Vulcan Nightmare

Experimentally bringing up vulcan support
This commit is contained in:
Kelsi 2026-02-21 19:41:21 -08:00
parent 863a786c48
commit 83b576e8d9
189 changed files with 12147 additions and 7820 deletions

View file

@ -1,8 +1,10 @@
#include "rendering/skybox.hpp"
#include "rendering/shader.hpp"
#include "rendering/camera.hpp"
#include "rendering/vk_context.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_frame_data.hpp"
#include "rendering/vk_utils.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <cmath>
#include <vector>
@ -16,71 +18,82 @@ Skybox::~Skybox() {
shutdown();
}
bool Skybox::initialize() {
bool Skybox::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
LOG_INFO("Initializing skybox");
// Create sky shader
skyShader = std::make_unique<Shader>();
vkCtx = ctx;
// Vertex shader - position-only skybox
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
VkDevice device = vkCtx->getDevice();
uniform mat4 view;
uniform mat4 projection;
out vec3 WorldPos;
out float Altitude;
void main() {
WorldPos = aPos;
// Calculate altitude (0 at horizon, 1 at zenith)
Altitude = normalize(aPos).z;
// Remove translation from view matrix (keep rotation only)
mat4 viewNoTranslation = mat4(mat3(view));
gl_Position = projection * viewNoTranslation * vec4(aPos, 1.0);
// Ensure skybox is always at far plane
gl_Position = gl_Position.xyww;
}
)";
// Fragment shader - gradient sky with time of day
const char* fragmentShaderSource = R"(
#version 330 core
in vec3 WorldPos;
in float Altitude;
uniform vec3 horizonColor;
uniform vec3 zenithColor;
uniform float timeOfDay;
out vec4 FragColor;
void main() {
// Smooth gradient from horizon to zenith
float t = pow(max(Altitude, 0.0), 0.5); // Curve for more interesting gradient
vec3 skyColor = mix(horizonColor, zenithColor, t);
// Add atmospheric scattering effect (more saturated near horizon)
float scattering = 1.0 - t * 0.3;
skyColor *= scattering;
FragColor = vec4(skyColor, 1.0);
}
)";
if (!skyShader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create sky shader");
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/skybox.vert.spv")) {
LOG_ERROR("Failed to load skybox vertex shader");
return false;
}
// Create sky dome mesh
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/skybox.frag.spv")) {
LOG_ERROR("Failed to load skybox fragment shader");
return false;
}
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Push constant range: horizonColor (vec4) + zenithColor (vec4) + timeOfDay (float) = 36 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = sizeof(glm::vec4) + sizeof(glm::vec4) + sizeof(float); // 36 bytes
// Create pipeline layout with perFrameLayout (set 0) + push constants
pipelineLayout = createPipelineLayout(device, {perFrameLayout}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create skybox pipeline layout");
return false;
}
// Vertex input: position only (vec3), stride = 3 * sizeof(float)
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 3 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription posAttr{};
posAttr.location = 0;
posAttr.binding = 0;
posAttr.format = VK_FORMAT_R32G32B32_SFLOAT;
posAttr.offset = 0;
// Dynamic viewport and scissor
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
pipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, {posAttr})
.setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS_OR_EQUAL) // depth test on, write off, LEQUAL for far plane
.setColorBlendAttachment(PipelineBuilder::blendDisabled())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
// Shader modules can be freed after pipeline creation
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create skybox pipeline");
return false;
}
// Create sky dome mesh and upload to GPU
createSkyDome();
LOG_INFO("Skybox initialized");
@ -89,41 +102,62 @@ bool Skybox::initialize() {
void Skybox::shutdown() {
destroySkyDome();
skyShader.reset();
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
if (pipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipeline, nullptr);
pipeline = VK_NULL_HANDLE;
}
if (pipelineLayout != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
pipelineLayout = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
}
void Skybox::render(const Camera& camera, float time) {
if (!renderingEnabled || vao == 0 || !skyShader) {
void Skybox::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, float time) {
if (pipeline == VK_NULL_HANDLE || !renderingEnabled) {
return;
}
// Render skybox first (before terrain), with depth test set to LEQUAL
glDepthFunc(GL_LEQUAL);
// Push constant data
struct SkyPushConstants {
glm::vec4 horizonColor;
glm::vec4 zenithColor;
float timeOfDay;
};
skyShader->use();
// Set uniforms
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
skyShader->setUniform("view", view);
skyShader->setUniform("projection", projection);
skyShader->setUniform("timeOfDay", time);
// Get colors based on time of day
SkyPushConstants push{};
glm::vec3 horizon = getHorizonColor(time);
glm::vec3 zenith = getZenithColor(time);
push.horizonColor = glm::vec4(horizon, 1.0f);
push.zenithColor = glm::vec4(zenith, 1.0f);
push.timeOfDay = time;
skyShader->setUniform("horizonColor", horizon);
skyShader->setUniform("zenithColor", zenith);
// Bind pipeline
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Render dome
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
// Bind per-frame descriptor set (set 0 — camera UBO)
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
0, 1, &perFrameSet, 0, nullptr);
// Restore depth function
glDepthFunc(GL_LESS);
// Push constants
vkCmdPushConstants(cmd, pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(push), &push);
// Bind vertex buffer
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBuffer, &offset);
// Bind index buffer
vkCmdBindIndexBuffer(cmd, indexBuffer, 0, VK_INDEX_TYPE_UINT32);
// Draw
vkCmdDrawIndexed(cmd, static_cast<uint32_t>(indexCount), 1, 0, 0, 0);
}
void Skybox::update(float deltaTime) {
@ -193,42 +227,39 @@ void Skybox::createSkyDome() {
indexCount = static_cast<int>(indices.size());
// Create OpenGL buffers
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
// Upload vertex buffer to GPU via staging
AllocatedBuffer vbuf = uploadBuffer(*vkCtx,
vertices.data(),
vertices.size() * sizeof(float),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vertexBuffer = vbuf.buffer;
vertexAlloc = vbuf.allocation;
glBindVertexArray(vao);
// Upload vertex data
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
// Upload index data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);
// Set vertex attributes (position only)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
// Upload index buffer to GPU via staging
AllocatedBuffer ibuf = uploadBuffer(*vkCtx,
indices.data(),
indices.size() * sizeof(uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
indexBuffer = ibuf.buffer;
indexAlloc = ibuf.allocation;
LOG_DEBUG("Sky dome created: ", (rings + 1) * (sectors + 1), " vertices, ", indexCount / 3, " triangles");
}
void Skybox::destroySkyDome() {
if (vao != 0) {
glDeleteVertexArrays(1, &vao);
vao = 0;
if (!vkCtx) return;
VmaAllocator allocator = vkCtx->getAllocator();
if (vertexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, vertexBuffer, vertexAlloc);
vertexBuffer = VK_NULL_HANDLE;
vertexAlloc = VK_NULL_HANDLE;
}
if (vbo != 0) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (ebo != 0) {
glDeleteBuffers(1, &ebo);
ebo = 0;
if (indexBuffer != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, indexBuffer, indexAlloc);
indexBuffer = VK_NULL_HANDLE;
indexAlloc = VK_NULL_HANDLE;
}
}