vulkano/examples/src/bin/tessellation.rs

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// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://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.
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// Some relevant documentation:
// * Tessellation overview https://www.khronos.org/opengl/wiki/Tessellation
// * Tessellation Control Shader https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
// * Tessellation Evaluation Shader https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
// * Tessellation real-world usage 1 http://ogldev.atspace.co.uk/www/tutorial30/tutorial30.html
// * Tessellation real-world usage 2 http://prideout.net/blog/?p=48
// Notable elements of this example:
// * tessellation control shader and a tessellation evaluation shader
// * tessellation_shaders(..), patch_list(3) and polygon_mode_line() are called on the pipeline builder
#[macro_use]
extern crate vulkano;
extern crate vulkano_shaders;
extern crate winit;
extern crate vulkano_win;
use vulkano_win::VkSurfaceBuild;
use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
use vulkano::command_buffer::{AutoCommandBufferBuilder, DynamicState};
use vulkano::device::Device;
use vulkano::framebuffer::{Framebuffer, FramebufferAbstract, Subpass, RenderPassAbstract};
use vulkano::image::SwapchainImage;
use vulkano::instance::Instance;
use vulkano::pipeline::GraphicsPipeline;
use vulkano::pipeline::viewport::Viewport;
use vulkano::swapchain;
use vulkano::swapchain::{AcquireError, PresentMode, SurfaceTransform, Swapchain, SwapchainCreationError};
use vulkano::sync::now;
use vulkano::sync::GpuFuture;
use winit::Window;
use std::sync::Arc;
mod vs {
vulkano_shaders::shader!{
ty: "vertex",
src: "
#version 450
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"
}
}
mod tcs {
vulkano_shaders::shader!{
ty: "tess_ctrl",
src: "
#version 450
layout (vertices = 3) out; // a value of 3 means a patch consists of a single triangle
void main(void)
{
// save the position of the patch, so the tes can access it
// We could define our own output variables for this,
// but gl_out is handily provided.
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_TessLevelInner[0] = 10; // many triangles are generated in the center
gl_TessLevelOuter[0] = 1; // no triangles are generated for this edge
gl_TessLevelOuter[1] = 10; // many triangles are generated for this edge
gl_TessLevelOuter[2] = 10; // many triangles are generated for this edge
// gl_TessLevelInner[1] = only used when tes uses layout(quads)
// gl_TessLevelOuter[3] = only used when tes uses layout(quads)
}"
}
}
// PG
// There is a stage in between tcs and tes called Primitive Generation (PG)
// Shaders cannot be defined for it.
// It takes gl_TessLevelInner and gl_TessLevelOuter and uses them to generate positions within
// the patch and pass them to tes via gl_TessCoord.
//
// When tes uses layout(triangles) then gl_TessCoord is in barrycentric coordinates.
// if layout(quads) is used then gl_TessCoord is in cartesian coordinates.
// Barrycentric coordinates are of the form (x, y, z) where x + y + z = 1
// and the values x, y and z represent the distance from a vertex of the triangle.
// http://mathworld.wolfram.com/BarycentricCoordinates.html
mod tes {
vulkano_shaders::shader!{
ty: "tess_eval",
src: "
#version 450
layout(triangles, equal_spacing, cw) in;
void main(void)
{
// retrieve the vertex positions set by the tcs
vec4 vert_x = gl_in[0].gl_Position;
vec4 vert_y = gl_in[1].gl_Position;
vec4 vert_z = gl_in[2].gl_Position;
// convert gl_TessCoord from barycentric coordinates to cartesian coordinates
gl_Position = vec4(
gl_TessCoord.x * vert_x.x + gl_TessCoord.y * vert_y.x + gl_TessCoord.z * vert_z.x,
gl_TessCoord.x * vert_x.y + gl_TessCoord.y * vert_y.y + gl_TessCoord.z * vert_z.y,
gl_TessCoord.x * vert_x.z + gl_TessCoord.y * vert_y.z + gl_TessCoord.z * vert_z.z,
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, 1.0, 1.0, 1.0);
}"
}
}
fn main() {
let instance = {
let extensions = vulkano_win::required_extensions();
Instance::new(None, &extensions, None).expect("failed to create Vulkan instance")
};
let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
.next().expect("no device available");
println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
let mut events_loop = winit::EventsLoop::new();
let surface = winit::WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
let window = surface.window();
let queue = physical.queue_families().find(|&q| {
q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
}).expect("couldn't find a graphical queue family");
let (device, mut queues) = {
let device_ext = vulkano::device::DeviceExtensions {
khr_swapchain: true,
.. vulkano::device::DeviceExtensions::none()
};
Device::new(physical, physical.supported_features(), &device_ext,
[(queue, 0.5)].iter().cloned()).expect("failed to create device")
};
let queue = queues.next().unwrap();
let mut dimensions = if let Some(dimensions) = window.get_inner_size() {
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
[dimensions.0, dimensions.1]
} else {
return;
};
let (mut swapchain, images) = {
let caps = surface.capabilities(physical)
.expect("failed to get surface capabilities");
let alpha = caps.supported_composite_alpha.iter().next().unwrap();
let format = caps.supported_formats[0].0;
Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format,
dimensions, 1, caps.supported_usage_flags, &queue,
SurfaceTransform::Identity, alpha, PresentMode::Fifo, true,
None).expect("failed to create swapchain")
};
let vertex_buffer = {
#[derive(Debug, Clone)]
struct Vertex { position: [f32; 2] }
impl_vertex!(Vertex, position);
CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), [
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Vertex { position: [-0.5, -0.25] },
Vertex { position: [ 0.0, 0.5] },
Vertex { position: [ 0.25, -0.1] },
Vertex { position: [ 0.9, 0.9] },
Vertex { position: [ 0.9, 0.8] },
Vertex { position: [ 0.8, 0.8] },
Vertex { position: [-0.9, 0.9] },
Vertex { position: [-0.7, 0.6] },
Vertex { position: [-0.5, 0.9] },
].iter().cloned()).expect("failed to create buffer")
};
let vs = vs::Shader::load(device.clone()).expect("failed to create shader module");
let tcs = tcs::Shader::load(device.clone()).expect("failed to create shader module");
let tes = tes::Shader::load(device.clone()).expect("failed to create shader module");
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let fs = fs::Shader::load(device.clone()).expect("failed to create shader module");
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()
.vertex_input_single_buffer()
.vertex_shader(vs.main_entry_point(), ())
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// Actually use the tessellation shaders.
.tessellation_shaders(tcs.main_entry_point(), (), tes.main_entry_point(), ())
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// use PrimitiveTopology::PathList(3)
// Use a vertices_per_patch of 3, because we want to convert one triangle into lots of
// little ones. A value of 4 would convert a rectangle into lots of little triangles.
.patch_list(3)
// Enable line mode so we can see the generated vertices.
.polygon_mode_line()
.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 recreate_swapchain = false;
let mut previous_frame_end = Box::new(now(device.clone())) as Box<GpuFuture>;
let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None };
let mut framebuffers = window_size_dependent_setup(&images, render_pass.clone(), &mut dynamic_state);
loop {
previous_frame_end.cleanup_finished();
if recreate_swapchain {
dimensions = if let Some(dimensions) = window.get_inner_size() {
let dimensions: (u32, u32) = dimensions.to_physical(window.get_hidpi_factor()).into();
[dimensions.0, dimensions.1]
} else {
return;
};
let (new_swapchain, new_images) = match swapchain.recreate_with_dimension(dimensions) {
Ok(r) => r,
Err(SwapchainCreationError::UnsupportedDimensions) => {
continue;
},
Err(err) => panic!("{:?}", err)
};
swapchain = new_swapchain;
framebuffers = window_size_dependent_setup(&new_images, render_pass.clone(), &mut dynamic_state);
recreate_swapchain = false;
}
let (image_num, acquire_future) = match swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
continue;
},
Err(err) => panic!("{:?}", err)
};
let command_buffer = AutoCommandBufferBuilder::primary_one_time_submit(device.clone(), queue.family()).unwrap()
.begin_render_pass(framebuffers[image_num].clone(), false, vec![[0.0, 0.0, 0.0, 1.0].into()])
.unwrap()
.draw(pipeline.clone(),
&dynamic_state,
vertex_buffer.clone(), (), ())
.unwrap()
.end_render_pass()
.unwrap()
.build().unwrap();
let future = previous_frame_end.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 = Box::new(future) as Box<_>;
}
Err(vulkano::sync::FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Box::new(vulkano::sync::now(device.clone())) as Box<_>;
}
Err(e) => {
println!("{:?}", e);
previous_frame_end = Box::new(vulkano::sync::now(device.clone())) as Box<_>;
}
}
let mut done = false;
events_loop.poll_events(|ev| {
match ev {
winit::Event::WindowEvent { event: winit::WindowEvent::CloseRequested, .. } => done = true,
winit::Event::WindowEvent { event: winit::WindowEvent::Resized(_), .. } => recreate_swapchain = true,
_ => ()
}
});
if done { return }
}
}
fn window_size_dependent_setup(
images: &[Arc<SwapchainImage<Window>>],
render_pass: Arc<RenderPassAbstract + Send + Sync>,
dynamic_state: &mut DynamicState
) -> Vec<Arc<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| {
Arc::new(
Framebuffer::start(render_pass.clone())
.add(image.clone()).unwrap()
.build().unwrap()
) as Arc<FramebufferAbstract + Send + Sync>
}).collect::<Vec<_>>()
}