vulkano/examples/src/bin/instancing.rs

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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
// Welcome to the instancing example!
//
// This is a simple, modified version of the `triangle.rs` example that demonstrates how we can use
// the "instancing" technique with vulkano to draw many instances of the triangle.
#[macro_use]
extern crate vulkano;
extern crate vulkano_shaders;
extern crate vulkano_win;
extern crate winit;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
use vulkano::command_buffer::{
AutoCommandBufferBuilder, CommandBufferUsage, DynamicState, SubpassContents,
};
use vulkano::device::{Device, DeviceExtensions};
use vulkano::image::view::ImageView;
use vulkano::image::{ImageUsage, SwapchainImage};
use vulkano::instance::{Instance, PhysicalDevice};
use vulkano::pipeline::vertex::OneVertexOneInstanceDefinition;
use vulkano::pipeline::viewport::Viewport;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::render_pass::{Framebuffer, FramebufferAbstract, RenderPass, Subpass};
use vulkano::swapchain;
use vulkano::swapchain::{
AcquireError, ColorSpace, FullscreenExclusive, PresentMode, SurfaceTransform, Swapchain,
SwapchainCreationError,
};
use vulkano::sync;
use vulkano::sync::{FlushError, GpuFuture};
use vulkano_win::VkSurfaceBuild;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use winit::window::{Window, WindowBuilder};
use std::sync::Arc;
// # Vertex Types
//
// Seeing as we are going to use the `OneVertexOneInstanceDefinition` vertex definition for our
// graphics pipeline, we need to define two vertex types:
//
// 1. `Vertex` is the vertex type that we will use to describe the triangle's geometry.
#[derive(Default, Debug, Clone)]
struct Vertex {
position: [f32; 2],
}
impl_vertex!(Vertex, position);
// 2. `InstanceData` is the vertex type that describes the unique data per instance.
#[derive(Default, Debug, Clone)]
struct InstanceData {
position_offset: [f32; 2],
scale: f32,
}
impl_vertex!(InstanceData, position_offset, scale);
fn main() {
let required_extensions = vulkano_win::required_extensions();
let instance = Instance::new(None, &required_extensions, None).unwrap();
let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
println!(
"Using device: {} (type: {:?})",
physical.name(),
physical.ty()
);
let event_loop = EventLoop::new();
let surface = WindowBuilder::new()
.build_vk_surface(&event_loop, instance.clone())
.unwrap();
let queue_family = physical
.queue_families()
.find(|&q| q.supports_graphics() && surface.is_supported(q).unwrap_or(false))
.unwrap();
let device_ext = DeviceExtensions {
khr_swapchain: true,
..DeviceExtensions::none()
};
let (device, mut queues) = Device::new(
physical,
physical.supported_features(),
&device_ext,
[(queue_family, 0.5)].iter().cloned(),
)
.unwrap();
let queue = queues.next().unwrap();
let (mut swapchain, images) = {
let caps = surface.capabilities(physical).unwrap();
let alpha = caps.supported_composite_alpha.iter().next().unwrap();
let format = caps.supported_formats[0].0;
let dimensions: [u32; 2] = surface.window().inner_size().into();
Swapchain::new(
device.clone(),
surface.clone(),
caps.min_image_count,
format,
dimensions,
1,
ImageUsage::color_attachment(),
&queue,
SurfaceTransform::Identity,
alpha,
PresentMode::Fifo,
FullscreenExclusive::Default,
true,
ColorSpace::SrgbNonLinear,
)
.unwrap()
};
// We now create a buffer that will store the shape of our triangle.
// This triangle is identical to the one in the `triangle.rs` example.
let triangle_vertex_buffer = {
CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
[
Vertex {
position: [-0.5, -0.25],
},
Vertex {
position: [0.0, 0.5],
},
Vertex {
position: [0.25, -0.1],
},
]
.iter()
.cloned(),
)
.unwrap()
};
// Now we create another buffer that will store the unique data per instance.
// For this example, we'll have the instances form a 10x10 grid that slowly gets larger.
let instance_data_buffer = {
let rows = 10;
let cols = 10;
let n_instances = rows * cols;
let mut data = Vec::new();
for c in 0..cols {
for r in 0..rows {
let half_cell_w = 0.5 / cols as f32;
let half_cell_h = 0.5 / rows as f32;
let x = half_cell_w + (c as f32 / cols as f32) * 2.0 - 1.0;
let y = half_cell_h + (r as f32 / rows as f32) * 2.0 - 1.0;
let position_offset = [x, y];
let scale = (2.0 / rows as f32) * (c * rows + r) as f32 / n_instances as f32;
data.push(InstanceData {
position_offset,
scale,
});
}
}
CpuAccessibleBuffer::from_iter(
device.clone(),
BufferUsage::all(),
false,
data.iter().cloned(),
)
.unwrap()
};
mod vs {
vulkano_shaders::shader! {
ty: "vertex",
src: "
#version 450
// The triangle vertex positions.
layout(location = 0) in vec2 position;
// The per-instance data.
layout(location = 1) in vec2 position_offset;
layout(location = 2) in float scale;
void main() {
// Apply the scale and offset for the instance.
gl_Position = vec4(position * scale + position_offset, 0.0, 1.0);
}
"
}
}
mod fs {
vulkano_shaders::shader! {
ty: "fragment",
src: "
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}
"
}
}
let vs = vs::Shader::load(device.clone()).unwrap();
let fs = fs::Shader::load(device.clone()).unwrap();
let render_pass = Arc::new(
single_pass_renderpass!(
device.clone(),
attachments: {
color: {
load: Clear,
store: Store,
format: swapchain.format(),
samples: 1,
}
},
pass: {
color: [color],
depth_stencil: {}
}
)
.unwrap(),
);
let pipeline = Arc::new(
GraphicsPipeline::start()
// Use the `OneVertexOneInstanceDefinition` to describe to vulkano how the two vertex types
// are expected to be used.
.vertex_input(OneVertexOneInstanceDefinition::<Vertex, InstanceData>::new())
.vertex_shader(vs.main_entry_point(), ())
.triangle_list()
.viewports_dynamic_scissors_irrelevant(1)
.fragment_shader(fs.main_entry_point(), ())
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())
.build(device.clone())
.unwrap(),
);
let mut dynamic_state = DynamicState {
line_width: None,
viewports: None,
scissors: None,
compare_mask: None,
write_mask: None,
reference: None,
};
let mut framebuffers =
window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
let mut recreate_swapchain = false;
let mut previous_frame_end = Some(sync::now(device.clone()).boxed());
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
recreate_swapchain = true;
}
Event::RedrawEventsCleared => {
previous_frame_end.as_mut().unwrap().cleanup_finished();
if recreate_swapchain {
let dimensions: [u32; 2] = surface.window().inner_size().into();
let (new_swapchain, new_images) =
match swapchain.recreate_with_dimensions(dimensions) {
Ok(r) => r,
Err(SwapchainCreationError::UnsupportedDimensions) => return,
Err(e) => panic!("Failed to recreate swapchain: {:?}", e),
};
swapchain = new_swapchain;
framebuffers = window_size_dependent_setup(
&new_images,
render_pass.clone(),
&mut dynamic_state,
);
recreate_swapchain = false;
}
let (image_num, suboptimal, acquire_future) =
match swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
return;
}
Err(e) => panic!("Failed to acquire next image: {:?}", e),
};
if suboptimal {
recreate_swapchain = true;
}
let clear_values = vec![[0.0, 0.0, 1.0, 1.0].into()];
let mut builder = AutoCommandBufferBuilder::primary(
device.clone(),
queue.family(),
CommandBufferUsage::OneTimeSubmit,
)
.unwrap();
builder
.begin_render_pass(
framebuffers[image_num].clone(),
SubpassContents::Inline,
clear_values,
)
.unwrap()
.draw(
pipeline.clone(),
&dynamic_state,
// We pass both our lists of vertices here.
(triangle_vertex_buffer.clone(), instance_data_buffer.clone()),
(),
(),
vec![],
)
.unwrap()
.end_render_pass()
.unwrap();
let command_buffer = builder.build().unwrap();
let future = previous_frame_end
.take()
.unwrap()
.join(acquire_future)
.then_execute(queue.clone(), command_buffer)
.unwrap()
.then_swapchain_present(queue.clone(), swapchain.clone(), image_num)
.then_signal_fence_and_flush();
match future {
Ok(future) => {
previous_frame_end = Some(future.boxed());
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
Err(e) => {
println!("Failed to flush future: {:?}", e);
previous_frame_end = Some(sync::now(device.clone()).boxed());
}
}
}
_ => (),
}
});
}
/// This method is called once during initialization, then again whenever the window is resized
fn window_size_dependent_setup(
images: &[Arc<SwapchainImage<Window>>],
render_pass: Arc<RenderPass>,
dynamic_state: &mut DynamicState,
2019-07-02 08:25:58 +00:00
) -> Vec<Arc<dyn FramebufferAbstract + Send + Sync>> {
let dimensions = images[0].dimensions();
let viewport = Viewport {
origin: [0.0, 0.0],
dimensions: [dimensions[0] as f32, dimensions[1] as f32],
depth_range: 0.0..1.0,
};
dynamic_state.viewports = Some(vec![viewport]);
images
.iter()
.map(|image| {
let view = ImageView::new(image.clone()).unwrap();
Arc::new(
Framebuffer::start(render_pass.clone())
.add(view)
.unwrap()
.build()
.unwrap(),
) as Arc<dyn FramebufferAbstract + Send + Sync>
})
.collect::<Vec<_>>()
}