> {
+ unsafe {
+ let mut device = device_lock.write().map_err(|_| LockPoisoned::Device)?;
+ self.pipeline.deactivate(&mut device);
+ self.draw_buffers.deactivate(&mut device);
+ for fb in self.framebuffers.into_iter() {
+ device.destroy_framebuffer(fb);
}
- .context("Error creating render pass")?
- };
-
- // Subpass
- let subpass = hal::pass::Subpass {
- index: 0,
- main_pass: &renderpass,
- };
-
- // Shader modules
- let (vs_module, fs_module) = {
- let mut compiler = shaderc::Compiler::new().ok_or(EnvironmentError::NoShaderC)?;
-
- let vertex_compile_artifact = compiler
- .compile_into_spirv(
- VERTEX_SOURCE,
- shaderc::ShaderKind::Vertex,
- "vertex.vert",
- ENTRY_NAME,
- None,
- )
- .context("Error compiling vertex shader")?;
-
- let fragment_compile_artifact = compiler
- .compile_into_spirv(
- FRAGMENT_SOURCE,
- shaderc::ShaderKind::Fragment,
- "fragment.frag",
- ENTRY_NAME,
- None,
- )
- .context("Error compiling fragment shader")?;
-
- // Make into shader module
- unsafe {
- (
- device
- .create_shader_module(vertex_compile_artifact.as_binary())
- .context("Error creating vertex shader module")?,
- device
- .create_shader_module(fragment_compile_artifact.as_binary())
- .context("Error creating fragment shader module")?,
- )
+ for db in self.depth_buffers.into_iter() {
+ db.deactivate(&mut device);
}
- };
-
- // Shader entry points (ShaderStage)
- let (vs_entry, fs_entry) = (
- EntryPoint::<back::Backend> {
- entry: ENTRY_NAME,
- module: &vs_module,
- specialization: Specialization::default(),
- },
- EntryPoint::<back::Backend> {
- entry: ENTRY_NAME,
- module: &fs_module,
- specialization: Specialization::default(),
- },
- );
-
- // Rasterizer
- let rasterizer = Rasterizer {
- polygon_mode: PolygonMode::Fill,
- cull_face: Face::BACK,
- front_face: FrontFace::CounterClockwise,
- depth_clamping: false,
- depth_bias: None,
- conservative: true,
- line_width: State::Static(1.0),
- };
-
- // Depth stencil
- let depth_stencil = DepthStencilDesc {
- depth: Some(DepthTest {
- fun: Comparison::Less,
- write: true,
- }),
- depth_bounds: false,
- stencil: None,
- };
-
- // Pipeline layout
- let layout = unsafe {
- device.create_pipeline_layout(
- set_layouts.into_iter(),
- // vp matrix, 4x4 f32
- IntoIter::new([(ShaderStageFlags::VERTEX, 0..64)]),
- )
}
- .context("Error creating pipeline layout")?;
-
- // Colour blending
- let blender = {
- let blend_state = BlendState {
- color: BlendOp::Add {
- src: Factor::One,
- dst: Factor::Zero,
- },
- alpha: BlendOp::Add {
- src: Factor::One,
- dst: Factor::Zero,
- },
- };
+ self.repo.deactivate(device_lock);
+
+ Ok(())
+ }
+}
- BlendDesc {
+impl<'a, M> IntoDrawPass<LevelDrawPass<'a, M>> for Entity
+where
+ M: for<'b> MinRenderFeatures<'b> + 'static,
+{
+ fn init(
+ self,
+ session: &Session,
+ adapter: &Adapter,
+ device_lock: Arc<RwLock<DeviceT>>,
+ queue_negotiator: &mut QueueNegotiator,
+ swapchain_properties: &SwapchainProperties,
+ ) -> Result<LevelDrawPass<'a, M>> {
+ let spec = PipelineSpecBuilder::default()
+ .rasterizer(Rasterizer {
+ polygon_mode: PolygonMode::Fill,
+ cull_face: Face::BACK,
+ front_face: FrontFace::CounterClockwise,
+ depth_clamping: false,
+ depth_bias: None,
+ conservative: true,
+ line_width: State::Static(1.0),
+ })
+ .depth_stencil(DepthStencilDesc {
+ depth: Some(DepthTest {
+ fun: Comparison::Less,
+ write: true,
+ }),
+ depth_bounds: false,
+ stencil: None,
+ })
+ .blender(BlendDesc {
logic_op: Some(LogicOp::Copy),
targets: vec![ColorBlendDesc {
mask: ColorMask::ALL,
- blend: Some(blend_state),
+ blend: Some(BlendState {
+ color: BlendOp::Add {
+ src: Factor::One,
+ dst: Factor::Zero,
+ },
+ alpha: BlendOp::Add {
+ src: Factor::One,
+ dst: Factor::Zero,
+ },
+ }),
+ }],
+ })
+ .primitive_assembler(VertexPrimitiveAssemblerSpec::with_buffers(
+ InputAssemblerDesc::new(Primitive::TriangleList),
+ vec![VertexBufferSpec {
+ attributes: vec![Format::Rgb32Sfloat, Format::R32Sint, Format::Rg32Sfloat],
+ rate: VertexInputRate::Vertex,
+ }],
+ ))
+ .shader_vertex(ShaderDesc {
+ source: include_str!("../data/stockton.vert").to_string(),
+ entry: "main".to_string(),
+ kind: ShaderKind::Vertex,
+ })
+ .shader_fragment(ShaderDesc {
+ source: include_str!("../data/stockton.frag").to_string(),
+ entry: "main".to_string(),
+ kind: ShaderKind::Fragment,
+ })
+ .push_constants(vec![(ShaderStageFlags::VERTEX, 0..64)])
+ .renderpass(RenderpassSpec {
+ colors: vec![Attachment {
+ format: Some(swapchain_properties.format),
+ samples: 1,
+ ops: AttachmentOps::new(AttachmentLoadOp::Clear, AttachmentStoreOp::Store),
+ stencil_ops: AttachmentOps::new(
+ AttachmentLoadOp::Clear,
+ AttachmentStoreOp::DontCare,
+ ),
+ layouts: Layout::ColorAttachmentOptimal..Layout::ColorAttachmentOptimal,
}],
+ depth: Some(Attachment {
+ format: Some(swapchain_properties.depth_format),
+ samples: 1,
+ ops: AttachmentOps::new(AttachmentLoadOp::Clear, AttachmentStoreOp::DontCare),
+ stencil_ops: AttachmentOps::new(
+ AttachmentLoadOp::DontCare,
+ AttachmentStoreOp::DontCare,
+ ),
+ layouts: Layout::Undefined..Layout::DepthStencilAttachmentOptimal,
+ }),
+ inputs: vec![],
+ resolves: vec![],
+ preserves: vec![],
+ })
+ .build()
+ .context("Error building pipeline")?;
+
+ let map_lock: Arc<RwLock<M>> = session.resources.get::<Arc<RwLock<M>>>().unwrap().clone();
+ let repo = TextureRepo::new(
+ device_lock.clone(),
+ queue_negotiator
+ .family::<TexLoadQueue>()
+ .ok_or(EnvironmentError::NoSuitableFamilies)
+ .context("Error finding texture queue")?,
+ queue_negotiator
+ .get_queue::<TexLoadQueue>()
+ .ok_or(EnvironmentError::NoQueues)
+ .context("Error finding texture queue")?,
+ adapter,
+ TextureLoadConfig {
+ resolver: FsResolver::new(Path::new("textures"), map_lock),
+ filter: Filter::Linear,
+ wrap_mode: WrapMode::Tile,
+ },
+ )
+ .context("Error creating texture repo")?;
+
+ let (draw_buffers, pipeline, framebuffers, depth_buffers) = {
+ let mut device = device_lock.write().map_err(|_| LockPoisoned::Device)?;
+ let draw_buffers =
+ DrawBuffers::new(&mut device, adapter).context("Error creating draw buffers")?;
+ let pipeline = spec
+ .build(
+ &mut device,
+ swapchain_properties.extent,
+ swapchain_properties,
+ once(&*repo.get_ds_layout()?),
+ )
+ .context("Error building pipeline")?;
+
+ let mut framebuffers = Vec::with_capacity(swapchain_properties.image_count as usize);
+ let mut depth_buffers = Vec::with_capacity(swapchain_properties.image_count as usize);
+ let fat = FramebufferAttachment {
+ usage: Usage::COLOR_ATTACHMENT,
+ format: swapchain_properties.format,
+ view_caps: ViewCapabilities::empty(),
+ };
+ let dat = FramebufferAttachment {
+ usage: Usage::DEPTH_STENCIL_ATTACHMENT,
+ format: swapchain_properties.depth_format,
+ view_caps: ViewCapabilities::empty(),
+ };
+ for _i in 0..swapchain_properties.image_count {
+ unsafe {
+ framebuffers.push(device.create_framebuffer(
+ &pipeline.renderpass,
+ IntoIter::new([fat.clone(), dat.clone()]),
+ swapchain_properties.extent,
+ )?);
+ depth_buffers.push(
+ DedicatedLoadedImage::new(
+ &mut device,
+ adapter,
+ swapchain_properties.depth_format,
+ Usage::DEPTH_STENCIL_ATTACHMENT,
+ SubresourceRange {
+ aspects: Aspects::DEPTH,
+ level_start: 0,
+ level_count: Some(1),
+ layer_start: 0,
+ layer_count: Some(1),
+ },
+ swapchain_properties.extent.width as usize,
+ swapchain_properties.extent.height as usize,
+ )
+ .context("Error creating depth buffer")?,
+ )
+ }
}
- };
-
- // Baked states
- let baked_states = BakedStates {
- viewport: Some(Viewport {
- rect: extent.rect(),
- depth: (0.0..1.0),
- }),
- scissor: Some(extent.rect()),
- blend_constants: None,
- depth_bounds: None,
- };
-
- // Primitive assembler
- let primitive_assembler = PrimitiveAssemblerDesc::Vertex {
- buffers: &[VertexBufferDesc {
- binding: 0,
- stride: (size_of::<f32>() * 6) as u32,
- rate: VertexInputRate::Vertex,
- }],
- attributes: &[
- AttributeDesc {
- location: 0,
- binding: 0,
- element: Element {
- format: Format::Rgb32Sfloat,
- offset: 0,
- },
- },
- AttributeDesc {
- location: 1,
- binding: 0,
- element: Element {
- format: Format::R32Sint,
- offset: (size_of::<f32>() * 3) as u32,
- },
- },
- AttributeDesc {
- location: 2,
- binding: 0,
- element: Element {
- format: Format::Rg32Sfloat,
- offset: (size_of::<f32>() * 4) as u32,
- },
- },
- ],
- input_assembler: InputAssemblerDesc::new(Primitive::TriangleList),
- vertex: vs_entry,
- tessellation: None,
- geometry: None,
- };
- // Pipeline description
- let pipeline_desc = GraphicsPipelineDesc {
- label: Some("3D"),
- rasterizer,
- fragment: Some(fs_entry),
- blender,
- depth_stencil,
- multisampling: None,
- baked_states,
- layout: &layout,
- subpass,
- flags: PipelineCreationFlags::empty(),
- parent: BasePipeline::None,
- primitive_assembler,
+ (draw_buffers, pipeline, framebuffers, depth_buffers)
};
- // Pipeline
- let pipeline = unsafe { device.create_graphics_pipeline(&pipeline_desc, None) }
- .context("Error creating graphics pipeline")?;
-
- Ok(CompletePipeline {
- renderpass: ManuallyDrop::new(renderpass),
- pipeline_layout: ManuallyDrop::new(layout),
- pipeline: ManuallyDrop::new(pipeline),
- vs_module: ManuallyDrop::new(vs_module),
- fs_module: ManuallyDrop::new(fs_module),
+ Ok(LevelDrawPass {
+ pipeline,
+ repo,
+ draw_buffers,
+ active_camera: self,
+ _d: PhantomData,
+ framebuffers,
+ depth_buffers,
+ next_resources: 0,
})
}
- /// Deactivate vulkan resources. Use before dropping
- pub fn deactivate(self, device: &mut DeviceT) {
- unsafe {
- use core::ptr::read;
-
- device.destroy_render_pass(ManuallyDrop::into_inner(read(&self.renderpass)));
-
- device.destroy_shader_module(ManuallyDrop::into_inner(read(&self.vs_module)));
- device.destroy_shader_module(ManuallyDrop::into_inner(read(&self.fs_module)));
+ fn find_aux_queues<'c>(
+ adapter: &'c Adapter,
+ queue_negotiator: &mut QueueNegotiator,
+ ) -> Result<Vec<(&'c QueueFamilyT, Vec<f32>)>> {
+ queue_negotiator.find(adapter, &TexLoadQueue)?;
- device.destroy_graphics_pipeline(ManuallyDrop::into_inner(read(&self.pipeline)));
-
- device.destroy_pipeline_layout(ManuallyDrop::into_inner(read(&self.pipeline_layout)));
- }
+ Ok(vec![queue_negotiator
+ .family_spec::<TexLoadQueue>(&adapter.queue_families, 1)
+ .ok_or(EnvironmentError::NoSuitableFamilies)?])
}
}
diff --git a/stockton-render/src/draw/draw_passes/mod.rs b/stockton-render/src/draw/draw_passes/mod.rs
index 566a64b..70f1786 100644
--- a/stockton-render/src/draw/draw_passes/mod.rs
+++ b/stockton-render/src/draw/draw_passes/mod.rs
@@ -10,22 +10,21 @@ use anyhow::Result;
mod cons;
mod level;
-pub use level::LevelDrawPass;
pub use cons::{ConsDrawPass, NilDrawPass};
+pub use level::LevelDrawPass;
/// One of several 'passes' that draw on each frame.
pub trait DrawPass {
/// Queue any necessary draw commands to cmd_buffer
/// This should assume the command buffer isn't in the middle of a renderpass, and should leave it as such.
- fn queue_draw(&self, session: &Session, cmd_buffer: &mut CommandBufferT) -> Result<()>;
+ fn queue_draw(
+ &mut self,
+ session: &Session,
+ img_view: &ImageViewT,
+ cmd_buffer: &mut CommandBufferT,
+ ) -> Result<()>;
- /// This function should ask the queue negotatior to find families for any auxilary operations this draw pass needs to perform
- /// For example, .find(&TexLoadQueue)
- /// It should return then call .family_spec for each queue type negotiated and return the results.
- fn find_aux_queues<'a>(
- adapter: &'a Adapter,
- queue_negotiator: &mut QueueNegotiator,
- ) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>>;
+ fn deactivate(self, device: &mut Arc<RwLock<DeviceT>>) -> Result<()>;
}
/// A type that can be made into a specific draw pass type.
@@ -33,8 +32,18 @@ pub trait DrawPass {
pub trait IntoDrawPass<O: DrawPass> {
fn init(
self,
+ session: &Session,
+ adapter: &Adapter,
device: Arc<RwLock<DeviceT>>,
queue_negotiator: &mut QueueNegotiator,
swapchain_properties: &SwapchainProperties,
) -> Result<O>;
+
+ /// This function should ask the queue negotatior to find families for any auxilary operations this draw pass needs to perform
+ /// For example, .find(&TexLoadQueue)
+ /// It should return then call .family_spec for each queue type negotiated and return the results.
+ fn find_aux_queues<'a>(
+ adapter: &'a Adapter,
+ queue_negotiator: &mut QueueNegotiator,
+ ) -> Result<Vec<(&'a QueueFamilyT, Vec<f32>)>>;
}