1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
|
//! Minimal code for drawing any level, based on traits from stockton-levels
use stockton_levels::{
features::MinRenderFeatures,
parts::{data::Geometry, IsFace},
};
use stockton_skeleton::{
buffers::{
draw::{DrawBuffers, INITIAL_INDEX_SIZE, INITIAL_VERT_SIZE},
image::{BoundImageView, ImageSpec, DEPTH_RESOURCES},
},
builders::{
AttachmentSpec, CompletePipeline, PipelineSpecBuilder, RenderpassSpec, ShaderDesc,
VertexBufferSpec, VertexPrimitiveAssemblerSpec,
},
context::RenderingContext,
draw_passes::{util::TargetSpecificResources, DrawPass, IntoDrawPass, PassPosition},
error::LockPoisoned,
mem::{DataPool, DepthBufferPool, StagingPool, TexturesPool},
queue_negotiator::QueueFamilyNegotiator,
texture::{resolver::TextureResolver, TexLoadQueue, TextureLoadConfig, TextureRepo},
types::*,
};
use stockton_types::{
components::{CameraSettings, Transform},
*,
};
use anyhow::{Context, Result};
use hal::{
buffer::SubRange,
command::{ClearColor, ClearDepthStencil, ClearValue, RenderAttachmentInfo, SubpassContents},
format::Format,
image::{Filter, FramebufferAttachment, Layout, 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 na::{look_at_lh, perspective_lh_zo};
use shaderc::ShaderKind;
use std::{
array::IntoIter,
convert::TryInto,
iter::{empty, once},
marker::PhantomData,
sync::{Arc, RwLock},
};
use thiserror::Error;
/// The Vertexes that go to the shader
#[derive(Debug, Clone, Copy)]
struct UvPoint(pub Vector3, pub i32, pub Vector2);
/// Draw a level
pub struct LevelDrawPass<'a, M> {
repo: TextureRepo<TexturesPool, StagingPool>,
active_camera: Entity,
draw_buffers: DrawBuffers<'a, UvPoint, DataPool, StagingPool>,
surface_resources: SurfaceDependentResources,
_d: PhantomData<M>,
}
impl<'a, M, P: PassPosition> DrawPass<P> for LevelDrawPass<'a, M>
where
M: for<'b> MinRenderFeatures<'b> + 'static,
{
fn queue_draw(
&mut self,
session: &Session,
img_view: &ImageViewT,
cmd_buffer: &mut CommandBufferT,
) -> anyhow::Result<()> {
// 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)>::query();
let (camera_transform, camera_settings) = query
.get(&session.world, self.active_camera)
.context("Couldn't find camera components")?;
let camera_vp = {
let aspect_ratio = self.surface_resources.pipeline.render_area.w as f32
/ self.surface_resources.pipeline.render_area.h as f32;
// Get look direction from euler angles
let direction = euler_to_direction(&camera_transform.rotation);
// Converts world space to camera space
let view_matrix = look_at_lh(
&camera_transform.position,
&(camera_transform.position + direction),
&Vector3::new(0.0, 1.0, 0.0),
);
// Converts camera space to screen space
let projection_matrix = {
let mut temp = perspective_lh_zo(
aspect_ratio,
camera_settings.fov,
camera_settings.near,
camera_settings.far,
);
// Vulkan's co-ord system is different from OpenGLs
temp[(1, 1)] *= -1.0;
temp
};
// Chain them together into a single matrix
projection_matrix * view_matrix
};
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.surface_resources.framebuffers.get_next();
let db = self.surface_resources.depth_buffers.get_next();
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],
},
},
},
RenderAttachmentInfo {
image_view: &*db.img_view(),
clear_value: ClearValue {
depth_stencil: ClearDepthStencil {
depth: 1.0,
stencil: 0,
},
},
},
]
.into_iter(),
SubpassContents::Inline,
);
cmd_buffer.bind_graphics_pipeline(&self.surface_resources.pipeline.pipeline);
// VP Matrix
let vp = &*(camera_vp.data.as_slice() as *const [f32] as *const [u32]);
cmd_buffer.push_graphics_constants(
&self.surface_resources.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,
);
}
// 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.
self.draw_or_queue(
current_chunk,
cmd_buffer,
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,
};
}
// Draw the final group of chunks
self.draw_or_queue(
current_chunk,
cmd_buffer,
chunk_start as u32,
curr_idx_idx as u32,
)?;
}
unsafe {
cmd_buffer.end_render_pass();
}
Ok(())
}
fn deactivate(self, context: &mut RenderingContext) -> Result<()> {
self.draw_buffers.deactivate(context);
self.surface_resources.deactivate(context)?;
self.repo.deactivate(context);
Ok(())
}
fn handle_surface_change(
mut self,
_session: &Session,
context: &mut RenderingContext,
) -> Result<Self> {
let new_resources =
SurfaceDependentResources::new::<P>(context, &*self.repo.get_ds_layout()?)?;
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, M> LevelDrawPass<'a, M> {
fn draw_or_queue(
&mut self,
current_chunk: usize,
cmd_buffer: &mut CommandBufferT,
chunk_start: u32,
curr_idx_idx: u32,
) -> Result<()> {
if let Some(ds) = self.repo.attempt_get_descriptor_set(current_chunk) {
unsafe {
cmd_buffer.bind_graphics_descriptor_sets(
&*self.surface_resources.pipeline.pipeline_layout,
0,
once(ds),
empty(),
);
cmd_buffer.draw_indexed(chunk_start * 3..(curr_idx_idx * 3) + 1, 0, 0..1);
}
} else {
self.repo.queue_load(current_chunk)?
}
Ok(())
}
}
pub struct LevelDrawPassConfig<R> {
pub active_camera: Entity,
pub tex_resolver: R,
}
impl<'a, M, R, P> IntoDrawPass<LevelDrawPass<'a, M>, P> for LevelDrawPassConfig<R>
where
M: for<'b> MinRenderFeatures<'b> + 'static,
R: TextureResolver + Send + Sync + 'static,
P: PassPosition,
{
fn init(
self,
_session: &mut Session,
context: &mut RenderingContext,
) -> Result<LevelDrawPass<'a, M>> {
let repo = TextureRepo::new::<_, TexLoadQueue>(
context,
TextureLoadConfig {
resolver: self.tex_resolver,
filter: Filter::Linear,
wrap_mode: WrapMode::Tile,
},
)
.context("Error creating texture repo")?;
let draw_buffers =
DrawBuffers::from_context(context).context("Error creating draw buffers")?;
let surface_resources =
SurfaceDependentResources::new::<P>(context, &*repo.get_ds_layout()?)?;
Ok(LevelDrawPass {
repo,
draw_buffers,
active_camera: self.active_camera,
surface_resources,
_d: PhantomData,
})
}
fn find_aux_queues(
adapter: &Adapter,
queue_negotiator: &mut QueueFamilyNegotiator,
) -> Result<()> {
queue_negotiator.find(adapter, &TexLoadQueue, 1)?;
Ok(())
}
}
/// Indicates an issue with the level object being used
#[derive(Debug, Error)]
pub enum LevelError {
#[error("Referential Integrity broken")]
BadReference,
}
/// Used to store resources which depend on the surface, for convenience in handle_surface_change
struct SurfaceDependentResources {
pub pipeline: CompletePipeline,
pub framebuffers: TargetSpecificResources<FramebufferT>,
pub depth_buffers: TargetSpecificResources<BoundImageView<DepthBufferPool>>,
}
impl SurfaceDependentResources {
pub fn new<P: PassPosition>(
context: &mut RenderingContext,
ds_layout: &DescriptorSetLayoutT,
) -> Result<Self> {
let db_spec = ImageSpec {
width: context.properties().extent.width,
height: context.properties().extent.height,
format: context.properties().depth_format,
usage: Usage::DEPTH_STENCIL_ATTACHMENT,
resources: DEPTH_RESOURCES,
};
let img_count = context.properties().image_count;
let depth_buffers = TargetSpecificResources::new(
|| {
BoundImageView::from_context(context, &db_spec)
.context("Error creating depth buffer")
},
img_count as usize,
)?;
let (pipeline, framebuffers) = {
let pipeline_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(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::Rgb32Sfloat, Format::R32Sint, Format::Rg32Sfloat],
rate: VertexInputRate::Vertex,
}],
))
.shader_vertex(ShaderDesc {
source: include_str!("./data/3d.vert").to_string(),
entry: "main".to_string(),
kind: ShaderKind::Vertex,
})
.shader_fragment(ShaderDesc {
source: include_str!("./data/3d.frag").to_string(),
entry: "main".to_string(),
kind: ShaderKind::Fragment,
})
.push_constants(vec![(ShaderStageFlags::VERTEX, 0..64)])
.renderpass(RenderpassSpec {
colors: vec![AttachmentSpec {
attachment: Attachment {
format: Some(context.properties().color_format),
samples: 1,
ops: P::attachment_ops(),
stencil_ops: P::attachment_ops(),
layouts: P::layout_as_range(),
},
used_layout: Layout::ColorAttachmentOptimal,
}],
depth: Some(AttachmentSpec {
attachment: Attachment {
format: Some(context.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,
},
used_layout: Layout::DepthStencilAttachmentOptimal,
}),
inputs: vec![],
resolves: vec![],
preserves: vec![],
})
.build()
.context("Error building pipeline")?;
let mut device = context.lock_device()?;
let pipeline = pipeline_spec
.build(&mut device, context.properties().extent, once(ds_layout))
.context("Error building pipeline")?;
let fat = context.properties().swapchain_framebuffer_attachment();
let dat = FramebufferAttachment {
usage: Usage::DEPTH_STENCIL_ATTACHMENT,
format: context.properties().depth_format,
view_caps: ViewCapabilities::empty(),
};
let framebuffers = TargetSpecificResources::new(
|| unsafe {
Ok(device.create_framebuffer(
&pipeline.renderpass,
IntoIter::new([fat.clone(), dat.clone()]),
context.properties().extent,
)?)
},
context.properties().image_count as usize,
)?;
(pipeline, framebuffers)
};
Ok(Self {
pipeline,
framebuffers,
depth_buffers,
})
}
pub fn deactivate(self, context: &mut RenderingContext) -> Result<()> {
for db in self.depth_buffers.dissolve() {
db.deactivate_with_context(context);
}
unsafe {
let mut device = context.lock_device()?;
for fb in self.framebuffers.dissolve() {
device.destroy_framebuffer(fb);
}
self.pipeline.deactivate(&mut device);
}
Ok(())
}
}
fn euler_to_direction(euler: &Vector3) -> Vector3 {
let pitch = euler.x;
let yaw = euler.y;
let _roll = euler.z; // TODO: Support camera roll
Vector3::new(
yaw.sin() * pitch.cos(),
pitch.sin(),
yaw.cos() * pitch.cos(),
)
}
|