2018-08-30 01:37:51 +00:00
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// Copyright (c) 2017 The vulkano developers
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// Licensed under the Apache License, Version 2.0
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// <LICENSE-APACHE or
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2020-11-10 17:03:50 +00:00
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// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
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// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
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2018-08-30 01:37:51 +00:00
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// at your option. All files in the project carrying such
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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2022-03-06 19:30:49 +00:00
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use bytemuck::{Pod, Zeroable};
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2021-08-16 19:10:07 +00:00
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use std::sync::Arc;
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use vulkano::{
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buffer::{BufferUsage, CpuAccessibleBuffer, TypedBufferAccess},
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command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage, SecondaryAutoCommandBuffer},
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device::Queue,
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impl_vertex,
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pipeline::{
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graphics::{
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depth_stencil::DepthStencilState,
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input_assembly::InputAssemblyState,
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vertex_input::BuffersDefinition,
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viewport::{Viewport, ViewportState},
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},
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GraphicsPipeline,
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},
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render_pass::Subpass,
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};
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2018-08-30 01:37:51 +00:00
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pub struct TriangleDrawSystem {
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gfx_queue: Arc<Queue>,
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vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
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pipeline: Arc<GraphicsPipeline>,
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}
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impl TriangleDrawSystem {
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/// Initializes a triangle drawing system.
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pub fn new(gfx_queue: Arc<Queue>, subpass: Subpass) -> TriangleDrawSystem {
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let vertices = [
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Vertex {
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position: [-0.5, -0.25],
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},
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Vertex {
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position: [0.0, 0.5],
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},
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Vertex {
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position: [0.25, -0.1],
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},
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];
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let vertex_buffer = {
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CpuAccessibleBuffer::from_iter(
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gfx_queue.device().clone(),
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BufferUsage::all(),
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false,
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vertices,
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)
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.expect("failed to create buffer")
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};
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let pipeline = {
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let vs = vs::load(gfx_queue.device().clone()).expect("failed to create shader module");
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let fs = fs::load(gfx_queue.device().clone()).expect("failed to create shader module");
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2021-11-02 20:33:58 +00:00
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GraphicsPipeline::start()
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.vertex_input_state(BuffersDefinition::new().vertex::<Vertex>())
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.vertex_shader(vs.entry_point("main").unwrap(), ())
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.input_assembly_state(InputAssemblyState::new())
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.viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
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.fragment_shader(fs.entry_point("main").unwrap(), ())
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.depth_stencil_state(DepthStencilState::simple_depth_test())
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.render_pass(subpass)
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.build(gfx_queue.device().clone())
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.unwrap()
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};
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TriangleDrawSystem {
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gfx_queue,
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vertex_buffer,
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pipeline,
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}
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}
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/// Builds a secondary command buffer that draws the triangle on the current subpass.
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pub fn draw(&self, viewport_dimensions: [u32; 2]) -> SecondaryAutoCommandBuffer {
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let mut builder = AutoCommandBufferBuilder::secondary_graphics(
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self.gfx_queue.device().clone(),
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self.gfx_queue.family(),
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CommandBufferUsage::MultipleSubmit,
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self.pipeline.subpass().clone(),
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)
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.unwrap();
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builder
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.set_viewport(
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0,
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[Viewport {
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origin: [0.0, 0.0],
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dimensions: [viewport_dimensions[0] as f32, viewport_dimensions[1] as f32],
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depth_range: 0.0..1.0,
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}],
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)
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.bind_pipeline_graphics(self.pipeline.clone())
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.bind_vertex_buffers(0, self.vertex_buffer.clone())
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.draw(self.vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap();
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builder.build().unwrap()
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}
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}
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2021-11-24 14:19:57 +00:00
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#[repr(C)]
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#[derive(Clone, Copy, Debug, Default, Zeroable, Pod)]
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struct Vertex {
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position: [f32; 2],
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}
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impl_vertex!(Vertex, position);
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2018-10-27 23:10:29 +00:00
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: "
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#version 450
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}"
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}
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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: "
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#version 450
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layout(location = 0) out vec4 f_color;
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layout(location = 1) out vec3 f_normal;
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void main() {
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f_color = vec4(1.0, 1.0, 1.0, 1.0);
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f_normal = vec3(0.0, 0.0, 1.0);
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}"
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}
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}
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