mirror of
https://github.com/vulkano-rs/vulkano.git
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318 lines
12 KiB
Rust
318 lines
12 KiB
Rust
use super::LightingVertex;
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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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buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder,
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CommandBufferInheritanceInfo, CommandBufferUsage, SecondaryAutoCommandBuffer,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
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},
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device::Queue,
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image::view::ImageView,
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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graphics::{
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color_blend::{
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AttachmentBlend, BlendFactor, BlendOp, ColorBlendAttachmentState, ColorBlendState,
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},
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input_assembly::InputAssemblyState,
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multisample::MultisampleState,
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rasterization::RasterizationState,
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vertex_input::{Vertex, VertexDefinition},
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viewport::{Viewport, ViewportState},
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GraphicsPipelineCreateInfo,
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},
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layout::PipelineDescriptorSetLayoutCreateInfo,
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DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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render_pass::Subpass,
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};
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pub struct PointLightingSystem {
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gfx_queue: Arc<Queue>,
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vertex_buffer: Subbuffer<[LightingVertex]>,
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subpass: Subpass,
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pipeline: Arc<GraphicsPipeline>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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}
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impl PointLightingSystem {
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/// Initializes the point lighting system.
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pub fn new(
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gfx_queue: Arc<Queue>,
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subpass: Subpass,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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) -> PointLightingSystem {
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let vertices = [
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LightingVertex {
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position: [-1.0, -1.0],
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},
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LightingVertex {
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position: [-1.0, 3.0],
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},
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LightingVertex {
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position: [3.0, -1.0],
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},
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];
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let vertex_buffer = Buffer::from_iter(
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memory_allocator,
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BufferCreateInfo {
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usage: BufferUsage::VERTEX_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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vertices,
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)
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.expect("failed to create buffer");
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let pipeline = {
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let device = gfx_queue.device();
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let vs = vs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let fs = fs::load(device.clone())
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.expect("failed to create shader module")
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.entry_point("main")
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.expect("shader entry point not found");
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let vertex_input_state = LightingVertex::per_vertex().definition(&vs).unwrap();
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let stages = [
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PipelineShaderStageCreateInfo::new(vs),
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PipelineShaderStageCreateInfo::new(fs),
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];
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages(&stages)
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap();
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GraphicsPipeline::new(
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device.clone(),
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None,
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GraphicsPipelineCreateInfo {
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stages: stages.into_iter().collect(),
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vertex_input_state: Some(vertex_input_state),
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input_assembly_state: Some(InputAssemblyState::default()),
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viewport_state: Some(ViewportState::default()),
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rasterization_state: Some(RasterizationState::default()),
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multisample_state: Some(MultisampleState::default()),
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color_blend_state: Some(ColorBlendState::with_attachment_states(
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subpass.num_color_attachments(),
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ColorBlendAttachmentState {
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blend: Some(AttachmentBlend {
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color_blend_op: BlendOp::Add,
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src_color_blend_factor: BlendFactor::One,
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dst_color_blend_factor: BlendFactor::One,
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alpha_blend_op: BlendOp::Max,
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src_alpha_blend_factor: BlendFactor::One,
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dst_alpha_blend_factor: BlendFactor::One,
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}),
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..Default::default()
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},
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)),
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dynamic_state: [DynamicState::Viewport].into_iter().collect(),
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subpass: Some(subpass.clone().into()),
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..GraphicsPipelineCreateInfo::layout(layout)
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},
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)
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.unwrap()
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};
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PointLightingSystem {
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gfx_queue,
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vertex_buffer,
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subpass,
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pipeline,
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command_buffer_allocator,
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descriptor_set_allocator,
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}
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}
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/// Builds a secondary command buffer that applies a point lighting.
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///
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/// This secondary command buffer will read `depth_input` and rebuild the world position of the
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/// pixel currently being processed (modulo rounding errors). It will then compare this
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/// position with `position`, and process the lighting based on the distance and orientation
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/// (similar to the directional lighting system).
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///
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/// It then writes the output to the current framebuffer with additive blending (in other words
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/// the value will be added to the existing value in the framebuffer, and not replace the
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/// existing value).
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///
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/// Note that in a real-world application, you probably want to pass additional parameters
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/// such as some way to indicate the distance at which the lighting decrease. In this example
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/// this value is hardcoded in the shader.
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///
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/// - `viewport_dimensions` contains the dimensions of the current framebuffer.
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/// - `color_input` is an image containing the albedo of each object of the scene. It is the
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/// result of the deferred pass.
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/// - `normals_input` is an image containing the normals of each object of the scene. It is the
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/// result of the deferred pass.
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/// - `depth_input` is an image containing the depth value of each pixel of the scene. It is
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/// the result of the deferred pass.
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/// - `screen_to_world` is a matrix that turns coordinates from framebuffer space into world
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/// space. This matrix is used alongside with `depth_input` to determine the world
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/// coordinates of each pixel being processed.
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/// - `position` is the position of the spot light in world coordinates.
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/// - `color` is the color of the light.
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#[allow(clippy::too_many_arguments)]
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pub fn draw(
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&self,
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viewport_dimensions: [u32; 2],
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color_input: Arc<ImageView>,
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normals_input: Arc<ImageView>,
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depth_input: Arc<ImageView>,
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screen_to_world: Mat4,
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position: Vec3,
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color: [f32; 3],
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) -> Arc<SecondaryAutoCommandBuffer> {
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let push_constants = fs::PushConstants {
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screen_to_world: screen_to_world.to_cols_array_2d(),
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color: [color[0], color[1], color[2], 1.0],
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position: position.extend(0.0).into(),
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};
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let layout = &self.pipeline.layout().set_layouts()[0];
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let descriptor_set = DescriptorSet::new(
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self.descriptor_set_allocator.clone(),
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layout.clone(),
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[
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WriteDescriptorSet::image_view(0, color_input),
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WriteDescriptorSet::image_view(1, normals_input),
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WriteDescriptorSet::image_view(2, depth_input),
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],
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[],
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)
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.unwrap();
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let viewport = Viewport {
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offset: [0.0, 0.0],
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extent: [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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let mut builder = AutoCommandBufferBuilder::secondary(
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self.command_buffer_allocator.clone(),
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self.gfx_queue.queue_family_index(),
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CommandBufferUsage::MultipleSubmit,
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CommandBufferInheritanceInfo {
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render_pass: Some(self.subpass.clone().into()),
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..Default::default()
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},
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)
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.unwrap();
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builder
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.set_viewport(0, [viewport].into_iter().collect())
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.unwrap()
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.bind_pipeline_graphics(self.pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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self.pipeline.layout().clone(),
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0,
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descriptor_set,
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)
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.unwrap()
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.push_constants(self.pipeline.layout().clone(), 0, push_constants)
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.unwrap()
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.bind_vertex_buffers(0, self.vertex_buffer.clone())
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.unwrap();
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unsafe {
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builder
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.draw(self.vertex_buffer.len() as u32, 1, 0, 0)
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.unwrap();
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}
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builder.build().unwrap()
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}
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}
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mod vs {
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vulkano_shaders::shader! {
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ty: "vertex",
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src: r"
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#version 450
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layout(location = 0) in vec2 position;
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layout(location = 0) out vec2 v_screen_coords;
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void main() {
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v_screen_coords = position;
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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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}
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mod fs {
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vulkano_shaders::shader! {
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ty: "fragment",
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src: r"
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#version 450
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// The `color_input` parameter of the `draw` method.
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layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput u_diffuse;
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// The `normals_input` parameter of the `draw` method.
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layout(input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput u_normals;
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// The `depth_input` parameter of the `draw` method.
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layout(input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput u_depth;
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layout(push_constant) uniform PushConstants {
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// The `screen_to_world` parameter of the `draw` method.
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mat4 screen_to_world;
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// The `color` parameter of the `draw` method.
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vec4 color;
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// The `position` parameter of the `draw` method.
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vec4 position;
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} push_constants;
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layout(location = 0) in vec2 v_screen_coords;
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layout(location = 0) out vec4 f_color;
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void main() {
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float in_depth = subpassLoad(u_depth).x;
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// Any depth superior or equal to 1.0 means that the pixel has been untouched by
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// the deferred pass. We don't want to deal with them.
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if (in_depth >= 1.0) {
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discard;
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}
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// Find the world coordinates of the current pixel.
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vec4 world = push_constants.screen_to_world * vec4(v_screen_coords, in_depth, 1.0);
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world /= world.w;
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vec3 in_normal = normalize(subpassLoad(u_normals).rgb);
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vec3 light_direction = normalize(push_constants.position.xyz - world.xyz);
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// Calculate the percent of lighting that is received based on the orientation of
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// the normal and the direction of the light.
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float light_percent = max(-dot(light_direction, in_normal), 0.0);
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float light_distance = length(push_constants.position.xyz - world.xyz);
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// Further decrease light_percent based on the distance with the light position.
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light_percent *= 1.0 / exp(light_distance);
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vec3 in_diffuse = subpassLoad(u_diffuse).rgb;
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f_color.rgb = push_constants.color.rgb * light_percent * in_diffuse;
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f_color.a = 1.0;
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}
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",
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}
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}
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