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https://github.com/Kelsidavis/WoWee.git
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Vulcan Nightmare
Experimentally bringing up vulcan support
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863a786c48
commit
83b576e8d9
189 changed files with 12147 additions and 7820 deletions
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@ -1,10 +1,15 @@
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#include "rendering/mount_dust.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/shader.hpp"
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#include "rendering/vk_context.hpp"
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#include "rendering/vk_shader.hpp"
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#include "rendering/vk_pipeline.hpp"
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#include "rendering/vk_frame_data.hpp"
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#include "rendering/vk_utils.hpp"
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#include "core/logger.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <random>
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#include <cmath>
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#include <cstring>
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namespace wowee {
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namespace rendering {
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@ -23,69 +28,91 @@ static float randFloat(float lo, float hi) {
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MountDust::MountDust() = default;
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MountDust::~MountDust() { shutdown(); }
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bool MountDust::initialize() {
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bool MountDust::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
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LOG_INFO("Initializing mount dust effects");
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// Dust particle shader (brownish/tan dust clouds)
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shader = std::make_unique<Shader>();
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vkCtx = ctx;
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VkDevice device = vkCtx->getDevice();
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const char* dustVS = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in float aSize;
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layout (location = 2) in float aAlpha;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out float vAlpha;
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void main() {
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gl_Position = uProjection * uView * vec4(aPos, 1.0);
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gl_PointSize = aSize;
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vAlpha = aAlpha;
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}
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)";
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const char* dustFS = R"(
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#version 330 core
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in float vAlpha;
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out vec4 FragColor;
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void main() {
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vec2 coord = gl_PointCoord - vec2(0.5);
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float dist = length(coord);
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if (dist > 0.5) discard;
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// Soft dust cloud with brownish/tan color
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float alpha = smoothstep(0.5, 0.0, dist) * vAlpha;
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vec3 dustColor = vec3(0.7, 0.65, 0.55); // Tan/brown dust
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FragColor = vec4(dustColor, alpha * 0.4); // Semi-transparent
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}
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)";
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if (!shader->loadFromSource(dustVS, dustFS)) {
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LOG_ERROR("Failed to create mount dust shader");
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// Load SPIR-V shaders
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VkShaderModule vertModule;
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if (!vertModule.loadFromFile(device, "assets/shaders/mount_dust.vert.spv")) {
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LOG_ERROR("Failed to load mount_dust vertex shader");
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return false;
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}
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VkShaderModule fragModule;
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if (!fragModule.loadFromFile(device, "assets/shaders/mount_dust.frag.spv")) {
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LOG_ERROR("Failed to load mount_dust fragment shader");
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return false;
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}
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// Create VAO/VBO
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
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VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// No push constants needed for mount dust (all data is per-vertex)
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pipelineLayout = createPipelineLayout(device, {perFrameLayout}, {});
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if (pipelineLayout == VK_NULL_HANDLE) {
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LOG_ERROR("Failed to create mount dust pipeline layout");
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return false;
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}
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// Position (vec3) + Size (float) + Alpha (float) = 5 floats per vertex
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Vertex input: pos(vec3) + size(float) + alpha(float) = 5 floats, stride = 20 bytes
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VkVertexInputBindingDescription binding{};
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binding.binding = 0;
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binding.stride = 5 * sizeof(float);
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binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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std::vector<VkVertexInputAttributeDescription> attrs(3);
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attrs[0].location = 0;
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attrs[0].binding = 0;
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attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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attrs[0].offset = 0;
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attrs[1].location = 1;
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attrs[1].binding = 0;
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attrs[1].format = VK_FORMAT_R32_SFLOAT;
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attrs[1].offset = 3 * sizeof(float);
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attrs[2].location = 2;
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attrs[2].binding = 0;
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attrs[2].format = VK_FORMAT_R32_SFLOAT;
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attrs[2].offset = 4 * sizeof(float);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(4 * sizeof(float)));
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glEnableVertexAttribArray(2);
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std::vector<VkDynamicState> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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glBindVertexArray(0);
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pipeline = PipelineBuilder()
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.setShaders(vertStage, fragStage)
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.setVertexInput({binding}, attrs)
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.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
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.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
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.setDepthTest(true, false, VK_COMPARE_OP_LESS)
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.setColorBlendAttachment(PipelineBuilder::blendAlpha())
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.setLayout(pipelineLayout)
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.setRenderPass(vkCtx->getImGuiRenderPass())
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.setDynamicStates(dynamicStates)
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.build(device);
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vertModule.destroy();
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fragModule.destroy();
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if (pipeline == VK_NULL_HANDLE) {
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LOG_ERROR("Failed to create mount dust pipeline");
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return false;
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}
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// Create dynamic mapped vertex buffer
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dynamicVBSize = MAX_DUST_PARTICLES * 5 * sizeof(float);
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AllocatedBuffer buf = createBuffer(vkCtx->getAllocator(), dynamicVBSize,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
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dynamicVB = buf.buffer;
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dynamicVBAlloc = buf.allocation;
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dynamicVBAllocInfo = buf.info;
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if (dynamicVB == VK_NULL_HANDLE) {
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LOG_ERROR("Failed to create mount dust dynamic vertex buffer");
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return false;
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}
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particles.reserve(MAX_DUST_PARTICLES);
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vertexData.reserve(MAX_DUST_PARTICLES * 5);
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@ -95,12 +122,27 @@ bool MountDust::initialize() {
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}
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void MountDust::shutdown() {
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if (vao) glDeleteVertexArrays(1, &vao);
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if (vbo) glDeleteBuffers(1, &vbo);
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vao = 0;
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vbo = 0;
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if (vkCtx) {
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VkDevice device = vkCtx->getDevice();
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VmaAllocator allocator = vkCtx->getAllocator();
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if (pipeline != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, pipeline, nullptr);
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pipeline = VK_NULL_HANDLE;
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}
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if (pipelineLayout != VK_NULL_HANDLE) {
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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pipelineLayout = VK_NULL_HANDLE;
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}
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if (dynamicVB != VK_NULL_HANDLE) {
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vmaDestroyBuffer(allocator, dynamicVB, dynamicVBAlloc);
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dynamicVB = VK_NULL_HANDLE;
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dynamicVBAlloc = VK_NULL_HANDLE;
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}
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}
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vkCtx = nullptr;
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particles.clear();
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shader.reset();
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}
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void MountDust::spawnDust(const glm::vec3& position, const glm::vec3& velocity, bool isMoving) {
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@ -173,8 +215,8 @@ void MountDust::update(float deltaTime) {
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}
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}
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void MountDust::render(const Camera& camera) {
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if (particles.empty() || !shader) return;
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void MountDust::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
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if (particles.empty() || pipeline == VK_NULL_HANDLE) return;
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// Build vertex data
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vertexData.clear();
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@ -186,26 +228,25 @@ void MountDust::render(const Camera& camera) {
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vertexData.push_back(p.alpha);
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}
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// Upload to GPU
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float), vertexData.data(), GL_DYNAMIC_DRAW);
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// Upload to mapped buffer
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VkDeviceSize uploadSize = vertexData.size() * sizeof(float);
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if (uploadSize > 0 && dynamicVBAllocInfo.pMappedData) {
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std::memcpy(dynamicVBAllocInfo.pMappedData, vertexData.data(), uploadSize);
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}
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// Render
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shader->use();
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shader->setUniform("uView", camera.getViewMatrix());
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shader->setUniform("uProjection", camera.getProjectionMatrix());
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// Bind pipeline
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE); // Don't write to depth buffer
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glEnable(GL_PROGRAM_POINT_SIZE);
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// Bind per-frame descriptor set (set 0 - camera UBO)
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
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0, 1, &perFrameSet, 0, nullptr);
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(particles.size()));
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glBindVertexArray(0);
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// Bind vertex buffer
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VkDeviceSize offset = 0;
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vkCmdBindVertexBuffers(cmd, 0, 1, &dynamicVB, &offset);
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glDepthMask(GL_TRUE);
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glDisable(GL_PROGRAM_POINT_SIZE);
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// Draw particles as points
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vkCmdDraw(cmd, static_cast<uint32_t>(particles.size()), 1, 0, 0);
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}
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} // namespace rendering
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