Begin new Asset Pipeline

This commit is contained in:
2025-11-21 13:02:32 +01:00
parent bbafc55f6f
commit 63a8eee18c
34 changed files with 1190 additions and 586 deletions

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{
"baseColorTexture": "Bricks_BaseColor.png",
"metallic": 0,
"normalTexture": "Bricks_Normal.png",
"roughness": 1
}

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{
"baseColorTexture": "Dirt_BaseColor.png",
"metallic": 0,
"normalTexture": "Dirt_Normal.png",
"roughness": 1
}

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{
"baseColorTexture": "Gold_BaseColor.png",
"metallic": 1,
"normalTexture": "Gold_Normal.png",
"roughness": 0
}

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{
"baseColorTexture": "Stone_BaseColor.png",
"metallic": 0,
"normalTexture": "Stone_Normal.png",
"roughness": 1
}

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@vs vs_main
layout(location = 0) in vec3 positionOS;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normalOS;
layout(location = 3) in vec4 tangentOS;
layout(location = 0) out vec3 var_positionVS;
layout(location = 1) out vec2 var_texCoord;
layout(location = 2) out vec3 var_normalVS;
layout(location = 3) out vec3 var_tangentVS;
layout(location = 4) out vec3 var_bitangentVS;
layout(binding = 0) uniform Global_Uniforms_Vertex {
mat4 _MatrixWStoVS;
mat4 _MatrixVStoCS;
};
layout(binding = 1) uniform Object_Uniforms {
mat4 _MatrixOStoWS;
mat4 _MatrixOStoWSNormal;
};
void main() {
vec3 positionWS = (_MatrixOStoWS * vec4(positionOS, 1.0)).xyz;
vec3 positionVS = (_MatrixWStoVS * vec4(positionWS, 1.0)).xyz;
vec4 positionCS = _MatrixVStoCS * vec4(positionVS, 1.0);
vec3 normalWS = normalize((_MatrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
vec3 normalVS = normalize((_MatrixWStoVS * vec4(normalWS, 0.0)).xyz);
vec3 tangentWS = normalize((_MatrixOStoWS * vec4(tangentOS.xyz, 0.0)).xyz);
vec3 tangentVS = normalize((_MatrixWStoVS * vec4(tangentWS, 0.0)).xyz);
vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
gl_Position = positionCS;
var_positionVS = positionVS;
var_texCoord = texCoord;
var_normalVS = normalVS;
var_tangentVS = tangentVS;
var_bitangentVS = bitangentVS;
}
@end
@fs fs_main
struct Point_Light {
vec3 positionWS;
vec3 color;
};
struct Directional_Light {
vec3 directionWS;
vec3 color;
};
layout(location = 0) in vec3 var_positionVS;
layout(location = 1) in vec2 var_texCoord;
layout(location = 2) in vec3 var_normalVS;
layout(location = 3) in vec3 var_tangentVS;
layout(location = 4) in vec3 var_bitangentVS;
out vec4 fragColor;
layout(binding = 2) uniform Global_Uniforms_Fragment {
mat4 _MatrixWStoVS;
vec3 _AmbientLight;
int _PointLightCount;
int _DirectionalLightCount;
};
layout(binding = 3) uniform Material_Uniforms {
int _TextureIndex;
};
layout(binding = 0) readonly buffer Point_Lights {
Point_Light _PointLights[];
};
layout(binding = 1) readonly buffer Directional_Lights {
Directional_Light _DirectionalLights[];
};
layout(binding = 2) uniform texture2DArray _BaseColorTexture;
layout(binding = 3) uniform texture2DArray _OcclusionRoughnessMetallicTexture;
layout(binding = 4) uniform texture2DArray _NormalTexture;
layout(binding = 0) uniform sampler _Sampler;
const float INV_PI = 0.31830987;
const float IOR = 1.45;
const vec3 DIELECTRIC_F0 = vec3(pow((IOR - 1.0) / (IOR + 1.0), 2.0));
const vec3 F90 = vec3(1.0);
vec3 fresnelSchlick(float dotVH, vec3 f0) {
return mix(f0, F90, pow(1.0 - dotVH, 5.0));
}
float visibilityGGX(float dotNL, float dotNV, float alpha) {
float alphaSquared = alpha * alpha;
float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
float GGX = vGGX + lGGX;
return mix(0.0, 0.5 / GGX, GGX > 0.0);
}
float distributionGGX(float dotNH, float alpha) {
float alphaSquared = alpha * alpha;
float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
return alphaSquared * INV_PI / (tmp * tmp);
}
vec3 toneMapAcesNarkowicz(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}
vec3 lightOutgoingRadiance(
vec3 viewDirectionVS, vec3 normalVS, float dotNV,
vec3 baseColor, float alpha, float metallic, vec3 f0,
vec3 incomingRadiance, vec3 lightDirectionVS
) {
vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
vec3 fresnel = fresnelSchlick(dotVH, f0);
float visibility = visibilityGGX(dotNL, dotNV, alpha);
float distribution = distributionGGX(dotNH, alpha);
vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
vec3 reflectedFactor = fresnel * visibility * distribution;
return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
}
vec4 texture2DArrayAA(texture2DArray tex, vec2 texCoord) {
vec2 size = vec2(textureSize(sampler2DArray(tex, _Sampler), 0).xy);
vec2 texCoordPX = texCoord * size;
vec2 seam = floor(texCoordPX + vec2(0.5));
texCoordPX = (texCoordPX - seam) / fwidth(texCoordPX) + seam;
texCoordPX = clamp(texCoordPX, seam - 0.5, seam + 0.5);
vec3 texCoord3 = vec3(texCoordPX / size, float(_TextureIndex));
return texture(sampler2DArray(tex, _Sampler), texCoord3);
}
void main() {
vec4 baseColorTexel = texture2DArrayAA(_BaseColorTexture, var_texCoord);
vec4 occlusionRoughnessMetallicTexel = texture2DArrayAA(_OcclusionRoughnessMetallicTexture, var_texCoord);
vec4 normalTextureTexel = texture2DArrayAA(_NormalTexture, var_texCoord);
vec3 baseColor = baseColorTexel.rgb;
float occlusion = occlusionRoughnessMetallicTexel.r;
float roughness = occlusionRoughnessMetallicTexel.g;
float metallic = occlusionRoughnessMetallicTexel.b;
vec3 tangentVS = normalize(var_tangentVS);
vec3 bitangentVS = normalize(var_bitangentVS);
mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var_normalVS);
vec3 normalTS = normalTextureTexel.xyz * 2.0 - 1.0;
vec3 normalVS = normalize(matrixTStoVS * normalTS);
vec3 positionVS = var_positionVS;
vec3 viewDirectionVS = normalize(-positionVS);
float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
float alpha = roughness * roughness;
vec3 f0 = mix(DIELECTRIC_F0, baseColor, metallic);
vec3 outgoingRadiance = vec3(0.0);
for (int i = 0; i < _PointLightCount; i++) {
Point_Light light = _PointLights[i];
vec3 lightPositionVS = (_MatrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
float lightDistance = distance(positionVS, lightPositionVS);
float lightAttenuation = 1.0 / (lightDistance * lightDistance);
vec3 incomingRadiance = light.color * lightAttenuation;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
for (int i = 0; i < _DirectionalLightCount; i++) {
Directional_Light light = _DirectionalLights[i];
vec3 lightDirectionVS = normalize((_MatrixWStoVS * vec4(-light.directionWS, 0.0)).xyz);
vec3 incomingRadiance = light.color;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
outgoingRadiance += _AmbientLight * baseColor * occlusion;
vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
fragColor = vec4(toneMappedSrgbColor, 1.0);
}
@end
@cs cs_equirectangular_to_cubemap
layout(binding = 0) uniform Layer_Index {
int _LayerIndex;
};
layout(binding = 0) uniform texture2D _EquirectangularTexture;
layout(binding = 1, rgba16f) uniform writeonly image2DArray _CubemapImage;
layout(binding = 0) uniform sampler _EquirectangularSampler;
const float INV_PI = 0.31830987;
const float HALF_INV_PI = 0.15915494;
layout(local_size_x = 8, local_size_y = 8) in;
void main() {
vec2 size = vec2(imageSize(_CubemapImage).xy);
vec2 texCoord = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / size;
texCoord = texCoord * vec2(2.0) - vec2(1.0); // Map to range [-1, 1]
vec3 cubeCoord;
if (_LayerIndex == 0) {
// Positive X
cubeCoord = vec3(1, -texCoord.y, -texCoord.x);
} else if (_LayerIndex == 1) {
// Negative X
cubeCoord = vec3(-1, -texCoord.y, texCoord.x);
} else if (_LayerIndex == 2) {
// Positive Y
cubeCoord = vec3(texCoord.x, 1, texCoord.y);
} else if (_LayerIndex == 3) {
// Negative Y
cubeCoord = vec3(texCoord.x, -1, -texCoord.y);
} else if (_LayerIndex == 4) {
// Positive Z
cubeCoord = vec3(texCoord.x, -texCoord.y, 1);
} else if (_LayerIndex == 5) {
// Negative Z
cubeCoord = vec3(-texCoord.x, -texCoord.y, -1);
}
vec3 cubeDir = normalize(cubeCoord);
float theta = atan(cubeDir.y, cubeDir.x);
float phi = asin(cubeDir.z);
vec2 equirectCoord = vec2(theta * HALF_INV_PI, phi * INV_PI) + vec2(0.5);
vec4 irradiance = texture(sampler2D(_EquirectangularTexture, _EquirectangularSampler), equirectCoord);
imageStore(_CubemapImage, ivec3(ivec2(gl_GlobalInvocationID.xy), _LayerIndex), irradiance);
}
@end
@program main vs_main fs_main
@program equirectangular_to_cubemap cs_equirectangular_to_cubemap

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#version 460
layout(set = 0, binding = 0) uniform sampler _EquirectangularSampler;
layout(set = 1, binding = 0) uniform texture2D _EquirectangularTexture;
layout(set = 2, binding = 1, rgba16f) uniform writeonly restrict imageCube _CubemapImage;
const float INV_PI = 0.31830987;
const float HALF_INV_PI = 0.15915494;
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
void main() {
vec2 size = vec2(imageSize(_CubemapImage).xy);
vec2 texCoord = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / size;
uint layerIndex = gl_GlobalInvocationID.z;
texCoord = texCoord * vec2(2.0) - vec2(1.0); // Map to range [-1, 1]
vec3 cubeCoord;
if (layerIndex == 0) {
// Positive X
cubeCoord = vec3(1, -texCoord.y, -texCoord.x);
} else if (layerIndex == 1) {
// Negative X
cubeCoord = vec3(-1, -texCoord.y, texCoord.x);
} else if (layerIndex == 2) {
// Positive Y
cubeCoord = vec3(texCoord.x, 1, texCoord.y);
} else if (layerIndex == 3) {
// Negative Y
cubeCoord = vec3(texCoord.x, -1, -texCoord.y);
} else if (layerIndex == 4) {
// Positive Z
cubeCoord = vec3(texCoord.x, -texCoord.y, 1);
} else if (layerIndex == 5) {
// Negative Z
cubeCoord = vec3(-texCoord.x, -texCoord.y, -1);
}
vec3 cubeDir = normalize(cubeCoord);
float theta = atan(cubeDir.y, cubeDir.x);
float phi = asin(cubeDir.z);
vec2 equirectCoord = vec2(theta * HALF_INV_PI, phi * INV_PI) + vec2(0.5);
vec4 irradiance = texture(sampler2D(_EquirectangularTexture, _EquirectangularSampler), equirectCoord);
imageStore(_CubemapImage, ivec3(ivec2(gl_GlobalInvocationID.xy), layerIndex), irradiance);
}

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#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
in Varyings {
layout(location = 0) vec3 positionVS;
layout(location = 1) vec2 texCoord;
layout(location = 2) vec3 normalVS;
layout(location = 3) vec3 tangentVS;
layout(location = 4) vec3 bitangentVS;
} var;
#include "main_common.glsl"
layout(location = 0) out vec4 fragColor;
const float INV_PI = 0.31830987;
const float IOR = 1.45;
const vec3 F90 = vec3(1.0);
vec3 fresnelSchlick(float dotVH, vec3 f0) {
return mix(f0, F90, pow(1.0 - dotVH, 5.0));
}
float visibilityGGX(float dotNL, float dotNV, float alpha) {
float alphaSquared = alpha * alpha;
float vGGX = dotNL * sqrt(dotNV * dotNV * (1.0 - alphaSquared) + alphaSquared);
float lGGX = dotNV * sqrt(dotNL * dotNL * (1.0 - alphaSquared) + alphaSquared);
float GGX = vGGX + lGGX;
return mix(0.0, 0.5 / GGX, GGX > 0.0);
}
float distributionGGX(float dotNH, float alpha) {
float alphaSquared = alpha * alpha;
float tmp = dotNH * dotNH * (alphaSquared - 1.0) + 1.0;
return alphaSquared * INV_PI / (tmp * tmp);
}
vec3 toneMapAcesNarkowicz(vec3 color) {
const float A = 2.51;
const float B = 0.03;
const float C = 2.43;
const float D = 0.59;
const float E = 0.14;
return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
}
vec3 lightOutgoingRadiance(
vec3 viewDirectionVS, vec3 normalVS, float dotNV,
vec3 baseColor, float alpha, float metallic, vec3 f0,
vec3 incomingRadiance, vec3 lightDirectionVS
) {
vec3 halfVectorVS = normalize(lightDirectionVS + viewDirectionVS);
float dotVH = clamp(dot(viewDirectionVS, halfVectorVS), 0.0, 1.0);
float dotNH = clamp(dot(normalVS, halfVectorVS), 0.0, 1.0);
float dotNL = clamp(dot(normalVS, lightDirectionVS), 0.0, 1.0);
vec3 fresnel = fresnelSchlick(dotVH, f0);
float visibility = visibilityGGX(dotNL, dotNV, alpha);
float distribution = distributionGGX(dotNH, alpha);
vec3 scatteredFactor = (1.0 - fresnel) * (1.0 - metallic) * baseColor * INV_PI;
vec3 reflectedFactor = fresnel * visibility * distribution;
return (scatteredFactor + reflectedFactor) * incomingRadiance * dotNL;
}
vec4 texture2DAA(texture2D tex, vec2 texCoord) {
vec2 size = vec2(textureSize(sampler2D(tex, _Sampler), 0).xy);
vec2 texCoordPX = texCoord * size;
vec2 seam = floor(texCoordPX + vec2(0.5));
texCoordPX = (texCoordPX - seam) / fwidth(texCoordPX) + seam;
texCoordPX = clamp(texCoordPX, seam - 0.5, seam + 0.5);
texCoord = texCoordPX / size;
return texture(sampler2D(tex, _Sampler), texCoord);
}
#define MATERIAL _Materials[_Object.material]
void main() {
vec4 baseColorTexel = texture2DAA(_Textures[MATERIAL.baseColorTexture], var.texCoord);
vec4 occlusionRoughnessMetallicTexel = texture2DAA(_Textures[MATERIAL.occlusionRoughnessMetallicTexture], var.texCoord);
vec4 normalTexel = texture2DAA(_Textures[MATERIAL.normalTexture], var.texCoord);
vec4 emissiveTexel = texture2DAA(_Textures[MATERIAL.emissiveTexture], var.texCoord);
vec3 baseColor = MATERIAL.baseColor * baseColorTexel.rgb;
float occlusion = 1.0 + MATERIAL.occlusionTextureStrength * (occlusionRoughnessMetallicTexel.r - 1.0);
float roughness = MATERIAL.roughness * occlusionRoughnessMetallicTexel.g;
float metallic = MATERIAL.metallic * occlusionRoughnessMetallicTexel.b;
vec3 emissive = MATERIAL.emissive * emissiveTexel.rgb;
float ior = MATERIAL.ior;
vec3 tangentVS = normalize(var.tangentVS);
vec3 bitangentVS = normalize(var.bitangentVS);
mat3 matrixTStoVS = mat3(tangentVS, bitangentVS, var.normalVS);
vec3 normalTS = normalTexel.xyz;
vec3 normalVS = normalize(matrixTStoVS * normalTS);
vec3 positionVS = var.positionVS;
vec3 viewDirectionVS = normalize(-positionVS);
float dotNV = clamp(dot(normalVS, viewDirectionVS), 0.0, 1.0);
float alpha = roughness * roughness;
vec3 f0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));
f0 = mix(f0, baseColor, metallic);
vec3 outgoingRadiance = vec3(0.0);
for (uint i = 0; i < _PointLights.count; i++) {
PointLight light = _PointLights.lights[i];
vec3 lightPositionVS = (_Global.matrixWStoVS * vec4(light.positionWS, 1.0)).xyz;
vec3 lightDirectionVS = normalize(lightPositionVS - positionVS);
float lightDistance = distance(positionVS, lightPositionVS);
float lightAttenuation = 1.0 / (lightDistance * lightDistance);
vec3 incomingRadiance = light.color * lightAttenuation;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
for (int i = 0; i < _DirectionalLights.count; i++) {
DirectionalLight light = _DirectionalLights.lights[i];
vec3 lightDirectionVS = normalize((_Global.matrixWStoVS * vec4(-light.directionWS, 0.0)).xyz);
vec3 incomingRadiance = light.color;
outgoingRadiance += lightOutgoingRadiance(
viewDirectionVS, normalVS, dotNV,
baseColor, alpha, metallic, f0,
incomingRadiance, lightDirectionVS
);
}
outgoingRadiance += _Global.ambientLight * baseColor * occlusion;
vec3 toneMappedLinearColor = toneMapAcesNarkowicz(outgoingRadiance);
vec3 toneMappedSrgbColor = pow(toneMappedLinearColor, vec3(1.0 / 2.2));
fragColor = vec4(toneMappedSrgbColor, 1.0);
}

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#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
layout(location = 0) in vec3 positionOS;
layout(location = 1) in vec2 texCoord;
layout(location = 2) in vec3 normalOS;
layout(location = 3) in vec4 tangentOS;
out Varyings {
layout(location = 0) vec3 positionVS;
layout(location = 1) vec2 texCoord;
layout(location = 2) vec3 normalVS;
layout(location = 3) vec3 tangentVS;
layout(location = 4) vec3 bitangentVS;
} var;
#include "main_common.glsl"
void main() {
vec3 positionWS = (_Object.matrixOStoWS * vec4(positionOS, 1.0)).xyz;
vec3 positionVS = (_Global.matrixWStoVS * vec4(positionWS, 1.0)).xyz;
vec4 positionCS = _Global.matrixVStoCS * vec4(positionVS, 1.0);
vec3 normalWS = normalize((_Object.matrixOStoWSNormal * vec4(normalOS, 0.0)).xyz);
vec3 normalVS = normalize((_Global.matrixWStoVS * vec4(normalWS, 0.0)).xyz);
vec3 tangentWS = normalize((_Object.matrixOStoWSNormal * vec4(tangentOS.xyz, 0.0)).xyz);
vec3 tangentVS = normalize((_Global.matrixWStoVS * vec4(tangentWS, 0.0)).xyz);
vec3 bitangentVS = tangentOS.w * normalize(cross(normalVS, tangentVS));
gl_Position = positionCS;
var.positionVS = positionVS;
var.texCoord = texCoord;
var.normalVS = normalVS;
var.tangentVS = tangentVS;
var.bitangentVS = bitangentVS;
}

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// --- SET 0 --- GLOBAL --------------------------------------------------------
struct PointLight {
vec3 positionWS;
vec3 color;
};
struct DirectionalLight {
vec3 directionWS;
vec3 color;
};
struct Material {
vec3 baseColor;
uint baseColorTexture;
vec3 emissive;
uint emissiveTexture;
float ior;
float metallic;
float normalScale;
uint normalTexture;
uint occlusionRoughnessMetallicTexture;
float occlusionTextureStrength;
float roughness;
};
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
vec3 ambientLight;
} _Global;
layout(set = 0, binding = 1, scalar) readonly buffer PointLights {
uint count;
PointLight lights[];
} _PointLights;
layout(set = 0, binding = 2, scalar) readonly buffer DirectionalLights {
uint count;
DirectionalLight lights[];
} _DirectionalLights;
layout(set = 0, binding = 3) uniform sampler _Sampler;
layout(set = 0, binding = 4) uniform texture2D _Textures[];
layout(set = 0, binding = 5, scalar) readonly buffer Materials {
Material _Materials[];
};
// --- SET 1 --- PER OBJECT ----------------------------------------------------
layout(set = 1, binding = 0, scalar) uniform ObjectUniforms {
mat4 matrixOStoWS;
mat4 matrixOStoWSNormal;
uint material;
} _Object;

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const Game = @This();
const std = @import("std");
const glfw = @import("zglfw");
const math = @import("math.zig");
const Materials = @import("assets/Materials.zig");
const Swapchain = @import("engine/Swapchain.zig");
const Iterator3 = math.Iterator3;
const Matrix4x4 = math.Matrix4x4;
const Quaternion = math.Quaternion;
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
allocator: std.mem.Allocator,
swapchain: *Swapchain,
materials: Materials,
camera_position: Vector3 = .init(0, 0, 1.62),
camera_pitch: f32 = 0,
camera_yaw: f32 = 0,
input_forwards: bool = false,
input_backwards: bool = false,
input_left: bool = false,
input_right: bool = false,
const camera_near_plane = 0.1;
const camera_vertical_fov_deg = 90.0;
const camera_half_vertical_fov_rad = 0.5 * camera_vertical_fov_deg * std.math.rad_per_deg;
const camera_mouse_sensitivity = 0.0015;
const max_point_lights = 100;
const max_directional_lights = 4;
const player_speed = 5.0;
pub fn init(allocator: std.mem.Allocator, swapchain: *Swapchain) !Game {
var materials = try Materials.init(allocator);
errdefer materials.deinit();
var it = materials.map.iterator();
while (it.next()) |entry| {
std.debug.print("Material: {s}\n", .{entry.key_ptr.*});
std.debug.print("Value: {}\n", .{entry.value_ptr.*});
}
return .{
.allocator = allocator,
.swapchain = swapchain,
.materials = materials,
};
}
pub fn deinit(self: *Game) void {
self.materials.deinit();
self.* = undefined;
}
pub fn update(self: *Game, dt: f32) void {
var camera_d = Vector2.init(
@as(f32, @floatFromInt(@intFromBool(self.input_right))) - @as(f32, @floatFromInt(@intFromBool(self.input_left))),
@as(f32, @floatFromInt(@intFromBool(self.input_forwards))) - @as(f32, @floatFromInt(@intFromBool(self.input_backwards))),
).rotate(self.camera_yaw).mulScalar(player_speed * dt);
self.camera_position = Vector3.add(self.camera_position, camera_d.asVector3(0));
}
pub fn onKeyDown(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
const no_mods = @as(c_int, @bitCast(mods)) == 0;
if (key_code == .escape and no_mods) {
self.swapchain.engine.mode.surface.window.setShouldClose(true);
}
if (key_code == .w) {
self.input_forwards = true;
self.input_backwards = false;
}
if (key_code == .s) {
self.input_backwards = true;
self.input_forwards = false;
}
if (key_code == .a) {
self.input_left = true;
self.input_right = false;
}
if (key_code == .d) {
self.input_right = true;
self.input_left = false;
}
}
pub fn onKeyUp(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
_ = mods;
if (key_code == .w) {
self.input_forwards = false;
}
if (key_code == .s) {
self.input_backwards = false;
}
if (key_code == .a) {
self.input_left = false;
}
if (key_code == .d) {
self.input_right = false;
}
}
pub fn onMouseMove(self: *Game, dx: f32, dy: f32) void {
self.camera_pitch -= dy * camera_mouse_sensitivity;
self.camera_yaw -= dx * camera_mouse_sensitivity;
self.camera_pitch = std.math.clamp(self.camera_pitch, -0.5 * std.math.pi, 0.5 * std.math.pi);
self.camera_yaw = @mod(self.camera_yaw, 2 * std.math.pi);
}

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@@ -1,11 +0,0 @@
const std = @import("std");
level: std.log.Level,
message: []const u8,
pub fn init(level: std.log.Level, message: []const u8) @This() {
return .{
.level = level,
.message = message,
};
}

70
src/assets/Atoms.zig Normal file
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@@ -0,0 +1,70 @@
pub const Atoms = @This();
const std = @import("std");
allocator: std.mem.Allocator,
string_arena_state: std.heap.ArenaAllocator.State,
map: Map,
array: Array,
pub const Atom = extern struct {
atom: u32,
};
pub const Map = std.StringHashMapUnmanaged(Atom);
pub const Array = std.ArrayList([]const u16);
pub fn init(allocator: std.mem.Allocator) Atoms {
return .{
.allocator = allocator,
.string_arena_state = .{},
.map = .empty,
.next_index = 0,
};
}
pub fn deinit(self: *Atoms) void {
self.string_arena_state.promote(std.heap.page_allocator).deinit();
self.map.deinit(self.allocator);
self.array.deinit(self.allocator);
self.* = undefined;
}
pub fn getString(self: *const Atoms, atom: Atom) ?[]const u8 {
const index: usize = atom.atom;
return if (index < self.array.items.len) self.array.items[index] else null;
}
pub fn getAtom(self: *const Atoms, string: []const u8) ?Atom {
return self.map.get(string);
}
pub fn getOrPutAtom(self: *Atoms, string: []const u8) !Atom {
const entry = try self.map.getOrPut(self.allocator, string);
if (entry.found_existing) {
return entry.value_ptr.*;
} else {
errdefer self.map.remove(string);
try self.array.ensureUnusedCapacity(self.allocator, 1);
const owned_string = try self.toOwnedString(string);
const index = self.array.items.len;
const atom: Atom = .{ .atom = @intCast(index) };
entry.key_ptr.* = owned_string;
entry.value_ptr.* = atom;
self.array.appendAssumeCapacity(owned_string);
return atom;
}
}
fn toOwnedString(self: *const Atoms, string: []const u8) ![]const u8 {
var string_arena = self.string_arena_state.promote(std.heap.page_allocator);
defer self.string_arena_state = string_arena.state;
const allocator = string_arena.allocator();
const owned_string = try allocator.dupe(u8, string);
return owned_string;
}

138
src/assets/Materials.zig Normal file
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@@ -0,0 +1,138 @@
const Materials = @This();
const std = @import("std");
const vk = @import("vulkan");
const Atoms = @import("Atoms.zig");
const Engine = @import("../engine/Engine.zig");
const Textures = @import("Textures.zig");
allocator: std.mem.Allocator,
map: Map,
pub const Id = extern struct {
id: u32,
};
pub const Map = std.AutoHashMapUnmanaged(Atoms.Atom, Id);
pub const Material = extern struct {
base_color: [3]f32,
base_color_texture: Textures.Id,
emissive: [3]f32,
emissive_texture: Textures.Id,
ior: f32,
metallic: f32,
normal_scale: f32,
normal_texture: Textures.Id,
occlusion_roughness_metallic_texture: Textures.Id,
occlusion_texture_strength: f32,
roughness: f32,
};
pub fn init(allocator: std.mem.Allocator) !Materials {
var map: Map = .empty;
errdefer map.deinit(allocator);
return .{
.allocator = allocator,
.map = map,
};
}
pub fn deinit(self: *Materials) void {
self.arena.deinit();
self.* = undefined;
}
fn loadMaterial(self: *Materials, textures: *Textures, engine: *Engine, atoms: *Atoms, key: Atoms.Atom) !Id {
const MaterialJson = struct {
baseColor: [3]f32 = .{ 1, 1, 1 },
baseColorTexture: ?[]const u8 = null,
emissive: [3]f32 = .{ 0, 0, 0 },
emissiveTexture: ?[]const u8 = null,
ior: f32 = 1.45,
metallic: f32 = 1,
normalScale: f32 = 1,
normalTexture: ?[]const u8 = null,
occlusionRoughnessMetallicTexture: ?[]const u8 = null,
occlusionTextureStrength: f32 = 1,
roughness: f32 = 1,
};
const filename = atoms.getString(key).?;
const cwd = std.fs.cwd();
var dir = try cwd.openDir("assets/materials", .{});
defer dir.close();
// NOTE Buffer size approximated based on expected JSON structure.
var buffer: [512]u8 = undefined;
const file = try dir.openFile(filename, .{});
defer file.close();
var file_reader = file.reader(&buffer);
var json_reader: std.json.Reader = .init(self.allocator, &file_reader.interface);
defer json_reader.deinit();
const parsed: std.json.Parsed(MaterialJson) = try std.json.parseFromTokenSource(MaterialJson, self.allocator, &json_reader, .{
.duplicate_field_behavior = .@"error",
.ignore_unknown_fields = false,
.allocate = .alloc_if_needed,
});
defer parsed.deinit();
const material_json = parsed.value;
const base_color_texture = blk: {
if (material_json.baseColorTexture) |name| {
const atom = try atoms.getOrPutAtom(name);
break :blk try textures.getOrLoadId(engine, .{ .atom = atom, .usage = .base_color });
} else {
break :blk textures.empty_base_color;
}
};
const emissive_texture = blk: {
if (material_json.emissiveTexture) |name| {
const atom = try atoms.getOrPutAtom(name);
break :blk try textures.getOrLoadId(engine, .{ .atom = atom, .usage = .emissive });
} else {
break :blk textures.empty_emissive;
}
};
const normal_texture = blk: {
if (material_json.normalTexture) |name| {
const atom = try atoms.getOrPutAtom(name);
break :blk try textures.getOrLoadId(engine, .{ .atom = atom, .usage = .normal });
} else {
break :blk textures.empty_normal;
}
};
const occlusion_roughness_metallic_texture = blk: {
if (material_json.occlusionRoughnessMetallicTexture) |name| {
const atom = try atoms.getOrPutAtom(name);
break :blk try textures.getOrLoadId(engine, .{ .atom = atom, .usage = .occlusion_roughness_metallic });
} else {
break :blk textures.empty_occlusuion_roughness_metallic;
}
};
const material: Material = .{
.base_color = material_json.baseColor,
.base_color_texture = base_color_texture,
.emissive = material_json.emissive,
.emissive_texture = emissive_texture,
.ior = material_json.ior,
.metallic = material_json.metallic,
.normal_scale = material_json.normalScale,
.normal_texture = normal_texture,
.occlusion_roughness_metallic_texture = occlusion_roughness_metallic_texture,
.occlusion_texture_strength = material_json.occlusionTextureStrength,
.roughness = material_json.roughness,
};
}

139
src/assets/Textures.zig Normal file
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@@ -0,0 +1,139 @@
const Textures = @This();
const std = @import("std");
const stbi = @import("zstbi");
const Atoms = @import("Atoms.zig");
const Engine = @import("../engine/Engine.zig");
const Texture = @import("../engine/Texture.zig");
allocator: std.mem.Allocator,
map: Map,
array: Array,
empty_base_color: Id,
empty_emissive: Id,
empty_normal: Id,
empty_occlusuion_roughness_metallic: Id,
pub const Id = extern struct {
id: u32,
};
pub const Key = struct {
atom: Atoms.Atom,
usage: Texture.Usage,
};
pub const Map = std.AutoHashMapUnmanaged(Key, Id);
pub const Array = std.ArrayList(Texture);
pub fn init(allocator: std.mem.Allocator, engine: *Engine) !Textures {
var map: Map = .empty;
errdefer map.deinit(allocator);
var array: Array = try .initCapacity(allocator, 4);
errdefer {
for (array.items) |texture| {
texture.deinit(engine);
}
array.deinit(allocator);
}
const empty_base_color: Id = .{ .id = @intCast(array.items.len) };
const empty_base_color_texture: Texture = try .init(engine, 1, 1, .base_color);
array.appendAssumeCapacity(empty_base_color_texture);
const empty_emissive: Id = .{ .id = @intCast(array.items.len) };
const empty_emissive_texture: Texture = try .init(engine, 1, 1, .emissive);
array.appendAssumeCapacity(empty_emissive_texture);
const empty_normal: Id = .{ .id = @intCast(array.items.len) };
const empty_normal_texture: Texture = try .init(engine, 1, 1, .normal);
array.appendAssumeCapacity(empty_normal_texture);
const empty_occlusuion_roughness_metallic: Id = .{ .id = @intCast(array.items.len) };
const empty_occlusuion_roughness_metallic_texture: Texture = try .init(engine, 1, 1, .occlusion_roughness_metallic);
array.appendAssumeCapacity(empty_occlusuion_roughness_metallic_texture);
empty_base_color_texture.write([3]u8, &.{.{ 255, 255, 255 }});
empty_emissive_texture.write([3]f32, &.{.{ 1.0, 1.0, 1.0 }});
empty_normal_texture.write([3]u8, &.{.{ 128, 128, 255 }});
empty_occlusuion_roughness_metallic_texture.write([3]u8, &.{.{ 255, 255, 255 }});
return .{
.map = map,
.array = array,
.empty_base_color = empty_base_color,
.empty_emissive = empty_emissive,
.empty_normal = empty_normal,
.empty_occlusuion_roughness_metallic = empty_occlusuion_roughness_metallic,
};
}
pub fn deinit(self: *Textures, allocator: std.mem.Allocator, engine: *Engine) void {
for (self.array.items) |texture| {
texture.deinit(engine);
}
self.array.deinit(allocator);
self.map.deinit(allocator);
}
pub fn getTexture(self: *const Textures, id: Id) ?*Texture {
const index: usize = id.id;
return if (index < self.array.items.len) &self.array.items[index] else null;
}
pub fn getId(self: *const Textures, key: Key) ?Id {
return self.map.get(key);
}
pub fn getOrLoadId(self: *Textures, engine: *Engine, key: Key) !Id {
const entry = try self.map.getOrPut(self.allocator, key);
if (entry.found_existing) {
return entry.value_ptr.*;
} else {
errdefer self.map.remove(key);
try self.array.ensureUnusedCapacity(self.allocator, 1);
const texture = try self.loadTexture(engine, key);
const id = self.nextId();
entry.value_ptr.* = id;
self.array.appendAssumeCapacity(texture);
return id;
}
}
fn loadTexture(self: *Textures, engine: *Engine, key: Key) !Texture {
const cwd = std.fs.cwd();
var dir = try cwd.openDir("assets/textures", .{});
defer dir.close();
const file = try dir.openFile(key.name, .{});
defer file.close();
const file_buf = try file.readToEndAlloc(self.allocator, std.math.maxInt(usize));
defer self.allocator.free(file_buf);
var img = try stbi.Image.loadFromMemory(file_buf, key.usage.sampleCount());
defer img.deinit();
std.debug.assert(img.num_components == key.usage.sampleCount());
var texture: Texture = try .init(engine, img.width, img.height, key.usage);
errdefer texture.deinit(engine);
texture.write(u8, img.data);
return texture;
}
fn nextId(self: *const Textures) Id {
const index = self.array.items.len;
return .{ .id = @intCast(index) };
}

View File

@@ -7,7 +7,7 @@ pub const app_version_string = @import("config").version;
pub const app_version = std.SemanticVersion.parse(app_version_string) catch unreachable;
pub const min_framerate = 30.0;
pub const min_frametime = 1.0 / min_framerate;
pub const max_frametime = 1.0 / min_framerate;
pub const default_window_width = 1280;
pub const default_window_height = 720;

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@@ -0,0 +1,51 @@
const IndexBuffer = @This();
const std = @import("std");
const vk = @import("vulkan");
const Engine = @import("Engine.zig");
const StagingBuffer = @import("StagingBuffer.zig");
buffer: vk.Buffer,
memory: vk.DeviceMemory,
index_count: usize,
pub fn init(engine: *Engine, index_count: usize) !IndexBuffer {
const size = std.math.mul(usize, index_count, @sizeOf(u16)) catch return error.OutOfMemory;
const buffer = try engine.device.createBuffer(&.{
.size = size,
.usage = .{
.transfer_dst_bit = true,
.index_buffer_bit = true,
},
.sharing_mode = .exclusive,
}, null);
errdefer engine.device.destroyBuffer(buffer);
const memory_requirements = engine.device.getBufferMemoryRequirements(buffer);
const memory = try engine.allocate(memory_requirements, .{ .device_local_bit = true });
errdefer engine.device.freeMemory(memory, &engine.vk_allocator.interface);
try engine.device.bindBufferMemory(buffer, memory, 0);
return .{
.buffer = buffer,
.memory = memory,
.index_count = index_count,
};
}
pub fn deinit(self: *IndexBuffer, engine: *Engine) void {
engine.device.freeMemory(self.memory, &engine.vk_allocator.interface);
engine.device.destroyBuffer(self.buffer);
self.* = undefined;
}
pub fn write(self: IndexBuffer, engine: *Engine, indices: []const u16) !void {
std.debug.assert(indices.len == self.index_count);
const staging_buffer: StagingBuffer = .init(engine, std.mem.sliceAsBytes(indices), engine.graphics_queue.allocation.family);
defer staging_buffer.deinit(engine);
}

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@@ -0,0 +1,54 @@
const StagingBuffer = @This();
const std = @import("std");
const vk = @import("vulkan");
const Engine = @import("Engine.zig");
buffer: vk.Buffer,
memory: vk.DeviceMemory,
pub fn init(engine: *Engine, data: []const u8, destination_queue_family: u32) !StagingBuffer {
const transfer_queue_family = engine.transfer_queue.allocation.family;
const single_queue_family = transfer_queue_family == destination_queue_family;
const queue_family_indices: []const u32 = if (single_queue_family) &.{} else &.{ transfer_queue_family, destination_queue_family };
const buffer = try engine.device.createBuffer(&.{
.size = data.len,
.usage = .{
.transfer_src_bit = true,
},
.sharing_mode = if (single_queue_family) .exclusive else .concurrent,
.p_queue_family_indices = queue_family_indices.ptr,
}, null);
errdefer engine.device.destroyBuffer(buffer);
const memory_requirements = engine.device.getBufferMemoryRequirements(buffer);
const memory = try engine.allocate(
memory_requirements,
.{
.host_visible_bit = true,
.host_coherent_bit = true,
},
);
errdefer engine.device.freeMemory(memory, &engine.vk_allocator.interface);
try engine.device.bindBufferMemory(buffer, memory, 0);
const mapped_memory: [*]u8 = @ptrCast(try engine.device.mapMemory(memory, 0, data.len, .{}) orelse return error.OutOfMemory);
defer engine.device.unmapMemory(memory);
@memcpy(mapped_memory, data);
return .{
.buffer = buffer,
.memory = memory,
};
}
pub fn deinit(self: *StagingBuffer, engine: *Engine) void {
engine.device.freeMemory(self.memory, &engine.vk_allocator.interface);
engine.device.destroyBuffer(self.buffer);
self.* = undefined;
}

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@@ -0,0 +1,74 @@
const StorageBuffer = @This();
const std = @import("std");
const vk = @import("vulkan");
const Engine = @import("Engine.zig");
const StagingBuffer = @import("StagingBuffer.zig");
buffer: vk.Buffer,
memory: vk.DeviceMemory,
prefix_size: usize,
element_size: usize,
array_offset: usize,
array_capacity: usize,
pub fn init(engine: *Engine, comptime PrefixType: type, comptime ElementType: type, array_capacity: usize) !StorageBuffer {
const prefix_size = @sizeOf(PrefixType);
const array_offset = std.mem.alignForward(usize, prefix_size, @alignOf(ElementType));
const element_size = @sizeOf(ElementType);
const array_capacity_in_bytes = std.math.mul(usize, array_capacity, element_size) catch return error.OutOfMemory;
const size = std.math.add(array_offset, array_capacity_in_bytes) catch return error.OutOfMemory;
const buffer = try engine.device.createBuffer(&.{
.size = size,
.usage = .{
.transfer_dst_bit = true,
.storage_buffer_bit = true,
},
.sharing_mode = .exclusive,
}, null);
errdefer engine.device.destroyBuffer(buffer);
const memory_requirements = engine.device.getBufferMemoryRequirements(buffer);
const memory = try engine.allocate(memory_requirements, .{ .device_local_bit = true });
errdefer engine.device.freeMemory(memory, &engine.vk_allocator.interface);
try engine.device.bindBufferMemory(buffer, memory, 0);
return .{
.buffer = buffer,
.memory = memory,
.prefix_size = prefix_size,
.element_size = element_size,
.array_offset = array_offset,
.array_capacity = array_capacity,
};
}
pub fn deinit(self: *StorageBuffer, engine: *Engine) void {
engine.device.freeMemory(self.memory, &engine.vk_allocator.interface);
engine.device.destroyBuffer(self.buffer);
self.* = undefined;
}
pub fn write(self: StorageBuffer, comptime PrefixType: type, comptime ElementType: type, engine: *Engine, prefix: PrefixType, elements: []const ElementType) !void {
std.debug.assert(elements.len <= self.array_capacity);
std.debug.assert(@sizeOf(PrefixType) == self.prefix_size);
std.debug.assert(@sizeOf(ElementType) == self.element_size);
std.debug.assert(std.mem.isAligned(self.array_offset, @alignOf(ElementType)));
const array_size_in_bytes = elements.len * elements.len;
const size = self.array_offset + array_size_in_bytes;
const data = try engine.vk_allocator.allocator.alloc(u8, size);
defer engine.vk_allocator.allocator.free(data);
@memcpy(data[0..@sizeOf(PrefixType)], std.mem.asBytes(&prefix));
@memcpy(data[self.array_offset..], std.mem.sliceAsBytes(elements));
const staging_buffer: StagingBuffer = .init(engine, data, engine.graphics_queue.allocation.family);
defer staging_buffer.deinit(engine);
}

139
src/engine/Texture.zig Normal file
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@@ -0,0 +1,139 @@
const Texture = @This();
const std = @import("std");
const vk = @import("vulkan");
const Engine = @import("Engine.zig");
pub const Usage = enum {
base_color,
normal,
occlusion_roughness_metallic,
emissive,
pub fn format(self: Usage) vk.Format {
return switch (self) {
.base_color => .r8g8b8_srgb,
.normal => .r8g8b8_snorm,
.occlusion_roughness_metallic => .r8g8b8_unorm,
.emissive => .r16g16b16_sfloat,
};
}
pub fn sampleCount(self: Usage) usize {
return switch (self) {
.base_color => 3,
.normal => 3,
.occlusion_roughness_metallic => 3,
.emissive => 3,
};
}
pub fn SampleType(comptime self: Usage) type {
return switch (self) {
.base_color => u8,
.normal => u8,
.occlusion_roughness_metallic => u8,
.emissive => f16,
};
}
pub fn sampleSize(self: Usage) usize {
return switch (self) {
inline else => |x| @sizeOf(SampleType(x)),
};
}
pub fn TexelType(comptime self: Usage) type {
return [self.sampleCount()]SampleType(self);
}
pub fn texelSize(self: Usage) usize {
return switch (self) {
inline else => |x| @sizeOf(TexelType(x)),
};
}
};
image: vk.Image,
image_view: vk.ImageView,
memory: vk.DeviceMemory,
width: u32,
height: u32,
usage: Usage,
pub fn init(engine: *Engine, width: u32, height: u32, usage: Usage) !Texture {
const format: vk.Format = usage.format();
const image = try engine.device.createImage(&.{
.image_type = .@"2d",
.format = format,
.extent = .{
.width = width,
.height = height,
.depth = 1,
},
.mip_levels = 1,
.array_layers = 1,
.samples = .{ .@"1_bit" = true },
.tiling = .optimal,
.usage = .{
.transfer_src_bit = true,
.sampled_bit = true,
},
.sharing_mode = .exclusive,
.initial_layout = .undefined,
}, &engine.vk_allocator.interface);
errdefer engine.device.destroyImage(image, &engine.vk_allocator.interface);
const memory_requirements = engine.device.getImageMemoryRequirements(image);
const memory = try engine.allocate(memory_requirements, .{ .device_local_bit = true });
errdefer engine.device.freeMemory(memory, &engine.vk_allocator.interface);
try engine.device.bindImageMemory(image, memory, 0);
const image_view = try engine.device.createImageView(&.{
.image = image,
.view_type = .@"2d",
.format = format,
.components = .{
.r = .identity,
.g = .identity,
.b = .identity,
.a = .identity,
},
.subresource_range = .{
.aspect_mask = .{ .color_bit = true },
.base_mip_level = 0,
.level_count = 1,
.base_array_level = 0,
.layer_count = 1,
},
}, &engine.vk_allocator.interface);
errdefer engine.device.destroyImageView(image_view, &engine.vk_allocator.interface);
return .{
.image = image,
.image_view = image_view,
.memory = memory,
.width = width,
.height = height,
};
}
pub fn deinit(self: *Texture, engine: *Engine) void {
engine.device.destroyImageView(self.image_view, &engine.vk_allocator.interface);
engine.device.freeMemory(self.memory, &engine.vk_allocator.interface);
engine.device.destroyImage(self.image, &engine.vk_allocator.interface);
self.* = undefined;
}
pub fn write(self: Texture, comptime T: type, data: []const T) void {
const bytes_per_texel = self.format.texelSize();
const bytes_per_row = self.width * bytes_per_texel;
const byte_length = self.height * bytes_per_row;
std.debug.assert(data.len * @sizeOf(T) == byte_length);
}

View File

@@ -0,0 +1,55 @@
const VertexBuffer = @This();
const std = @import("std");
const vk = @import("vulkan");
const Engine = @import("Engine.zig");
const StagingBuffer = @import("StagingBuffer.zig");
buffer: vk.Buffer,
memory: vk.DeviceMemory,
vertex_size: usize,
vertex_count: usize,
pub fn init(engine: *Engine, comptime VertexType: type, vertex_count: usize) !VertexBuffer {
const vertex_size = @sizeOf(VertexType);
const size = std.math.mul(usize, vertex_count, vertex_size) catch return error.OutOfMemory;
const buffer = try engine.device.createBuffer(&.{
.size = size,
.usage = .{
.transfer_dst_bit = true,
.vertex_buffer_bit = true,
},
.sharing_mode = .exclusive,
}, null);
errdefer engine.device.destroyBuffer(buffer);
const memory_requirements = engine.device.getBufferMemoryRequirements(buffer);
const memory = try engine.allocate(memory_requirements, .{ .device_local_bit = true });
errdefer engine.device.freeMemory(memory, &engine.vk_allocator.interface);
try engine.device.bindBufferMemory(buffer, memory, 0);
return .{
.buffer = buffer,
.memory = memory,
.vertex_size = vertex_size,
.vertex_count = vertex_count,
};
}
pub fn deinit(self: *VertexBuffer, engine: *Engine) void {
engine.device.freeMemory(self.memory, &engine.vk_allocator.interface);
engine.device.destroyBuffer(self.buffer);
self.* = undefined;
}
pub fn write(self: VertexBuffer, comptime VertexType: type, engine: *Engine, vertices: []const VertexType) !void {
std.debug.assert(vertices.len == self.vertex_count);
std.debug.assert(@sizeOf(VertexType) == self.vertex_size);
const staging_buffer: StagingBuffer = .init(engine, std.mem.sliceAsBytes(vertices), engine.graphics_queue.allocation.family);
defer staging_buffer.deinit(engine);
}

View File

@@ -1,285 +0,0 @@
const std = @import("std");
const ig = @import("cimgui");
const shaders = @import("shaders");
const sokol = @import("sokol");
const sapp = sokol.app;
const sg = sokol.gfx;
const sglue = sokol.glue;
const main = @import("main.zig");
const math = @import("math.zig");
const tiles = @import("tiles.zig");
const samplers = @import("samplers.zig");
const skybox = @import("skybox.zig");
const Iterator3 = math.Iterator3;
const Matrix4x4 = math.Matrix4x4;
const Quaternion = math.Quaternion;
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
var show_console: bool = false;
var show_demo_window: bool = false;
var point_light_buffer: sg.Buffer = undefined;
var directional_light_buffer: sg.Buffer = undefined;
pub var point_light_buffer_view: sg.View = undefined;
pub var directional_light_buffer_view: sg.View = undefined;
var camera_position: Vector3 = .init(0, 0, 1.62);
var camera_pitch: f32 = 0;
var camera_yaw: f32 = 0;
const camera_near_plane = 0.1;
const camera_vertical_fov_deg = 90.0;
const camera_half_vertical_fov_rad = 0.5 * camera_vertical_fov_deg * std.math.rad_per_deg;
const camera_mouse_sensitivity = 0.0015;
const max_point_lights = 100;
const max_directional_lights = 4;
pub fn init() void {
point_light_buffer = sg.makeBuffer(.{
.size = @sizeOf([max_point_lights]shaders.PointLight),
.usage = .{
.stream_update = true,
.storage_buffer = true,
},
.label = "PointLight Buffer",
});
point_light_buffer_view = sg.makeView(.{
.storage_buffer = .{ .buffer = point_light_buffer },
.label = "PointLight BV",
});
directional_light_buffer = sg.makeBuffer(.{
.size = @sizeOf([max_directional_lights]shaders.DirectionalLight),
.usage = .{
.stream_update = true,
.storage_buffer = true,
},
.label = "DirectionalLight Buffer",
});
directional_light_buffer_view = sg.makeView(.{
.storage_buffer = .{ .buffer = directional_light_buffer },
.label = "DirectionalLight BV",
});
tiles.init();
skybox.init();
}
pub fn deinit() void {
skybox.deinit();
tiles.deinit();
sg.destroyView(directional_light_buffer_view);
sg.destroyBuffer(directional_light_buffer);
sg.destroyView(point_light_buffer_view);
sg.destroyBuffer(point_light_buffer);
samplers.deinit();
}
pub fn update(dt: f32) void {
var camera_d = Vector2.init(
@as(f32, @floatFromInt(@intFromBool(input_right))) - @as(f32, @floatFromInt(@intFromBool(input_left))),
@as(f32, @floatFromInt(@intFromBool(input_forwards))) - @as(f32, @floatFromInt(@intFromBool(input_backwards))),
).rotate(camera_yaw).mulScalar(player_speed * dt);
camera_position = Vector3.add(camera_position, camera_d.asVector3(0));
const framebuffer_size = Vector2.init(sapp.widthf(), sapp.heightf());
if (show_console) {
showConsole();
}
if (show_demo_window) {
ig.igShowDemoWindow(&show_demo_window);
}
sg.beginPass(.{
.action = blk: {
var ret: sg.PassAction = .{};
ret.colors[0] = .{
.load_action = .CLEAR,
.store_action = .STORE,
.clear_value = .{ .r = 0, .g = 0, .b = 0, .a = 1 },
};
ret.depth = .{
.load_action = .CLEAR,
.store_action = .STORE,
.clear_value = 0,
};
break :blk ret;
},
.swapchain = sglue.swapchain(),
});
tiles.bind();
const camera_rotation = Quaternion.mulQuaternion(
.initRotationXY(camera_yaw),
.initRotationYZ(camera_pitch),
);
const camera_aspect_ratio = framebuffer_size.getX() / framebuffer_size.getY();
const camera_yscale = 1.0 / @tan(camera_half_vertical_fov_rad);
const camera_xscale = camera_yscale / camera_aspect_ratio;
const matrix_ws_to_vs = Matrix4x4.mulMatrix(
Matrix4x4.initRotation(camera_rotation.conjugate()),
Matrix4x4.initTranslation(camera_position.negate()),
);
// zig fmt: off
const matrix_vs_to_cs = Matrix4x4.init(
camera_xscale, 0, 0, 0,
0, 0, camera_near_plane, 1,
0, camera_yscale, 0, 0,
0, 0, 0, 0,
);
// zig fmt: on
const ambient_light = Vector3.init(0.3, 0.3, 0.3);
sg.applyUniforms(shaders.UB_Global_Uniforms_Vertex, sg.asRange(&shaders.GlobalUniformsVertex{
._MatrixWStoVS = matrix_ws_to_vs.asArray(),
._MatrixVStoCS = matrix_vs_to_cs.asArray(),
}));
const point_lights: []const shaders.PointLight = &.{
.{
.positionWS = .{ 0, 0, 1 },
.color = .{ 10, 10, 10 },
},
.{
.positionWS = .{ -10, 10, 1 },
.color = .{ 5, 0, 0 },
},
.{
.positionWS = .{ 10, 10, 1 },
.color = .{ 0, 0, 5 },
},
.{
.positionWS = .{ -10, -10, 1 },
.color = .{ 0, 5, 0 },
},
.{
.positionWS = .{ 10, -10, 1 },
.color = .{ 5, 5, 0 },
},
};
const directional_lights: []const shaders.DirectionalLight = &.{
.{
.directionWS = .{ 0, 0, -1 },
.color = .{ 0.2, 0.2, 0.2 },
},
};
sg.updateBuffer(point_light_buffer, sg.asRange(point_lights));
sg.updateBuffer(directional_light_buffer, sg.asRange(directional_lights));
sg.applyUniforms(shaders.UB_Global_Uniforms_Fragment, sg.asRange(&shaders.GlobalUniformsFragment{
._MatrixWStoVS = matrix_ws_to_vs.asArray(),
._AmbientLight = ambient_light.asArray(),
._PointLightCount = @intCast(point_lights.len),
._DirectionalLightCount = @intCast(directional_lights.len),
}));
var it = Iterator3.init(.init(-8, -8, 0), .init(8, 8, 0), .one);
var tile_index: u32 = 0;
while (it.next()) |pos| : (tile_index = (tile_index + 1) % 16) {
tiles.draw(pos, .identity, tile_index);
}
sg.endPass();
}
var input_forwards: bool = false;
var input_backwards: bool = false;
var input_left: bool = false;
var input_right: bool = false;
const player_speed = 5.0;
pub fn onKeyDown(key_code: sapp.Keycode, mods: u32) void {
const no_mods = mods == 0;
if (key_code == .ESCAPE and no_mods) {
sapp.requestQuit();
}
if (key_code == .GRAVE_ACCENT and no_mods) {
show_console = !show_console;
}
if (key_code == .F1 and no_mods) {
show_demo_window = true;
}
if (key_code == .W) {
input_forwards = true;
input_backwards = false;
}
if (key_code == .S) {
input_backwards = true;
input_forwards = false;
}
if (key_code == .A) {
input_left = true;
input_right = false;
}
if (key_code == .D) {
input_right = true;
input_left = false;
}
}
pub fn onKeyUp(key_code: sapp.Keycode, mods: u32) void {
_ = mods;
if (key_code == .W) {
input_forwards = false;
}
if (key_code == .S) {
input_backwards = false;
}
if (key_code == .A) {
input_left = false;
}
if (key_code == .D) {
input_right = false;
}
}
pub fn onMouseMove(dx: f32, dy: f32) void {
camera_pitch -= dy * camera_mouse_sensitivity;
camera_yaw -= dx * camera_mouse_sensitivity;
camera_pitch = std.math.clamp(camera_pitch, -0.5 * std.math.pi, 0.5 * std.math.pi);
camera_yaw = @mod(camera_yaw, 2 * std.math.pi);
}
fn showConsole() void {
const display_size = ig.igGetIO().*.DisplaySize;
ig.igSetNextWindowPos(.{ .x = 0, .y = 0 }, 0);
ig.igSetNextWindowSize(.{ .x = display_size.x, .y = main.min_window_height }, ig.ImGuiCond_Once);
if (ig.igBegin("Console", null, ig.ImGuiWindowFlags_NoTitleBar | ig.ImGuiWindowFlags_NoResize | ig.ImGuiWindowFlags_NoMove | ig.ImGuiWindowFlags_NoCollapse)) {
for (main.logs.items) |log| {
ig.igPushStyleColorImVec4(ig.ImGuiCol_Text, switch (log.level) {
.err => .{ .x = 1, .y = 0, .z = 0, .w = 1 },
.warn => .{ .x = 1, .y = 1, .z = 0, .w = 1 },
.info => .{ .x = 1, .y = 1, .z = 1, .w = 1 },
.debug => .{ .x = 0.5, .y = 0.5, .z = 0.5, .w = 1 },
});
ig.igTextUnformattedEx(log.message.ptr, log.message.ptr + log.message.len);
ig.igPopStyleColor();
}
ig.igEnd();
}
}

View File

View File

@@ -5,10 +5,10 @@ const stbi = @import("zstbi");
const vk = @import("vulkan");
const c = @import("const.zig");
const game = @import("game.zig");
const Engine = @import("engine/Engine.zig");
const Swapchain = @import("engine/Swapchain.zig");
const Game = @import("Game.zig");
pub var allocator: std.mem.Allocator = undefined;
pub var temp_allocator: std.mem.Allocator = undefined;
@@ -54,12 +54,18 @@ pub fn main() !void {
var swapchain = try Swapchain.init(&engine);
defer swapchain.deinit();
//game.init();
//defer game.deinit();
var game = try Game.init(allocator, &swapchain);
defer game.deinit();
var t1 = glfw.getTime();
while (!window.shouldClose()) {
glfw.pollEvents();
//game.update(dt);
const t2 = glfw.getTime();
const dt: f32 = @floatCast(t2 - t1);
t1 = t2;
game.update(dt);
std.Thread.sleep(1 * std.time.ns_per_ms);
}
}