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

@ -1,10 +1,15 @@
#include "rendering/weather.hpp"
#include "rendering/camera.hpp"
#include "rendering/shader.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 <glm/gtc/matrix_transform.hpp>
#include <random>
#include <cmath>
#include <cstring>
namespace wowee {
namespace rendering {
@ -13,71 +18,94 @@ Weather::Weather() {
}
Weather::~Weather() {
cleanup();
shutdown();
}
bool Weather::initialize() {
bool Weather::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout) {
LOG_INFO("Initializing weather system");
// Create shader
shader = std::make_unique<Shader>();
vkCtx = ctx;
VkDevice device = vkCtx->getDevice();
// Vertex shader - point sprites with instancing
const char* vertexShaderSource = R"(
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 uView;
uniform mat4 uProjection;
uniform float uParticleSize;
void main() {
gl_Position = uProjection * uView * vec4(aPos, 1.0);
gl_PointSize = uParticleSize;
}
)";
// Fragment shader - simple particle with alpha
const char* fragmentShaderSource = R"(
#version 330 core
uniform vec4 uParticleColor;
out vec4 FragColor;
void main() {
// Circular particle shape
vec2 coord = gl_PointCoord - vec2(0.5);
float dist = length(coord);
if (dist > 0.5) {
discard;
}
// Soft edges
float alpha = smoothstep(0.5, 0.3, dist) * uParticleColor.a;
FragColor = vec4(uParticleColor.rgb, alpha);
}
)";
if (!shader->loadFromSource(vertexShaderSource, fragmentShaderSource)) {
LOG_ERROR("Failed to create weather shader");
// Load SPIR-V shaders
VkShaderModule vertModule;
if (!vertModule.loadFromFile(device, "assets/shaders/weather.vert.spv")) {
LOG_ERROR("Failed to load weather vertex shader");
return false;
}
// Create VAO and VBO for particle positions
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
VkShaderModule fragModule;
if (!fragModule.loadFromFile(device, "assets/shaders/weather.frag.spv")) {
LOG_ERROR("Failed to load weather fragment shader");
return false;
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
// Position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), (void*)0);
glEnableVertexAttribArray(0);
// Push constant range: { float particleSize; float pad0; float pad1; float pad2; vec4 particleColor; } = 32 bytes
VkPushConstantRange pushRange{};
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushRange.offset = 0;
pushRange.size = 32; // 4 floats + vec4
glBindVertexArray(0);
// Create pipeline layout with perFrameLayout (set 0) + push constants
pipelineLayout = createPipelineLayout(device, {perFrameLayout}, {pushRange});
if (pipelineLayout == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather 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_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS) // depth test on, write off (transparent particles)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setLayout(pipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
if (pipeline == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather pipeline");
return false;
}
// Create a dynamic mapped vertex buffer large enough for MAX_PARTICLES
dynamicVBSize = MAX_PARTICLES * sizeof(glm::vec3);
AllocatedBuffer buf = createBuffer(vkCtx->getAllocator(), dynamicVBSize,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
dynamicVB = buf.buffer;
dynamicVBAlloc = buf.allocation;
dynamicVBAllocInfo = buf.info;
if (dynamicVB == VK_NULL_HANDLE) {
LOG_ERROR("Failed to create weather dynamic vertex buffer");
return false;
}
// Reserve space for particles
particles.reserve(MAX_PARTICLES);
@ -162,58 +190,54 @@ void Weather::updateParticle(Particle& particle, const Camera& camera, float del
particle.position += particle.velocity * deltaTime;
}
void Weather::render(const Camera& camera) {
if (!enabled || weatherType == Type::NONE || particlePositions.empty() || !shader) {
void Weather::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!enabled || weatherType == Type::NONE || particlePositions.empty() ||
pipeline == VK_NULL_HANDLE) {
return;
}
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Disable depth write (particles are transparent)
glDepthMask(GL_FALSE);
// Enable point sprites
glEnable(GL_PROGRAM_POINT_SIZE);
shader->use();
// Set matrices
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = camera.getProjectionMatrix();
shader->setUniform("uView", view);
shader->setUniform("uProjection", projection);
// Set particle appearance based on weather type
if (weatherType == Type::RAIN) {
// Rain: white/blue streaks, small size
shader->setUniform("uParticleColor", glm::vec4(0.7f, 0.8f, 0.9f, 0.6f));
shader->setUniform("uParticleSize", 3.0f);
} else { // SNOW
// Snow: white fluffy, larger size
shader->setUniform("uParticleColor", glm::vec4(1.0f, 1.0f, 1.0f, 0.9f));
shader->setUniform("uParticleSize", 8.0f);
// Upload particle positions to mapped buffer
VkDeviceSize uploadSize = particlePositions.size() * sizeof(glm::vec3);
if (uploadSize > 0 && dynamicVBAllocInfo.pMappedData) {
std::memcpy(dynamicVBAllocInfo.pMappedData, particlePositions.data(), uploadSize);
}
// Upload particle positions
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
particlePositions.size() * sizeof(glm::vec3),
particlePositions.data(),
GL_DYNAMIC_DRAW);
// Push constant data: { float particleSize; float pad0; float pad1; float pad2; vec4 particleColor; }
struct WeatherPush {
float particleSize;
float pad0;
float pad1;
float pad2;
glm::vec4 particleColor;
};
// Render particles as points
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(particlePositions.size()));
WeatherPush push{};
if (weatherType == Type::RAIN) {
push.particleSize = 3.0f;
push.particleColor = glm::vec4(0.7f, 0.8f, 0.9f, 0.6f);
} else { // SNOW
push.particleSize = 8.0f;
push.particleColor = glm::vec4(1.0f, 1.0f, 1.0f, 0.9f);
}
glBindVertexArray(0);
// Bind pipeline
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
// Restore state
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glDisable(GL_PROGRAM_POINT_SIZE);
// Bind per-frame descriptor set (set 0 - camera UBO)
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
0, 1, &perFrameSet, 0, nullptr);
// 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, &dynamicVB, &offset);
// Draw particles as points
vkCmdDraw(cmd, static_cast<uint32_t>(particlePositions.size()), 1, 0, 0);
}
void Weather::resetParticles(const Camera& camera) {
@ -260,15 +284,29 @@ int Weather::getParticleCount() const {
return static_cast<int>(particles.size());
}
void Weather::cleanup() {
if (vao) {
glDeleteVertexArrays(1, &vao);
vao = 0;
}
if (vbo) {
glDeleteBuffers(1, &vbo);
vbo = 0;
void Weather::shutdown() {
if (vkCtx) {
VkDevice device = vkCtx->getDevice();
VmaAllocator allocator = vkCtx->getAllocator();
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;
}
if (dynamicVB != VK_NULL_HANDLE) {
vmaDestroyBuffer(allocator, dynamicVB, dynamicVBAlloc);
dynamicVB = VK_NULL_HANDLE;
dynamicVBAlloc = VK_NULL_HANDLE;
}
}
vkCtx = nullptr;
particles.clear();
particlePositions.clear();
}
} // namespace rendering