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zack 2025-03-28 16:33:40 -04:00
parent 9cfd9d8b17
commit 8a1c5237d5
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19 changed files with 1952 additions and 175 deletions

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@ -4,15 +4,14 @@ version = "0.1.0"
edition = "2021"
[dependencies]
egui.workspace = true
ash.workspace = true
winit.workspace = true
raw-window-handle.workspace = true
tracing.workspace = true
tracing-subscriber.workspace = true
glam.workspace = true
bytemuck.workspace = true
winit.workspace = true
raw-window-handle.workspace = true
thiserror.workspace = true
gpu-allocator.workspace = true
gfx_hal = { path = "../gfx_hal" }
renderer = { path = "../renderer" }
resource_manager = { path = "../resource_manager" }

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@ -1,5 +1,462 @@
mod scene_data;
use std::{
error::Error,
ffi::{CStr, CString},
fs::OpenOptions,
sync::Arc,
time::Instant,
};
fn main() {
println!("Hello, world!");
use ash::vk;
use gfx_hal::{
device::Device, error::GfxHalError, instance::Instance, instance::InstanceConfig,
physical_device::PhysicalDevice, queue::Queue, surface::Surface,
};
use raw_window_handle::HasDisplayHandle;
use renderer::{Renderer, RendererError};
use resource_manager::{ResourceManager, ResourceManagerError};
use tracing::{debug, error, info, warn};
use tracing_subscriber::{filter, layer::SubscriberExt, util::SubscriberInitExt, Layer};
use winit::{
event::{Event, WindowEvent},
event_loop::{ActiveEventLoop, EventLoop},
window::{Window, WindowAttributes},
};
// --- Configuration ---
const WINDOW_TITLE: &str = "Rust Vulkan Egui Engine";
const INITIAL_WIDTH: u32 = 1280;
const INITIAL_HEIGHT: u32 = 720;
const APP_NAME: &str = "My App";
const ENGINE_NAME: &str = "My Engine";
// --- Error Handling ---
#[derive(Debug, thiserror::Error)]
enum AppError {
#[error("Window Creation Error: {0}")]
WindowCreation(#[from] winit::error::OsError),
#[error("Graphics HAL Error: {0}")]
GfxHal(#[from] GfxHalError),
#[error("Resource Manager Error: {0}")]
ResourceManager(#[from] ResourceManagerError),
#[error("Renderer Error: {0}")]
Renderer(#[from] RendererError),
#[error("Suitable physical device not found")]
NoSuitableDevice,
#[error("Required queue family not found")]
NoSuitableQueueFamily,
#[error("Failed to create CString: {0}")]
NulError(#[from] std::ffi::NulError),
#[error("Missing required Vulkan extension: {0}")]
MissingExtension(String),
}
// --- Main Application Structure ---
struct Application {
// Core Vulkan Objects (managed by gfx_hal)
_instance: Arc<Instance>, // Keep instance alive
_physical_device: PhysicalDevice, // Keep info, though Device holds handle
device: Arc<Device>,
graphics_queue: Arc<Queue>,
surface: Arc<Surface>,
// Resource Management
resource_manager: Arc<ResourceManager>,
// Renderer
renderer: Renderer,
// Windowing
window: Arc<Window>, // Use Arc for potential multi-threading later
// State
last_frame_time: Instant,
ui_show_demo: bool,
}
impl Application {
fn new(window: Arc<Window>) -> Result<Self, AppError> {
info!("Initializing Application...");
// --- 1. gfx_hal Setup ---
let instance_extensions = [
// Add extensions required by the platform (e.g., from winit)
// ash::extensions::ext::DebugUtils::name(), // If using validation
ash::khr::surface::NAME,
// Platform specific (example for Xlib/Wayland)
#[cfg(target_os = "linux")]
ash::khr::xlib_surface::NAME,
#[cfg(target_os = "linux")]
ash::khr::wayland_surface::NAME,
// Add other platform extensions as needed (Win32, Metal, etc.)
];
let instance_extensions_c: Vec<CString> = instance_extensions
.iter()
.map(|&s| CString::new(s.to_bytes()).unwrap())
.collect();
let instance_config = InstanceConfig {
application_name: APP_NAME.to_string(),
engine_name: ENGINE_NAME.to_string(),
enable_validation: cfg!(debug_assertions), // Enable validation in debug
..Default::default()
};
let instance = Instance::new(
&instance_config,
&window.display_handle().unwrap(),
&instance_extensions_c, // Pass external extensions
)?;
info!("Vulkan Instance created.");
let surface = unsafe {
// Need unsafe for create_surface
instance.create_surface(window.as_ref())? // Pass window ref
};
info!("Vulkan Surface created.");
// --- 2. Physical Device Selection ---
let required_device_extensions =
[ash::khr::swapchain::NAME, ash::khr::dynamic_rendering::NAME];
let required_device_extensions_cstr: Vec<&CStr> = required_device_extensions
.iter()
.map(|s| CStr::from_bytes_with_nul(s.to_bytes_with_nul()).unwrap())
.collect();
// Define required features (Dynamic Rendering is crucial)
let required_dynamic_rendering_features =
vk::PhysicalDeviceDynamicRenderingFeaturesKHR::default().dynamic_rendering(true);
// Chain other required features if necessary (e.g., mesh shader)
// let mut required_mesh_shader_features = vk::PhysicalDeviceMeshShaderFeaturesEXT::builder()...
// required_dynamic_rendering_features = required_dynamic_rendering_features.push_next(&mut required_mesh_shader_features);
let physical_devices = unsafe { instance.enumerate_physical_devices()? };
let (physical_device, queue_family_indices) = physical_devices
.into_iter()
.find_map(|pd| {
match find_suitable_device_and_queues(
&pd,
&surface,
&required_device_extensions_cstr,
&required_dynamic_rendering_features,
) {
Ok(indices) => Some((pd, indices)),
Err(e) => {
warn!(
"Skipping physical device {:?}: {}",
unsafe {
instance
.ash_instance()
.get_physical_device_properties(pd.handle())
.device_name_as_c_str()
},
e
);
None
}
}
})
.ok_or(AppError::NoSuitableDevice)?;
let pd_props = unsafe {
instance
.ash_instance()
.get_physical_device_properties(physical_device.handle())
};
info!(
"Selected Physical Device: {}",
pd_props.device_name_as_c_str().unwrap().to_string_lossy()
);
debug!("Using Queue Families: {:?}", queue_family_indices);
// --- 3. Logical Device and Queues ---
// Enable required features
let enabled_features = vk::PhysicalDeviceFeatures::default(); // Add base features if needed
let enabled_buffer_device_address =
vk::PhysicalDeviceBufferDeviceAddressFeatures::default().buffer_device_address(true);
let enabled_dynamic_rendering = required_dynamic_rendering_features; // Copy the builder state
let device = unsafe {
// Need unsafe for create_logical_device
physical_device.create_logical_device(
&required_device_extensions_cstr,
&queue_family_indices,
&enabled_features,
None,
&enabled_dynamic_rendering, // Pass features to enable
&enabled_buffer_device_address,
)?
};
let device_handle_at_creation = device.raw().handle();
info!(
"App: Created Device handle: {:?}",
device_handle_at_creation
);
// Get specific queues (assuming graphics and present are the same for simplicity)
let graphics_queue = device.get_graphics_queue();
let queue_associated_device_handle = graphics_queue.device().raw().handle();
info!(
"App: Queue is associated with Device handle: {:?}",
queue_associated_device_handle
);
assert_eq!(
device_handle_at_creation, queue_associated_device_handle,
"Device handle mismatch immediately after queue creation!"
);
// --- 4. Resource Manager ---
let resource_manager = Arc::new(ResourceManager::new(instance.clone(), device.clone())?);
info!("Resource Manager initialized.");
let renderer_device_handle_to_pass = device.raw().handle();
let renderer_queue_device_handle_to_pass = graphics_queue.device().raw().handle();
info!(
"App: Passing Device handle to Renderer: {:?}",
renderer_device_handle_to_pass
);
info!(
"App: Passing Queue associated with Device handle: {:?}",
renderer_queue_device_handle_to_pass
);
// --- 5. Renderer ---
let initial_size = window.inner_size();
let renderer = Renderer::new(
instance.clone(), // Pass instance for allocator creation
device.clone(),
graphics_queue.clone(),
surface.clone(),
resource_manager.clone(),
initial_size.width,
initial_size.height,
)?;
info!("Renderer initialized.");
Ok(Self {
_instance: instance,
_physical_device: physical_device,
device,
graphics_queue,
surface,
resource_manager,
renderer,
window,
last_frame_time: Instant::now(),
ui_show_demo: true,
})
}
fn handle_event(&mut self, event: &Event<()>, active_event_loop: &ActiveEventLoop) {
match event {
Event::WindowEvent { event, window_id } if *window_id == self.window.id() => {
match event {
WindowEvent::CloseRequested => {
info!("Close requested. Exiting...");
active_event_loop.exit();
}
WindowEvent::Resized(physical_size) => {
info!(
"Window resized to: {}x{}",
physical_size.width, physical_size.height
);
// Important: Resize renderer *before* the next frame
self.renderer
.resize(physical_size.width, physical_size.height);
// Egui also needs the new screen descriptor info, though
// egui_winit_state might handle this internally via on_window_event.
// Explicitly setting it might be safer depending on version.
// self.egui_winit_state.set_max_size_points(...) // If needed
}
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
info!("Scale factor changed: {}", scale_factor);
// May also need to resize renderer if size depends on scale factor
let new_inner_size = self.window.inner_size();
self.renderer
.resize(new_inner_size.width, new_inner_size.height);
}
// Handle other inputs if not consumed by egui
WindowEvent::KeyboardInput { .. }
| WindowEvent::CursorMoved { .. }
| WindowEvent::MouseInput { .. } => {}
_ => {}
}
}
// Event::MainEventsCleared => { // Use AboutToWait for newer winit
// // Application update code.
// self.window.request_redraw();
// }
Event::AboutToWait => {
// Application update code and redraw request.
// This is the main place to prepare and trigger rendering.
let now = Instant::now();
let _delta_time = now.duration_since(self.last_frame_time);
self.last_frame_time = now;
// --- Render Frame ---
match self.renderer.render_frame() {
Ok(_) => {}
Err(RendererError::SwapchainSuboptimal) => {
// Swapchain is suboptimal, recreate it next frame by triggering resize
warn!("Swapchain suboptimal, forcing resize.");
let size = self.window.inner_size();
self.renderer.resize(size.width, size.height);
}
Err(e) => {
error!("Failed to render frame: {}", e);
// Decide how to handle persistent errors (e.g., exit)
active_event_loop.exit();
}
}
}
Event::LoopExiting => {
info!("Event loop exiting. Cleaning up...");
// Wait for GPU to finish before dropping resources
if let Err(e) = self.device.wait_idle() {
error!("Error waiting for device idle on exit: {}", e);
}
info!("GPU idle. Cleanup complete.");
}
_ => {}
}
}
}
// --- Helper Functions ---
/// Finds queue family indices for graphics and presentation.
fn find_suitable_device_and_queues(
physical_device: &PhysicalDevice,
surface: &Surface,
required_extensions: &[&CStr],
required_dynamic_rendering_features: &vk::PhysicalDeviceDynamicRenderingFeaturesKHR,
) -> Result<gfx_hal::physical_device::QueueFamilyIndices, Box<dyn Error>> {
// 1. Check Extension Support
let supported_extensions = unsafe {
physical_device
.instance()
.ash_instance()
.enumerate_device_extension_properties(physical_device.handle())?
};
let supported_extension_names: std::collections::HashSet<&CStr> = supported_extensions
.iter()
.map(|ext| unsafe { CStr::from_ptr(ext.extension_name.as_ptr()) })
.collect();
for &required in required_extensions {
if !supported_extension_names.contains(required) {
return Err(
format!("Missing required extension: {}", required.to_string_lossy()).into(),
);
}
}
// 2. Check Feature Support (Dynamic Rendering)
let mut dynamic_rendering_features = vk::PhysicalDeviceDynamicRenderingFeaturesKHR::default();
let mut features2 =
vk::PhysicalDeviceFeatures2::default().push_next(&mut dynamic_rendering_features);
unsafe {
physical_device
.instance()
.ash_instance()
.get_physical_device_features2(physical_device.handle(), &mut features2);
}
if dynamic_rendering_features.dynamic_rendering == vk::FALSE {
return Err("Dynamic Rendering feature not supported".into());
}
// Add checks for other required features here...
// 3. Check Queue Family Support
let queue_family_properties = unsafe {
physical_device
.instance()
.ash_instance()
.get_physical_device_queue_family_properties(physical_device.handle())
};
let mut graphics_family = None;
let mut present_family = None;
for (i, queue_family) in queue_family_properties.iter().enumerate() {
let index = i as u32;
// Check for graphics support
if queue_family.queue_flags.contains(vk::QueueFlags::GRAPHICS) {
graphics_family = Some(index);
}
// Check for presentation support
let present_support = unsafe {
surface
.surface_loader()
.get_physical_device_surface_support(
physical_device.handle(),
index,
surface.handle(),
)?
};
if present_support {
present_family = Some(index);
}
if graphics_family.is_some() && present_family.is_some() {
break; // Found suitable families
}
}
match (graphics_family, present_family) {
(Some(graphics), Some(present)) => Ok(gfx_hal::physical_device::QueueFamilyIndices {
graphics_family: Some(graphics),
present_family: Some(present), // Could be the same as graphics
compute_family: None, // Not needed for this example
transfer_family: None, // Not needed for this example
}),
_ => Err("Could not find suitable queue families".into()),
}
}
// --- Entry Point ---
fn main() -> Result<(), Box<dyn Error>> {
let fmt_layer = tracing_subscriber::fmt::layer()
.with_ansi(true)
.with_file(false)
.with_line_number(false)
.without_time();
let log_file = OpenOptions::new()
.append(true)
.create(true)
.open("log-debug.log")?;
let json_layer = tracing_subscriber::fmt::layer()
.json()
.with_writer(log_file)
.with_filter(filter::LevelFilter::TRACE);
tracing_subscriber::registry()
.with(fmt_layer)
.with(json_layer)
.init();
// --- Winit Setup ---
let event_loop = EventLoop::new()?;
let window = Arc::new(event_loop.create_window(WindowAttributes::default())?);
info!("Window created.");
// --- Application Setup ---
let mut app = Application::new(window.clone())?;
// --- Event Loop ---
info!("Starting event loop...");
event_loop.run(move |event, elwt| {
// elwt is EventLoopWindowTarget, not needed directly here often
app.handle_event(&event, elwt);
})?;
Ok(())
}

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@ -1,67 +0,0 @@
use core::f32;
use bytemuck::{Pod, Zeroable};
use glam::{Mat4, Vec3};
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct Vertex {
pub pos: [f32; 3],
pub normal: [f32; 3],
}
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct UniformBufferObject {
pub model: Mat4,
pub view: Mat4,
pub proj: Mat4,
pub light_dir: Vec3,
pub _padding: f32,
pub light_color: Vec3,
pub _padding2: f32,
}
pub fn create_sphere(radius: f32, sectors: u32, stacks: u32) -> (Vec<Vertex>, Vec<u32>) {
let mut vertices = Vec::new();
let mut indices = Vec::new();
let sector_step = 2.0 * f32::consts::PI / sectors as f32;
let stack_step = f32::consts::PI / stacks as f32;
for i in 0..stacks {
let stack_angle = std::f32::consts::PI / 2.0 - (i as f32 * stack_step);
let xy = radius * stack_angle.cos();
let z = radius * stack_angle.sin();
for j in 0..=sectors {
let sector_angle = j as f32 * sector_step;
let x = xy * sector_angle.cos();
let y = xy * sector_angle.sin();
let pos = [x, y, z];
let normal = Vec3::from(pos).normalize().to_array();
vertices.push(Vertex { pos, normal });
}
}
for i in 0..stacks {
let k1 = i * (sectors + 1);
let k2 = k1 + sectors + 1;
for j in 0..sectors {
if i != 0 {
indices.push(k1 + j);
indices.push(k2 + j);
indices.push(k1 + j + 1);
}
if i != (stacks - 1) {
indices.push(k1 + j + 1);
indices.push(k2 + j);
indices.push(k2 + j + 1);
}
}
}
(vertices, indices)
}