mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-25 16:25:31 +00:00
579 lines
23 KiB
Rust
579 lines
23 KiB
Rust
use super::{
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ambient_lighting_system::AmbientLightingSystem,
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directional_lighting_system::DirectionalLightingSystem,
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point_lighting_system::PointLightingSystem,
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};
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use glam::f32::{Mat4, Vec3};
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use std::sync::Arc;
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use vulkano::{
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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PrimaryAutoCommandBuffer, RenderPassBeginInfo, SecondaryAutoCommandBuffer,
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SubpassBeginInfo, SubpassContents,
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},
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descriptor_set::allocator::StandardDescriptorSetAllocator,
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device::Queue,
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format::Format,
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image::{view::ImageView, Image, ImageCreateInfo, ImageType, ImageUsage},
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memory::allocator::{AllocationCreateInfo, StandardMemoryAllocator},
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render_pass::{Framebuffer, FramebufferCreateInfo, RenderPass, Subpass},
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sync::GpuFuture,
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};
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/// System that contains the necessary facilities for rendering a single frame.
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pub struct FrameSystem {
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// Queue to use to render everything.
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gfx_queue: Arc<Queue>,
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// Render pass used for the drawing. See the `new` method for the actual render pass content.
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// We need to keep it in `FrameSystem` because we may want to recreate the intermediate buffers
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// in of a change in the dimensions.
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render_pass: Arc<RenderPass>,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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// Intermediate render target that will contain the albedo of each pixel of the scene.
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diffuse_buffer: Arc<ImageView>,
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// Intermediate render target that will contain the normal vector in world coordinates of each
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// pixel of the scene.
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// The normal vector is the vector perpendicular to the surface of the object at this point.
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normals_buffer: Arc<ImageView>,
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// Intermediate render target that will contain the depth of each pixel of the scene.
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// This is a traditional depth buffer. `0.0` means "near", and `1.0` means "far".
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depth_buffer: Arc<ImageView>,
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// Will allow us to add an ambient lighting to a scene during the second subpass.
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ambient_lighting_system: AmbientLightingSystem,
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// Will allow us to add a directional light to a scene during the second subpass.
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directional_lighting_system: DirectionalLightingSystem,
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// Will allow us to add a spot light source to a scene during the second subpass.
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point_lighting_system: PointLightingSystem,
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}
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impl FrameSystem {
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/// Initializes the frame system.
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///
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/// Should be called at initialization, as it can take some time to build.
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///
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/// - `gfx_queue` is the queue that will be used to perform the main rendering.
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/// - `final_output_format` is the format of the image that will later be passed to the
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/// `frame()` method. We need to know that in advance. If that format ever changes, we have
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/// to create a new `FrameSystem`.
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pub fn new(
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gfx_queue: Arc<Queue>,
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final_output_format: Format,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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) -> FrameSystem {
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// Creating the render pass.
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//
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// The render pass has two subpasses. In the first subpass, we draw all the objects of the
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// scene. Note that it is not the `FrameSystem` that is responsible for the drawing,
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// instead it only provides an API that allows the user to do so.
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//
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// The drawing of the objects will write to the `diffuse`, `normals` and `depth`
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// attachments.
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//
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// Then in the second subpass, we read these three attachments as input attachments and
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// draw to `final_color`. Each draw operation performed in this second subpass has its
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// value added to `final_color` and not replaced, thanks to blending.
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//
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// > **Warning**: If the red, green or blue component of the final image goes over `1.0`
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// > then it will be clamped. For example a pixel of `[2.0, 1.0, 1.0]` (which is red) will
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// > be clamped to `[1.0, 1.0, 1.0]` (which is white) instead of being converted to
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// > `[1.0, 0.5, 0.5]` as desired. In a real-life application you want to use an additional
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// > intermediate image with a floating-point format, then perform additional passes to
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// > convert all the colors in the correct range. These techniques are known as HDR and
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// > tone mapping.
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//
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// Input attachments are a special kind of way to read images. You can only read from them
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// from a fragment shader, and you can only read the pixel corresponding to the pixel
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// currently being processed by the fragment shader. If you want to read from attachments
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// but can't deal with these restrictions, then you should create multiple render passes
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// instead.
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let render_pass = vulkano::ordered_passes_renderpass!(
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gfx_queue.device().clone(),
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attachments: {
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// The image that will contain the final rendering (in this example the swapchain
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// image, but it could be another image).
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final_color: {
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format: final_output_format,
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samples: 1,
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load_op: Clear,
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store_op: Store,
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},
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// Will be bound to `self.diffuse_buffer`.
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diffuse: {
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format: Format::A2B10G10R10_UNORM_PACK32,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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},
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// Will be bound to `self.normals_buffer`.
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normals: {
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format: Format::R16G16B16A16_SFLOAT,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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},
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// Will be bound to `self.depth_buffer`.
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depth_stencil: {
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format: Format::D16_UNORM,
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samples: 1,
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load_op: Clear,
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store_op: DontCare,
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},
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},
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passes: [
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// Write to the diffuse, normals and depth attachments.
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{
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color: [diffuse, normals],
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depth_stencil: {depth_stencil},
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input: [],
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},
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// Apply lighting by reading these three attachments and writing to `final_color`.
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{
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color: [final_color],
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depth_stencil: {},
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input: [diffuse, normals, depth_stencil],
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},
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],
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)
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.unwrap();
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// For now we create three temporary images with a dimension of 1 by 1 pixel. These images
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// will be replaced the first time we call `frame()`.
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let diffuse_buffer = ImageView::new_default(
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Image::new(
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memory_allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::A2B10G10R10_UNORM_PACK32,
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extent: [1, 1, 1],
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usage: ImageUsage::COLOR_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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let normals_buffer = ImageView::new_default(
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Image::new(
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memory_allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::R16G16B16A16_SFLOAT,
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extent: [1, 1, 1],
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usage: ImageUsage::TRANSIENT_ATTACHMENT | ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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let depth_buffer = ImageView::new_default(
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Image::new(
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memory_allocator.clone(),
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ImageCreateInfo {
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image_type: ImageType::Dim2d,
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format: Format::D16_UNORM,
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extent: [1, 1, 1],
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usage: ImageUsage::TRANSIENT_ATTACHMENT | ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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let descriptor_set_allocator = Arc::new(StandardDescriptorSetAllocator::new(
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gfx_queue.device().clone(),
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Default::default(),
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));
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// Initialize the three lighting systems. Note that we need to pass to them the subpass
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// where they will be executed.
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let lighting_subpass = Subpass::from(render_pass.clone(), 1).unwrap();
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let ambient_lighting_system = AmbientLightingSystem::new(
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gfx_queue.clone(),
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lighting_subpass.clone(),
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memory_allocator.clone(),
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command_buffer_allocator.clone(),
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descriptor_set_allocator.clone(),
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);
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let directional_lighting_system = DirectionalLightingSystem::new(
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gfx_queue.clone(),
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lighting_subpass.clone(),
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memory_allocator.clone(),
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command_buffer_allocator.clone(),
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descriptor_set_allocator.clone(),
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);
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let point_lighting_system = PointLightingSystem::new(
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gfx_queue.clone(),
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lighting_subpass,
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memory_allocator.clone(),
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command_buffer_allocator.clone(),
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descriptor_set_allocator,
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);
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FrameSystem {
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gfx_queue,
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render_pass,
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memory_allocator,
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command_buffer_allocator,
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diffuse_buffer,
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normals_buffer,
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depth_buffer,
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ambient_lighting_system,
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directional_lighting_system,
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point_lighting_system,
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}
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}
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/// Returns the subpass of the render pass where the rendering should write info to gbuffers.
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///
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/// Has two outputs: the diffuse color (3 components) and the normals in world coordinates
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/// (3 components). Also has a depth attachment.
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///
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/// This method is necessary in order to initialize the pipelines that will draw the objects
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/// of the scene.
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#[inline]
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pub fn deferred_subpass(&self) -> Subpass {
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Subpass::from(self.render_pass.clone(), 0).unwrap()
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}
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/// Starts drawing a new frame.
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///
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/// - `before_future` is the future after which the main rendering should be executed.
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/// - `final_image` is the image we are going to draw to.
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/// - `world_to_framebuffer` is the matrix that will be used to convert from 3D coordinates in
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/// the world into 2D coordinates on the framebuffer.
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pub fn frame<F>(
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&mut self,
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before_future: F,
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final_image_view: Arc<ImageView>,
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world_to_framebuffer: Mat4,
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) -> Frame
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where
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F: GpuFuture + 'static,
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{
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// First of all we recreate `self.diffuse_buffer`, `self.normals_buffer` and
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// `self.depth_buffer` if their extent doesn't match the extent of the final image.
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let extent = final_image_view.image().extent();
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if self.diffuse_buffer.image().extent() != extent {
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// Note that we create "transient" images here. This means that the content of the
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// image is only defined when within a render pass. In other words you can draw to
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// them in a subpass then read them in another subpass, but as soon as you leave the
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// render pass their content becomes undefined.
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self.diffuse_buffer = ImageView::new_default(
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Image::new(
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self.memory_allocator.clone(),
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ImageCreateInfo {
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extent,
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format: Format::A2B10G10R10_UNORM_PACK32,
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usage: ImageUsage::COLOR_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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self.normals_buffer = ImageView::new_default(
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Image::new(
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self.memory_allocator.clone(),
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ImageCreateInfo {
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extent,
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format: Format::R16G16B16A16_SFLOAT,
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usage: ImageUsage::COLOR_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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self.depth_buffer = ImageView::new_default(
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Image::new(
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self.memory_allocator.clone(),
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ImageCreateInfo {
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extent,
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format: Format::D16_UNORM,
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usage: ImageUsage::DEPTH_STENCIL_ATTACHMENT
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| ImageUsage::TRANSIENT_ATTACHMENT
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| ImageUsage::INPUT_ATTACHMENT,
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..Default::default()
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},
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AllocationCreateInfo::default(),
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)
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.unwrap(),
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)
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.unwrap();
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}
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// Build the framebuffer. The image must be attached in the same order as they were defined
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// with the `ordered_passes_renderpass!` macro.
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let framebuffer = Framebuffer::new(
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self.render_pass.clone(),
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FramebufferCreateInfo {
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attachments: vec![
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final_image_view,
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self.diffuse_buffer.clone(),
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self.normals_buffer.clone(),
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self.depth_buffer.clone(),
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],
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..Default::default()
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},
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)
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.unwrap();
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// Start the command buffer builder that will be filled throughout the frame handling.
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let mut command_buffer_builder = AutoCommandBufferBuilder::primary(
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self.command_buffer_allocator.clone(),
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self.gfx_queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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command_buffer_builder
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.begin_render_pass(
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RenderPassBeginInfo {
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clear_values: vec![
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Some([0.0, 0.0, 0.0, 0.0].into()),
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Some([0.0, 0.0, 0.0, 0.0].into()),
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Some([0.0, 0.0, 0.0, 0.0].into()),
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Some(1.0f32.into()),
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],
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..RenderPassBeginInfo::framebuffer(framebuffer.clone())
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},
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SubpassBeginInfo {
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contents: SubpassContents::SecondaryCommandBuffers,
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..Default::default()
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},
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)
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.unwrap();
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Frame {
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system: self,
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before_main_cb_future: Some(Box::new(before_future)),
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framebuffer,
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num_pass: 0,
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command_buffer_builder: Some(command_buffer_builder),
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world_to_framebuffer,
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}
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}
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}
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/// Represents the active process of rendering a frame.
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///
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/// This struct mutably borrows the `FrameSystem`.
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pub struct Frame<'a> {
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// The `FrameSystem`.
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system: &'a mut FrameSystem,
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// The active pass we are in. This keeps track of the step we are in.
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// - If `num_pass` is 0, then we haven't start anything yet.
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// - If `num_pass` is 1, then we have finished drawing all the objects of the scene.
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// - If `num_pass` is 2, then we have finished applying lighting.
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// - Otherwise the frame is finished.
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// In a more complex application you can have dozens of passes, in which case you probably
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// don't want to document them all here.
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num_pass: u8,
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// Future to wait upon before the main rendering.
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before_main_cb_future: Option<Box<dyn GpuFuture>>,
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// Framebuffer that was used when starting the render pass.
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framebuffer: Arc<Framebuffer>,
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// The command buffer builder that will be built during the lifetime of this object.
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command_buffer_builder: Option<AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>>,
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// Matrix that was passed to `frame()`.
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world_to_framebuffer: Mat4,
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}
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impl<'a> Frame<'a> {
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/// Returns an enumeration containing the next pass of the rendering.
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pub fn next_pass<'f>(&'f mut self) -> Option<Pass<'f, 'a>> {
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// This function reads `num_pass` increments its value, and returns a struct corresponding
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// to that pass that the user will be able to manipulate in order to customize the pass.
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let current_pass = self.num_pass;
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self.num_pass += 1;
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match current_pass {
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0 => {
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// If we are in the pass 0 then we haven't start anything yet.
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// We already called `begin_render_pass` (in the `frame()` method), and that's the
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// state we are in.
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// We return an object that will allow the user to draw objects on the scene.
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Some(Pass::Deferred(DrawPass { frame: self }))
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}
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1 => {
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// If we are in pass 1 then we have finished drawing the objects on the scene.
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// Going to the next subpass.
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self.command_buffer_builder
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.as_mut()
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.unwrap()
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.next_subpass(
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Default::default(),
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SubpassBeginInfo {
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contents: SubpassContents::SecondaryCommandBuffers,
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..Default::default()
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},
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)
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.unwrap();
|
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|
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// And returning an object that will allow the user to apply lighting to the scene.
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Some(Pass::Lighting(LightingPass { frame: self }))
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}
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2 => {
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// If we are in pass 2 then we have finished applying lighting.
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// We take the builder, call `end_render_pass()`, and then `build()` it to obtain
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// an actual command buffer.
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self.command_buffer_builder
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.as_mut()
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.unwrap()
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.end_render_pass(Default::default())
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.unwrap();
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let command_buffer = self.command_buffer_builder.take().unwrap().build().unwrap();
|
|
|
|
// Extract `before_main_cb_future` and append the command buffer execution to it.
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|
let after_main_cb = self
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.before_main_cb_future
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.take()
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.unwrap()
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.then_execute(self.system.gfx_queue.clone(), command_buffer)
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|
.unwrap();
|
|
// We obtain `after_main_cb`, which we give to the user.
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Some(Pass::Finished(Box::new(after_main_cb)))
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|
}
|
|
|
|
// If the pass is over 2 then the frame is in the finished state and can't do anything
|
|
// more.
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_ => None,
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}
|
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}
|
|
}
|
|
|
|
/// Struct provided to the user that allows them to customize or handle the pass.
|
|
pub enum Pass<'f, 's: 'f> {
|
|
/// We are in the pass where we draw objects on the scene. The `DrawPass` allows the user to
|
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/// draw the objects.
|
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Deferred(DrawPass<'f, 's>),
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|
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/// We are in the pass where we add lighting to the scene. The `LightingPass` allows the user
|
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/// to add light sources.
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Lighting(LightingPass<'f, 's>),
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|
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/// The frame has been fully prepared, and here is the future that will perform the drawing
|
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/// on the image.
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Finished(Box<dyn GpuFuture>),
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}
|
|
|
|
/// Allows the user to draw objects on the scene.
|
|
pub struct DrawPass<'f, 's: 'f> {
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frame: &'f mut Frame<'s>,
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}
|
|
|
|
impl<'f, 's: 'f> DrawPass<'f, 's> {
|
|
/// Appends a command that executes a secondary command buffer that performs drawing.
|
|
pub fn execute(&mut self, command_buffer: Arc<SecondaryAutoCommandBuffer>) {
|
|
self.frame
|
|
.command_buffer_builder
|
|
.as_mut()
|
|
.unwrap()
|
|
.execute_commands(command_buffer)
|
|
.unwrap();
|
|
}
|
|
|
|
/// Returns the dimensions in pixels of the viewport.
|
|
pub fn viewport_dimensions(&self) -> [u32; 2] {
|
|
self.frame.framebuffer.extent()
|
|
}
|
|
|
|
/// Returns the 4x4 matrix that turns world coordinates into 2D coordinates on the framebuffer.
|
|
#[allow(dead_code)]
|
|
pub fn world_to_framebuffer_matrix(&self) -> Mat4 {
|
|
self.frame.world_to_framebuffer
|
|
}
|
|
}
|
|
|
|
/// Allows the user to apply lighting on the scene.
|
|
pub struct LightingPass<'f, 's: 'f> {
|
|
frame: &'f mut Frame<'s>,
|
|
}
|
|
|
|
impl<'f, 's: 'f> LightingPass<'f, 's> {
|
|
/// Applies an ambient lighting to the scene.
|
|
///
|
|
/// All the objects will be colored with an intensity of `color`.
|
|
pub fn ambient_light(&mut self, color: [f32; 3]) {
|
|
let command_buffer = self.frame.system.ambient_lighting_system.draw(
|
|
self.frame.framebuffer.extent(),
|
|
self.frame.system.diffuse_buffer.clone(),
|
|
color,
|
|
);
|
|
self.frame
|
|
.command_buffer_builder
|
|
.as_mut()
|
|
.unwrap()
|
|
.execute_commands(command_buffer)
|
|
.unwrap();
|
|
}
|
|
|
|
/// Applies an directional lighting to the scene.
|
|
///
|
|
/// All the objects will be colored with an intensity varying between `[0, 0, 0]` and `color`,
|
|
/// depending on the dot product of their normal and `direction`.
|
|
pub fn directional_light(&mut self, direction: Vec3, color: [f32; 3]) {
|
|
let command_buffer = self.frame.system.directional_lighting_system.draw(
|
|
self.frame.framebuffer.extent(),
|
|
self.frame.system.diffuse_buffer.clone(),
|
|
self.frame.system.normals_buffer.clone(),
|
|
direction,
|
|
color,
|
|
);
|
|
self.frame
|
|
.command_buffer_builder
|
|
.as_mut()
|
|
.unwrap()
|
|
.execute_commands(command_buffer)
|
|
.unwrap();
|
|
}
|
|
|
|
/// Applies a spot lighting to the scene.
|
|
///
|
|
/// All the objects will be colored with an intensity varying between `[0, 0, 0]` and `color`,
|
|
/// depending on their distance with `position`. Objects that aren't facing `position` won't
|
|
/// receive any light.
|
|
pub fn point_light(&mut self, position: Vec3, color: [f32; 3]) {
|
|
let command_buffer = {
|
|
self.frame.system.point_lighting_system.draw(
|
|
self.frame.framebuffer.extent(),
|
|
self.frame.system.diffuse_buffer.clone(),
|
|
self.frame.system.normals_buffer.clone(),
|
|
self.frame.system.depth_buffer.clone(),
|
|
self.frame.world_to_framebuffer.inverse(),
|
|
position,
|
|
color,
|
|
)
|
|
};
|
|
|
|
self.frame
|
|
.command_buffer_builder
|
|
.as_mut()
|
|
.unwrap()
|
|
.execute_commands(command_buffer)
|
|
.unwrap();
|
|
}
|
|
}
|