Draft for teapot example

This commit is contained in:
Pierre Krieger 2016-02-20 10:55:51 +01:00
parent e0c5973556
commit 1bc87cb13d
4 changed files with 234 additions and 0 deletions

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@ -35,4 +35,16 @@ fn write_examples() {
let content = glsl_to_spirv::compile(include_str!("examples/triangle_fs.glsl"), glsl_to_spirv::ShaderType::Fragment).unwrap();
let output = vulkano_shaders::reflect("TriangleShader", content).unwrap();
write!(file_output, "{}", output).unwrap();
let mut file_output = File::create(&dest.join("examples-teapot_vs.rs")).unwrap();
println!("cargo:rerun-if-changed=examples/teapot_vs.glsl");
let content = glsl_to_spirv::compile(include_str!("examples/teapot_vs.glsl"), glsl_to_spirv::ShaderType::Vertex).unwrap();
let output = vulkano_shaders::reflect("TeapotShader", content).unwrap();
write!(file_output, "{}", output).unwrap();
let mut file_output = File::create(&dest.join("examples-teapot_fs.rs")).unwrap();
println!("cargo:rerun-if-changed=examples/teapot_fs.glsl");
let content = glsl_to_spirv::compile(include_str!("examples/teapot_fs.glsl"), glsl_to_spirv::ShaderType::Fragment).unwrap();
let output = vulkano_shaders::reflect("TeapotShader", content).unwrap();
write!(file_output, "{}", output).unwrap();
}

202
vulkano/examples/teapot.rs Normal file
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@ -0,0 +1,202 @@
extern crate kernel32;
extern crate gdi32;
extern crate user32;
extern crate winapi;
#[macro_use]
extern crate vulkano;
use std::sync::Arc;
use std::ffi::OsStr;
use std::os::windows::ffi::OsStrExt;
use std::mem;
use std::ptr;
fn main() {
// The start of this example is exactly the same as `triangle`. You should read the
// `triangle` example if you haven't done so yet.
// TODO: for the moment the AMD driver crashes if you don't pass an ApplicationInfo, but in theory it's optional
let app = vulkano::instance::ApplicationInfo { application_name: "test", application_version: 1, engine_name: "test", engine_version: 1 };
let instance = vulkano::instance::Instance::new(Some(&app), &["VK_LAYER_LUNARG_draw_state"]).expect("failed to create instance");
let physical = vulkano::instance::PhysicalDevice::enumerate(&instance)
.next().expect("no device available");
println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
let window = unsafe { create_window() };
let surface = unsafe { vulkano::swapchain::Surface::from_hwnd(&instance, kernel32::GetModuleHandleW(ptr::null()), window).unwrap() };
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, queues) = vulkano::device::Device::new(&physical, physical.supported_features(),
[(queue, 0.5)].iter().cloned(),
&["VK_LAYER_LUNARG_draw_state"])
.expect("failed to create device");
let queue = queues.into_iter().next().unwrap();
let (swapchain, images) = {
let caps = surface.get_capabilities(&physical).expect("failed to get surface capabilities");
let dimensions = caps.current_extent.unwrap_or([1280, 1024]);
let present = caps.present_modes[0];
let usage = caps.supported_usage_flags;
vulkano::swapchain::Swapchain::new(&device, &surface, 3,
vulkano::formats::B8G8R8A8Srgb, dimensions, 1,
&usage, &queue, vulkano::swapchain::SurfaceTransform::Identity,
vulkano::swapchain::CompositeAlpha::Opaque,
present, true).expect("failed to create swapchain")
};
let vertex_buffer = vulkano::buffer::Buffer::<[Vertex; 3], _>
::new(&device, &vulkano::buffer::Usage::all(),
vulkano::memory::HostVisible, &queue)
.expect("failed to create buffer");
struct Vertex { position: [f32; 2] }
impl_vertex!(Vertex, position);
{
let mut mapping = vertex_buffer.try_write().unwrap();
mapping[0].position = [-0.5, -0.25];
mapping[1].position = [0.0, 0.5];
mapping[2].position = [0.25, -0.1];
}
mod vs { include!{concat!(env!("OUT_DIR"), "/examples-teapot_vs.rs")} }
let vs = vs::TriangleShader::load(&device).expect("failed to create shader module");
mod fs { include!{concat!(env!("OUT_DIR"), "/examples-teapot_fs.rs")} }
let fs = fs::TriangleShader::load(&device).expect("failed to create shader module");
let cb_pool = vulkano::command_buffer::CommandBufferPool::new(&device, &queue.lock().unwrap().family())
.expect("failed to create command buffer pool");
let images = images.into_iter().map(|image| {
let image = image.transition(vulkano::image::Layout::PresentSrc, &cb_pool,
&mut queue.lock().unwrap()).unwrap();
vulkano::image::ImageView::new(&image).expect("failed to create image view")
}).collect::<Vec<_>>();
let renderpass = renderpass!{
device: &device,
attachments: {
color [Clear]
}
}.unwrap();
let pipeline: Arc<vulkano::pipeline::GraphicsPipeline<Arc<vulkano::buffer::Buffer<[Vertex; 3], _>>>> = {
let ia = vulkano::pipeline::input_assembly::InputAssembly {
topology: vulkano::pipeline::input_assembly::PrimitiveTopology::TriangleList,
primitive_restart_enable: false,
};
let raster = Default::default();
let ms = vulkano::pipeline::multisample::Multisample::disabled();
let blend = vulkano::pipeline::blend::Blend {
logic_op: None,
blend_constants: Some([0.0; 4]),
};
let viewports = vulkano::pipeline::viewport::ViewportsState::Fixed {
data: vec![(
vulkano::pipeline::viewport::Viewport {
origin: [0.0, 0.0],
dimensions: [1244.0, 699.0],
depth_range: 0.0 .. 1.0
},
vulkano::pipeline::viewport::Scissor {
origin: [0, 0],
dimensions: [1244, 699],
}
)],
};
vulkano::pipeline::GraphicsPipeline::new(&device, &vs.main_entry_point(), &ia, &viewports,
&raster, &ms, &blend, &fs.main_entry_point(),
&renderpass.subpass(0).unwrap()).unwrap()
};
let framebuffers = images.iter().map(|image| {
vulkano::framebuffer::Framebuffer::new(&renderpass, (1244, 699, 1), image).unwrap()
}).collect::<Vec<_>>();
let command_buffers = framebuffers.iter().map(|framebuffer| {
vulkano::command_buffer::PrimaryCommandBufferBuilder::new(&cb_pool).unwrap()
.draw_inline(&renderpass, &framebuffer, [0.0, 0.0, 1.0, 1.0])
.draw(&pipeline, vertex_buffer.clone(), &vulkano::command_buffer::DynamicState::none())
.draw_end()
.build().unwrap()
}).collect::<Vec<_>>();
loop {
let image_num = swapchain.acquire_next_image(1000000).unwrap();
let mut queue = queue.lock().unwrap();
command_buffers[image_num].submit(&mut queue).unwrap();
swapchain.present(&mut queue, image_num).unwrap();
drop(queue);
unsafe {
let mut msg = mem::uninitialized();
if user32::GetMessageW(&mut msg, ptr::null_mut(), 0, 0) == 0 {
break;
}
user32::TranslateMessage(&msg);
user32::DispatchMessageW(&msg);
}
}
}
unsafe fn create_window() -> winapi::HWND {
let class_name = register_window_class();
let title: Vec<u16> = vec![b'V' as u16, b'u' as u16, b'l' as u16, b'k' as u16,
b'a' as u16, b'n' as u16, 0];
user32::CreateWindowExW(winapi::WS_EX_APPWINDOW | winapi::WS_EX_WINDOWEDGE, class_name.as_ptr(),
title.as_ptr() as winapi::LPCWSTR,
winapi::WS_OVERLAPPEDWINDOW | winapi::WS_CLIPSIBLINGS |
winapi::WS_VISIBLE,
winapi::CW_USEDEFAULT, winapi::CW_USEDEFAULT,
winapi::CW_USEDEFAULT, winapi::CW_USEDEFAULT,
ptr::null_mut(), ptr::null_mut(),
kernel32::GetModuleHandleW(ptr::null()),
ptr::null_mut())
}
unsafe fn register_window_class() -> Vec<u16> {
let class_name: Vec<u16> = OsStr::new("Window Class").encode_wide().chain(Some(0).into_iter())
.collect::<Vec<u16>>();
let class = winapi::WNDCLASSEXW {
cbSize: mem::size_of::<winapi::WNDCLASSEXW>() as winapi::UINT,
style: winapi::CS_HREDRAW | winapi::CS_VREDRAW | winapi::CS_OWNDC,
lpfnWndProc: Some(callback),
cbClsExtra: 0,
cbWndExtra: 0,
hInstance: kernel32::GetModuleHandleW(ptr::null()),
hIcon: ptr::null_mut(),
hCursor: ptr::null_mut(),
hbrBackground: ptr::null_mut(),
lpszMenuName: ptr::null(),
lpszClassName: class_name.as_ptr(),
hIconSm: ptr::null_mut(),
};
user32::RegisterClassExW(&class);
class_name
}
unsafe extern "system" fn callback(window: winapi::HWND, msg: winapi::UINT,
wparam: winapi::WPARAM, lparam: winapi::LPARAM)
-> winapi::LRESULT
{
user32::DefWindowProcW(window, msg, wparam, lparam)
}

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@ -0,0 +1,10 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -0,0 +1,10 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}