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zack 2024-12-29 20:00:14 -05:00
parent 0877a91373
commit 9845d5717b
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GPG key ID: 5F873416BCF59F35
12 changed files with 903 additions and 148 deletions

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@ -4,4 +4,5 @@ version = "0.1.0"
edition = "2021"
[dependencies]
glam.workspace = true
spirv-std.workspace = true
bytemuck.workspace = true

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@ -1,6 +1,6 @@
#![cfg_attr(target_arch = "spirv", no_std)]
use glam::{Mat4, Vec3};
use spirv_std::glam::{Mat4, Vec3, Vec4};
#[repr(C)]
#[derive(Clone)]
@ -10,3 +10,12 @@ pub struct UniformBufferObject {
pub proj: Mat4,
pub model_color: Vec3,
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct PushConstants {
pub texture_size: Vec4,
}
unsafe impl bytemuck::Pod for PushConstants {}
unsafe impl bytemuck::Zeroable for PushConstants {}

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@ -8,6 +8,5 @@ crate-type = ["dylib"]
[dependencies]
spirv-std.workspace = true
glam.workspace = true
shaders-shared = { path = "../shaders-shared" }

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@ -1,15 +1,18 @@
#![cfg_attr(target_arch = "spirv", no_std)]
use shaders_shared::UniformBufferObject;
use spirv_std::{glam::Vec2, image::Image2d, spirv, Image, Sampler};
use glam::{Mat3, Vec3, Vec4, Vec4Swizzles};
use spirv_std::{
glam::{Mat3, UVec2, Vec2, Vec3, Vec4, Vec4Swizzles},
image::Image2d,
spirv, Sampler,
};
#[spirv(vertex)]
pub fn main_vs(
// Vertex inputs
in_pos: Vec3,
in_normal: Vec3,
in_tex_coord: Vec2,
// Uniform buffer
#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &UniformBufferObject,
@ -17,6 +20,7 @@ pub fn main_vs(
// Vertex outputs
out_world_position: &mut Vec3,
out_world_normal: &mut Vec3,
out_tex_coord: &mut Vec2,
#[spirv(position)] gl_position: &mut Vec4,
) {
// Transform position to world space
@ -29,6 +33,11 @@ pub fn main_vs(
// Calculate clip space position
*gl_position = ubo.proj * ubo.view * pos;
*out_tex_coord = in_tex_coord;
}
pub fn get_uv_u(pix: UVec2, tex_size: Vec4) -> spirv_std::glam::Vec2 {
(pix.as_vec2() + Vec2::splat(0.5)) * tex_size.zw()
}
#[spirv(fragment)]
@ -36,29 +45,30 @@ pub fn main_fs(
frag_world_position: Vec3,
frag_world_normal: Vec3,
frag_tex_coord: Vec2,
#[spirv(uniform, descriptor_set = 0, binding = 0)] ubo: &UniformBufferObject,
#[spirv(descriptor_set = 0, binding = 1)] texture: &Image2d,
#[spirv(descriptor_set = 0, binding = 2)] sampler: &Sampler,
out_color: &mut Vec4,
) {
// Convert fragment coordinate to UV coordinate
// Sample the texture
let base_color = texture.sample(*sampler, frag_tex_coord);
let light_pos = Vec3::new(2.0, 2.0, -2.0);
// Calculate light direction
let l = (light_pos - frag_world_position).normalize();
let n = frag_world_normal.normalize();
// Calculate lambertian lighting
let lambertian = f32::max(n.dot(l), 0.0);
// Ambient lighting
let ambient = Vec3::splat(0.2);
// Combine texture color with model color
let color_from_texture = Vec3::new(base_color.x, base_color.y, base_color.z);
let combined_color = color_from_texture * ubo.model_color;
// Final color calculation with gamma correction
let color = (combined_color * lambertian + ambient).powf(2.2);
*out_color = Vec4::from((color, 1.0));
// let light_pos = Vec3::new(2.0, 2.0, -2.0);
//
// // Calculate light direction
// let l = (light_pos - frag_world_position).normalize();
// let n = frag_world_normal.normalize();
//
// // Calculate lambertian lighting
// let lambertian = f32::max(n.dot(l), 0.0);
//
// // Ambient lighting
// let ambient = Vec3::splat(0.2);
//
// // Combine texture color with model color
// let color_from_texture = Vec3::new(base_color.x, base_color.y, base_color.z);
// let combined_color = color_from_texture;
//
// // Final color calculation with gamma correction
// let color = (combined_color * lambertian + ambient).powf(2.2);
*out_color = Vec4::new(base_color.x, base_color.y, base_color.z, base_color.w);
}

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@ -10,7 +10,7 @@ winit.workspace = true
raw-window-handle.workspace = true
cfg-if = "1.0.0"
cgmath = "0.18.0"
glam.workspace = true
spirv-std.workspace = true
gpu-allocator.workspace = true
egui-ash = { version = "0.4.0", features = ["gpu-allocator"] }
tobj = "4.0.2"
@ -23,6 +23,9 @@ gpu-profiler = { git = "https://github.com/zackartz/gpu-profiler", features = [
"use-ash",
] }
gltf = { version = "1.4.1", features = ["import"] }
image = "0.25.5"
rayon = "1.10.0"
bytemuck.workspace = true
[build-dependencies]
spirv-builder.workspace = true

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@ -1,5 +1,6 @@
use std::{
collections::HashSet,
f32::consts::PI,
ffi::CString,
mem::ManuallyDrop,
sync::{Arc, Mutex},
@ -13,16 +14,16 @@ use ash::{
vk::{self, KhrAccelerationStructureFn, KhrDeferredHostOperationsFn, KhrRayTracingPipelineFn},
Device, Entry, Instance,
};
use egui::widgets;
use egui_ash::{
raw_window_handle::{HasRawDisplayHandle, HasRawWindowHandle},
winit, App, AppCreator, AshRenderState, CreationContext, HandleRedraw, RunOption, Theme,
};
use glam::Vec3;
use gpu_allocator::vulkan::{Allocator, AllocatorCreateDesc};
use renderer::Renderer;
use spirv_std::glam::Vec3;
mod renderer;
mod texture_cache;
struct Game {
entry: Entry,
@ -131,11 +132,10 @@ impl App for Game {
if !ctx.wants_keyboard_input() {
let movement_speed = 0.1;
// Calculate forward direction using yaw
let forward = Vec3::new(
self.camera_yaw.sin(),
self.camera_yaw.sin() * self.camera_pitch.cos(),
self.camera_pitch.sin(),
self.camera_yaw.cos(),
self.camera_yaw.cos() * self.camera_pitch.cos(),
)
.normalize();
@ -263,9 +263,13 @@ impl Drop for Game {
struct MyAppCreator;
impl MyAppCreator {
#[cfg(debug_assertions)]
const ENABLE_VALIDATION_LAYERS: bool = true;
#[cfg(not(debug_assertions))]
const ENABLE_VALIDATION_LAYERS: bool = false;
const VALIDATION: [&'static str; 1] = ["VK_LAYER_KHRONOS_validation"];
#[cfg(debug_assertions)]
unsafe extern "system" fn vulkan_debug_utils_callback(
message_severity: vk::DebugUtilsMessageSeverityFlagsEXT,
message_types: vk::DebugUtilsMessageTypeFlagsEXT,
@ -291,6 +295,16 @@ impl MyAppCreator {
vk::FALSE
}
#[cfg(not(debug_assertions))]
unsafe extern "system" fn vulkan_debug_utils_callback(
_message_severity: vk::DebugUtilsMessageSeverityFlagsEXT,
_message_types: vk::DebugUtilsMessageTypeFlagsEXT,
_p_callback_data: *const vk::DebugUtilsMessengerCallbackDataEXT,
_p_user_data: *mut std::ffi::c_void,
) -> vk::Bool32 {
vk::FALSE
}
fn create_entry() -> Entry {
unsafe { Entry::load().unwrap() }
}
@ -639,7 +653,7 @@ impl AppCreator<Arc<Mutex<Allocator>>> for MyAppCreator {
camera_position: Vec3::new(0.0, 0.0, -5.0),
camera_pitch: 0.,
camera_yaw: 0.,
camera_fov: 45.,
camera_fov: 90.,
bg_color: Vec3::splat(0.1).into(),
model_color: Vec3::splat(0.8).into(),
last_mouse_pos: None,

View file

@ -1,21 +1,23 @@
use ash::{
extensions::khr::{Surface, Swapchain},
vk::{self, Buffer, ImageAspectFlags},
vk::{self, Buffer},
Device,
};
use egui::Vec2;
use egui_ash::EguiCommand;
use glam::{Mat4, Vec3};
use gltf::json::buffer::View;
use gpu_allocator::vulkan::{Allocation, AllocationCreateDesc, Allocator};
use shaders_shared::UniformBufferObject;
use shaders_shared::{PushConstants, UniformBufferObject};
use spirv_std::glam::{Mat4, Vec3, Vec4};
use std::{
ffi::CString,
mem::ManuallyDrop,
path::{Path, PathBuf},
path::Path,
sync::{Arc, Mutex},
time::Instant,
};
use crate::texture_cache::TextureCache;
macro_rules! include_spirv {
($file:literal) => {{
let bytes = include_bytes!($file);
@ -91,6 +93,8 @@ impl Texture {
let mut allocator = allocator.lock().unwrap();
let buffer_size = data.len() as u64;
println!("DATA LEN: {}", buffer_size);
let staging_buffer = unsafe {
device
.create_buffer(
@ -163,7 +167,7 @@ impl Texture {
.expect("failed to bind image memory")
};
let command_buffer = unsafe {
unsafe {
let command_buffer = device
.allocate_command_buffers(
&vk::CommandBufferAllocateInfo::builder()
@ -218,7 +222,10 @@ impl Texture {
width,
height,
depth: 1,
});
})
.buffer_offset(0)
.buffer_row_length(width)
.buffer_image_height(height);
device.cmd_copy_buffer_to_image(
command_buffer,
@ -329,7 +336,7 @@ impl Texture {
}
}
fn destroy(&mut self, device: &Device, allocator: &mut Allocator) {
pub fn destroy(&mut self, device: &Device, allocator: &mut Allocator) {
unsafe {
device.destroy_sampler(self.sampler, None);
device.destroy_image_view(self.image_view, None);
@ -346,11 +353,29 @@ pub struct Mesh {
vertex_buffer_allocation: Option<Allocation>,
vertex_count: u32,
transform: Mat4,
texture: Option<Texture>,
texture: Option<Arc<Texture>>,
descriptor_sets: Vec<vk::DescriptorSet>,
}
pub struct Model {
meshes: Vec<Mesh>,
texture_cache: TextureCache,
}
impl Model {
fn destroy(&mut self, device: &Device, allocator: &mut Allocator) {
for mesh in &mut self.meshes {
unsafe {
device.destroy_buffer(mesh.vertex_buffer, None);
if let Some(vertex_buffer_allocation) = mesh.vertex_buffer_allocation.take() {
allocator
.free(vertex_buffer_allocation)
.expect("Failed to free memory");
}
self.texture_cache.cleanup(device, allocator);
}
}
}
}
fn load_texture_from_gltf(
@ -362,28 +387,27 @@ fn load_texture_from_gltf(
buffers: &[gltf::buffer::Data],
path: &Path,
) -> Option<Texture> {
let image = texture.source();
let data = match image.source() {
gltf::image::Source::View { view, .. } => {
// Handle embedded buffer view
match view.buffer().source() {
gltf::buffer::Source::Bin => {
let start = view.offset();
let end = start + view.length();
buffers[0][start..end].to_vec()
}
_ => return None,
}
}
gltf::image::Source::Uri { .. } => {
// For URI sources, we'll get the data directly from gltf::image::Data
let img_data =
gltf::image::Data::from_source(image.source(), Some(path), buffers).ok()?;
img_data.pixels.clone().to_vec()
}
};
let img_data =
gltf::image::Data::from_source(texture.source().source(), Some(path), buffers).ok()?;
let img_data = gltf::image::Data::from_source(image.source(), Some(path), buffers).ok()?;
println!(
"Original texture dimensions: {}x{}",
img_data.width, img_data.height
);
// Convert to RGB/RGBA
let pixels_rgba = if img_data.pixels.len() == (img_data.width * img_data.height * 3) as usize {
// Image is RGB, convert to RGBA
println!("Converting RGB to RGBA");
let mut rgba_data = Vec::with_capacity((img_data.width * img_data.height * 4) as usize);
for chunk in img_data.pixels.chunks_exact(3) {
rgba_data.extend_from_slice(&[chunk[0], chunk[1], chunk[2], 255]);
}
rgba_data
} else {
// Assume it's already RGBA
img_data.pixels
};
Some(Texture::new(
device,
@ -392,7 +416,7 @@ fn load_texture_from_gltf(
queue,
img_data.width,
img_data.height,
&data,
&pixels_rgba,
))
}
@ -408,6 +432,7 @@ impl Model {
let base_path = path.parent();
let (document, buffers, _) = gltf::import(path).expect("failed to load GLTF");
let mut meshes = Vec::new();
let mut texture_cache = TextureCache::new();
for scene in document.scenes() {
for node in scene.nodes() {
@ -420,11 +445,15 @@ impl Model {
command_pool,
queue,
base_path.unwrap(),
&mut texture_cache,
));
}
}
Self { meshes }
Self {
meshes,
texture_cache,
}
}
}
@ -437,6 +466,7 @@ fn process_node(
command_pool: vk::CommandPool,
queue: vk::Queue,
path: &Path,
texture_cache: &mut TextureCache,
) -> Vec<Mesh> {
let mut meshes = Vec::new();
@ -444,7 +474,7 @@ fn process_node(
let (translation, rotation, scale) = node.transform().decomposed();
Mat4::from_scale_rotation_translation(
Vec3::from(scale),
glam::Quat::from_array(rotation),
spirv_std::glam::Quat::from_array(rotation),
Vec3::from(translation),
)
};
@ -457,17 +487,22 @@ fn process_node(
.pbr_metallic_roughness()
.base_color_texture()
.and_then(|tex| {
load_texture_from_gltf(
device,
allocator.clone(),
command_pool,
queue,
&tex.texture(),
buffers,
path,
)
// Create a unique key for the texture
let key = format!("{:?}", tex.texture().source().source());
texture_cache.get_or_load_texture(key, || {
load_texture_from_gltf(
device,
allocator.clone(),
command_pool,
queue,
&tex.texture(),
buffers,
path,
)
})
});
// Rest of the mesh creation code...
let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
if let (Some(positions), Some(normals), Some(tex_coords)) = (
@ -477,16 +512,16 @@ fn process_node(
) {
let mut vertices = Vec::new();
let indicies = reader
let indices = reader
.read_indices()
.map(|indicies| indicies.into_u32().collect::<Vec<_>>())
.map(|indices| indices.into_u32().collect::<Vec<_>>())
.unwrap_or_else(|| (0..positions.len() as u32).collect());
let positions: Vec<_> = positions.collect();
let normals: Vec<_> = normals.collect();
let tex_coords: Vec<_> = tex_coords.into_f32().collect();
for &index in indicies.iter() {
for &index in indices.iter() {
let i = index as usize;
let vertex = Vertex {
position: Vec3::new(positions[i][0], positions[i][1], positions[i][2]),
@ -505,6 +540,7 @@ fn process_node(
vertex_count: vertices.len() as u32,
transform: world_transform,
texture,
descriptor_sets: Vec::new(),
});
}
}
@ -520,6 +556,7 @@ fn process_node(
command_pool,
queue,
path,
texture_cache,
));
}
@ -680,7 +717,6 @@ pub struct RendererInner {
uniform_buffer_allocations: Vec<Allocation>,
descriptor_pool: vk::DescriptorPool,
descriptor_set_layouts: Vec<vk::DescriptorSetLayout>,
descriptor_sets: Vec<vk::DescriptorSet>,
render_pass: vk::RenderPass,
framebuffers: Vec<vk::Framebuffer>,
depth_images_and_allocations: Vec<(vk::Image, Allocation)>,
@ -849,17 +885,26 @@ impl RendererInner {
(buffers, buffer_allocations)
}
fn create_descriptor_pool(device: &Device, swapchain_count: usize) -> vk::DescriptorPool {
let pool_size = vk::DescriptorPoolSize::builder()
.ty(vk::DescriptorType::UNIFORM_BUFFER)
.descriptor_count(swapchain_count as u32);
fn create_descriptor_pool(device: &Device, total_sets_needed: usize) -> vk::DescriptorPool {
let pool_sizes = [
vk::DescriptorPoolSize::builder()
.ty(vk::DescriptorType::UNIFORM_BUFFER)
.descriptor_count(total_sets_needed as u32)
.build(),
vk::DescriptorPoolSize::builder()
.ty(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
.descriptor_count(total_sets_needed as u32)
.build(),
];
let descriptor_pool_create_info = vk::DescriptorPoolCreateInfo::builder()
.pool_sizes(std::slice::from_ref(&pool_size))
.max_sets(swapchain_count as u32);
.pool_sizes(&pool_sizes)
.max_sets(total_sets_needed as u32);
unsafe {
device
.create_descriptor_pool(&descriptor_pool_create_info, None)
.expect("Failed to create descriptor pool")
.expect("failed to create descriptor pool")
}
}
@ -867,18 +912,35 @@ impl RendererInner {
device: &Device,
swapchain_count: usize,
) -> Vec<vk::DescriptorSetLayout> {
let ubo_layout_binding = vk::DescriptorSetLayoutBinding::builder()
.binding(0)
.descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::VERTEX | vk::ShaderStageFlags::FRAGMENT);
let ubo_layout_create_info = vk::DescriptorSetLayoutCreateInfo::builder()
.bindings(std::slice::from_ref(&ubo_layout_binding));
let bindings = [
// Binding 0: Uniform buffer
vk::DescriptorSetLayoutBinding::builder()
.binding(0)
.descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::VERTEX | vk::ShaderStageFlags::FRAGMENT)
.build(),
// Binding 1: Texture sampler
vk::DescriptorSetLayoutBinding::builder()
.binding(1)
.descriptor_type(vk::DescriptorType::SAMPLED_IMAGE)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::FRAGMENT)
.build(),
vk::DescriptorSetLayoutBinding::builder()
.binding(2)
.descriptor_type(vk::DescriptorType::SAMPLER)
.descriptor_count(1)
.stage_flags(vk::ShaderStageFlags::FRAGMENT)
.build(),
];
let layout_create_info = vk::DescriptorSetLayoutCreateInfo::builder().bindings(&bindings);
(0..swapchain_count)
.map(|_| unsafe {
device
.create_descriptor_set_layout(&ubo_layout_create_info, None)
.create_descriptor_set_layout(&layout_create_info, None)
.expect("Failed to create descriptor set layout")
})
.collect()
@ -889,28 +951,65 @@ impl RendererInner {
descriptor_pool: vk::DescriptorPool,
descriptor_set_layouts: &[vk::DescriptorSetLayout],
uniform_buffers: &[Buffer],
mesh: &Mesh,
) -> Vec<vk::DescriptorSet> {
let descriptor_set_allocate_info = vk::DescriptorSetAllocateInfo::builder()
.descriptor_pool(descriptor_pool)
.set_layouts(descriptor_set_layouts);
let descriptor_sets = unsafe {
device
.allocate_descriptor_sets(&descriptor_set_allocate_info)
.expect("Failed to allocate descriptor sets")
.allocate_descriptor_sets(
&vk::DescriptorSetAllocateInfo::builder()
.descriptor_pool(descriptor_pool)
.set_layouts(descriptor_set_layouts),
)
.expect("failed to allocate descriptor sets")
};
for index in 0..descriptor_sets.len() {
for (index, &descriptor_set) in descriptor_sets.iter().enumerate() {
let buffer_info = vk::DescriptorBufferInfo::builder()
.buffer(uniform_buffers[index])
.offset(0)
.range(vk::WHOLE_SIZE)
.build();
let descriptor_write = vk::WriteDescriptorSet::builder()
.dst_set(descriptor_sets[index])
let mut descriptor_writes = vec![vk::WriteDescriptorSet::builder()
.dst_set(descriptor_set)
.dst_binding(0)
.descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
.buffer_info(std::slice::from_ref(&buffer_info));
.buffer_info(std::slice::from_ref(&buffer_info))
.build()];
if let Some(ref texture) = mesh.texture {
// Image view descriptor
let image_info = vk::DescriptorImageInfo::builder()
.image_layout(vk::ImageLayout::SHADER_READ_ONLY_OPTIMAL)
.image_view(texture.image_view)
.build();
descriptor_writes.push(
vk::WriteDescriptorSet::builder()
.dst_set(descriptor_set)
.dst_binding(1)
.descriptor_type(vk::DescriptorType::SAMPLED_IMAGE)
.image_info(std::slice::from_ref(&image_info))
.build(),
);
// Sampler descriptor
let sampler_info = vk::DescriptorImageInfo::builder()
.sampler(texture.sampler)
.build();
descriptor_writes.push(
vk::WriteDescriptorSet::builder()
.dst_set(descriptor_set)
.dst_binding(2)
.descriptor_type(vk::DescriptorType::SAMPLER)
.image_info(std::slice::from_ref(&sampler_info))
.build(),
);
}
unsafe {
device.update_descriptor_sets(std::slice::from_ref(&descriptor_write), &[]);
device.update_descriptor_sets(&descriptor_writes, &[]);
}
}
@ -1119,10 +1218,19 @@ impl RendererInner {
.name(&main_function_name_fs)
.build(),
];
let push_constant_range = vk::PushConstantRange::builder()
.stage_flags(vk::ShaderStageFlags::FRAGMENT)
.offset(0)
.size(std::mem::size_of::<PushConstants>() as u32)
.build();
let pipeline_layout = unsafe {
device
.create_pipeline_layout(
&vk::PipelineLayoutCreateInfo::builder().set_layouts(descriptor_set_layouts),
&vk::PipelineLayoutCreateInfo::builder()
.set_layouts(descriptor_set_layouts)
.push_constant_ranges(&[push_constant_range]),
None,
)
.expect("Failed to create pipeline layout")
@ -1139,7 +1247,7 @@ impl RendererInner {
.rasterizer_discard_enable(false)
.polygon_mode(vk::PolygonMode::FILL)
.cull_mode(vk::CullModeFlags::BACK)
.front_face(vk::FrontFace::COUNTER_CLOCKWISE)
.front_face(vk::FrontFace::CLOCKWISE)
.depth_bias_enable(false)
.line_width(1.0);
let stencil_op = vk::StencilOpState::builder()
@ -1437,15 +1545,26 @@ impl RendererInner {
swapchain_images.len(),
);
let descriptor_pool = Self::create_descriptor_pool(&device, swapchain_images.len());
let t = Instant::now();
println!("loading model!");
let mut model = Model::load(
&device,
allocator.clone(),
command_pool,
queue,
"./sponza/NewSponza_Main_glTF_003.gltf",
);
println!(
"loaded {} meshes in {:.2} seconds!",
model.meshes.len(),
t.elapsed().as_secs_f32()
);
let descriptor_pool =
Self::create_descriptor_pool(&device, model.meshes.len() * swapchain_images.len());
let descriptor_set_layouts =
Self::create_descriptor_set_layouts(&device, swapchain_images.len());
let descriptor_sets = Self::create_descriptor_sets(
&device,
descriptor_pool,
&descriptor_set_layouts,
&uniform_buffers,
);
let render_pass = Self::create_render_pass(&device, surface_format);
let CreateFramebuffersResult(
framebuffers,
@ -1462,20 +1581,21 @@ impl RendererInner {
);
let (pipeline, pipeline_layout) =
Self::create_graphics_pipeline(&device, &descriptor_set_layouts, render_pass);
println!("loading model!");
let model = Model::load(
&device,
allocator.clone(),
command_pool,
queue,
"./sponza/NewSponza_Main_glTF_003.gltf",
);
println!("loaded!");
let command_buffers =
Self::create_command_buffers(&device, command_pool, swapchain_images.len());
let (in_flight_fences, image_available_semaphores, render_finished_semaphores) =
Self::create_sync_objects(&device, swapchain_images.len());
for mesh in &mut model.meshes {
mesh.descriptor_sets = Self::create_descriptor_sets(
&device,
descriptor_pool,
&descriptor_set_layouts,
&uniform_buffers,
mesh,
);
}
Self {
width,
height,
@ -1494,7 +1614,6 @@ impl RendererInner {
uniform_buffer_allocations,
descriptor_pool,
descriptor_set_layouts,
descriptor_sets,
render_pass,
framebuffers,
depth_images_and_allocations,
@ -1514,7 +1633,7 @@ impl RendererInner {
camera_position: Vec3::new(0.0, 0.0, -5.0),
camera_yaw: 0.,
camera_pitch: 0.,
camera_fov: 45.,
camera_fov: 90.,
bg_color: Vec3::splat(0.1),
model_color: Vec3::splat(0.8),
accumulation_reset_needed: true,
@ -1685,6 +1804,18 @@ impl RendererInner {
);
for mesh in &self.model.meshes {
let push_constants = PushConstants {
texture_size: Vec4::new(1024.0, 1024.0, 1.0 / 1024.0, 1.0 / 1024.0),
};
unsafe {
self.device.cmd_push_constants(
self.command_buffers[self.current_frame],
self.pipeline_layout,
vk::ShaderStageFlags::FRAGMENT,
0,
bytemuck::cast_slice(&[push_constants]),
);
}
let model_matrix = Mat4::from_rotation_y(rotate_y.to_radians()) * mesh.transform;
let ubo = UniformBufferObject {
@ -1710,7 +1841,7 @@ impl RendererInner {
vk::PipelineBindPoint::GRAPHICS,
self.pipeline_layout,
0,
&[self.descriptor_sets[self.current_frame]],
&[mesh.descriptor_sets[self.current_frame]],
&[],
);
@ -1807,14 +1938,7 @@ impl RendererInner {
for semaphore in self.render_finished_semaphores.drain(..) {
self.device.destroy_semaphore(semaphore, None);
}
for mesh in &mut self.model.meshes {
self.device.destroy_buffer(mesh.vertex_buffer, None);
if let Some(vertex_buffer_allocation) = mesh.vertex_buffer_allocation.take() {
allocator
.free(vertex_buffer_allocation)
.expect("Failed to free memory");
}
}
self.model.destroy(&self.device, &mut allocator);
self.device.destroy_pipeline(self.pipeline, None);
self.device
.destroy_pipeline_layout(self.pipeline_layout, None);

View file

@ -0,0 +1,46 @@
use std::{
collections::HashMap,
sync::{Arc, Mutex},
};
use ash::Device;
use gpu_allocator::vulkan::Allocator;
use super::renderer::Texture;
pub struct TextureCache {
cache: HashMap<String, Arc<Texture>>,
}
impl TextureCache {
pub fn new() -> Self {
Self {
cache: HashMap::new(),
}
}
pub fn get_or_load_texture(
&mut self,
key: String,
load_fn: impl FnOnce() -> Option<Texture>,
) -> Option<Arc<Texture>> {
if let Some(texture) = self.cache.get(&key) {
Some(Arc::clone(texture))
} else {
load_fn().map(|texture| {
let texture = Arc::new(texture);
self.cache.insert(key, Arc::clone(&texture));
texture
})
}
}
pub fn cleanup(&mut self, device: &Device, allocator: &mut Allocator) {
for (_, texture) in self.cache.drain() {
if let Ok(texture) = Arc::try_unwrap(texture) {
let mut texture = texture;
texture.destroy(device, allocator);
}
}
}
}