GUI: Box drawing

This commit is contained in:
2026-05-13 05:40:31 +02:00
parent 79c62141df
commit bce62feb09
24 changed files with 747 additions and 62 deletions

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@@ -0,0 +1,39 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 positionSSPX;
} var;
#include "includes/gui_box_common.glsl"
layout(location = 0) out vec4 fragColor;
float boxSDF(vec2 p, vec2 center, vec2 halfExtents, float borderRadius) {
vec2 q = abs(p - center) - halfExtents + borderRadius;
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - borderRadius;
}
#define BOX _Boxes[var.instance]
void main() {
vec2 halfExtentsPX = 0.5 * BOX.sizePX;
vec2 centerSSPX = BOX.positionSSPX + halfExtentsPX;
float borderHalfWidthPX = 0.5 * BOX.borderWidthPX;
float interiorSDF = boxSDF(var.positionSSPX, centerSSPX, halfExtentsPX, BOX.borderRadiusPX) + BOX.borderWidthPX;
float borderSDF = abs(interiorSDF - borderHalfWidthPX) - borderHalfWidthPX;
float interiorCoverage = clamp(-interiorSDF + 0.5, 0.0, 1.0) * BOX.backgroundColor.a;
float borderCoverage = clamp(-borderSDF + 0.5, 0.0, 1.0) * BOX.borderColor.a;
float totalCoverage = interiorCoverage + borderCoverage;
fragColor = vec4(
interiorCoverage * BOX.backgroundColor.rgb +
borderCoverage * BOX.borderColor.rgb,
totalCoverage
);
}

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@@ -0,0 +1,30 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
out Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 positionSSPX;
} var;
#include "includes/gui_box_common.glsl"
const vec2 VERTICES[4] = vec2[](
vec2(0, 1),
vec2(1, 1),
vec2(0, 0),
vec2(1, 0)
);
#define BOX _Boxes[gl_InstanceIndex]
#define VERTEX VERTICES[gl_VertexIndex]
void main() {
vec2 positionSSPX = VERTEX * BOX.sizePX + BOX.positionSSPX;
vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
gl_Position = positionCS;
var.instance = gl_InstanceIndex;
var.positionSSPX = positionSSPX;
}

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@@ -0,0 +1,20 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
in Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 texCoord;
} var;
#include "includes/gui_image_common.glsl"
layout(location = 0) out vec4 fragColor;
#define IMAGE _Images[var.instance]
void main() {
vec4 texel = texture(sampler2D(_Textures[uint(IMAGE.textureId)], _Sampler), var.texCoord);
fragColor = texel * IMAGE.tint;
}

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@@ -0,0 +1,32 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
out Varyings {
layout(location = 0) flat uint instance;
layout(location = 1) vec2 texCoord;
} var;
#include "includes/gui_image_common.glsl"
const vec2 VERTICES[4] = vec2[](
vec2(0, 1),
vec2(1, 1),
vec2(0, 0),
vec2(1, 0)
);
#define IMAGE _Images[gl_InstanceIndex]
#define VERTEX VERTICES[gl_VertexIndex]
void main() {
vec2 positionSSPX = VERTEX * IMAGE.sizePX + IMAGE.positionSSPX;
vec4 positionCS = vec4(_Global.matrixSSPXtoCS * vec3(positionSSPX, 1.0), 0.0, 1.0);
vec2 texCoord = VERTEX * (IMAGE.uvMax - IMAGE.uvMin) + IMAGE.uvMin;
gl_Position = positionCS;
var.instance = gl_InstanceIndex;
var.texCoord = texCoord;
}

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@@ -0,0 +1,15 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
uint calcRootCode(float y1, float y2, float y3) {
uint i1 = floatBitsToUint(y1) >> 31U;
uint i2 = floatBitsToUint(y2) >> 30U;
uint i3 = floatBitsToUint(y3) >> 29U;
uint shift = (i2 & 2U) | (i1 & ~2U);
shift = (i3 & 4U) | (shift & ~4U);
return ((0x2E74U >> shift) & 0x0101U);
}

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@@ -0,0 +1,10 @@
#version 460
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_scalar_block_layout : require
#extension GL_EXT_shader_16bit_storage : require
layout(location = 0) in vec4 positionOS_normalOS;
layout(location = 1) in vec4 texCoordEM_band_flags;
layout(location = 2) in vec4 jacobian;
layout(location = 3) in vec4 scale_offset;
layout(location = 4) in vec4 color;

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@@ -0,0 +1,6 @@
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
mat3x2 matrixSSPXtoCS;
vec3 ambientLight;
} _Global;

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@@ -0,0 +1,14 @@
struct Box {
vec4 backgroundColor;
vec4 borderColor;
vec2 positionSSPX;
vec2 sizePX;
float borderWidthPX;
float borderRadiusPX;
};
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer Boxes {
Box _Boxes[];
};

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@@ -0,0 +1,17 @@
struct Image {
vec4 tint;
vec2 positionSSPX;
vec2 sizePX;
vec2 uvMin;
vec2 uvMax;
uint16_t textureId;
};
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer Images {
Image _Images[];
};
layout(set = 0, binding = 2) uniform sampler _Sampler;
layout(set = 0, binding = 3) uniform texture2D _Textures[];

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@@ -32,11 +32,7 @@ struct ObjectUniforms {
uint16_t material;
};
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
vec3 ambientLight;
} _Global;
#include "global_uniforms.glsl"
layout(set = 0, binding = 1, scalar) readonly buffer PointLights {
uint count;

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@@ -0,0 +1,8 @@
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);
}

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@@ -12,7 +12,8 @@ in Varyings {
layout(location = 5) vec3 bitangentVS;
} var;
#include "main_common.glsl"
#include "includes/main_common.glsl"
#include "includes/tone_mapping.glsl"
layout(location = 0) out vec4 fragColor;
@@ -39,15 +40,6 @@ float distributionGGX(float dotNH, float alpha) {
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,

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@@ -17,7 +17,7 @@ out Varyings {
layout(location = 5) vec3 bitangentVS;
} var;
#include "main_common.glsl"
#include "includes/main_common.glsl"
#define OBJECT _Object[gl_InstanceIndex]

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@@ -9,14 +9,7 @@ layout(set = 0, binding = 2) uniform textureCube _Texture;
layout(location = 0) out vec4 fragColor;
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);
}
#include "includes/tone_mapping.glsl"
void main() {
vec4 texel = texture(samplerCube(_Texture, _Sampler), var.texCoord);

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@@ -7,11 +7,7 @@ out Varyings {
layout(location = 0) vec3 texCoord;
} var;
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
mat4 matrixWStoVS;
mat4 matrixVStoCS;
vec3 ambientLight;
} _Global;
#include "includes/global_uniforms.glsl"
void main() {
vec3 directionVS = (_Global.matrixWStoVS * vec4(directionWS, 0.0)).xyz;

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@@ -10,11 +10,22 @@ pub fn build(b: *std.Build) !void {
const media_dep = b.dependency("media", .{
.target = target,
});
const vecmath_dep = b.dependency("vecmath", .{
.target = target,
});
const vulkan_dep = b.dependency("vulkan_zig", .{ .registry = b.path("vendor/vk.xml") });
const zglfw_dep = b.dependency("zglfw", .{ .import_vulkan = true });
const vulkan_dep = b.dependency("vulkan_zig", .{
.target = target,
.optimize = optimize,
.registry = b.path("vendor/vk.xml"),
});
const zglfw_dep = b.dependency("zglfw", .{
.target = target,
.optimize = optimize,
.import_vulkan = true,
});
const media_mod = media_dep.module("media");
const vecmath_mod = vecmath_dep.module("vecmath");

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@@ -1,7 +1,9 @@
#!/bin/sh
glslc --target-env=vulkan1.2 assets/shaders/equirect_to_cube.comp -o src/shaders/equirect_to_cube_comp.spv
glslc --target-env=vulkan1.2 assets/shaders/main.frag -o src/shaders/main_frag.spv
glslc --target-env=vulkan1.2 assets/shaders/main.vert -o src/shaders/main_vert.spv
glslc --target-env=vulkan1.2 assets/shaders/skybox.frag -o src/shaders/skybox_frag.spv
glslc --target-env=vulkan1.2 assets/shaders/skybox.vert -o src/shaders/skybox_vert.spv
glslc -g --target-env=vulkan1.2 assets/shaders/equirect_to_cube.comp -o src/shaders/equirect_to_cube_comp.spv
glslc -g --target-env=vulkan1.2 assets/shaders/gui_box.frag -o src/shaders/gui_box_frag.spv
glslc -g --target-env=vulkan1.2 assets/shaders/gui_box.vert -o src/shaders/gui_box_vert.spv
glslc -g --target-env=vulkan1.2 assets/shaders/main.frag -o src/shaders/main_frag.spv
glslc -g --target-env=vulkan1.2 assets/shaders/main.vert -o src/shaders/main_vert.spv
glslc -g --target-env=vulkan1.2 assets/shaders/skybox.frag -o src/shaders/skybox_frag.spv
glslc -g --target-env=vulkan1.2 assets/shaders/skybox.vert -o src/shaders/skybox_vert.spv

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@@ -15,6 +15,7 @@ const Chunk = @import("assets/Chunk.zig");
const Chunks = @import("Chunks.zig");
const CommandBuffer = @import("engine/CommandBuffer.zig");
const Engine = @import("engine/Engine.zig");
const Gui = @import("Gui.zig");
const Iterator2 = math.Iterator2;
const Materials = @import("assets/Materials.zig");
const Player = @import("Player.zig");
@@ -51,6 +52,7 @@ materials: Materials,
textures: Textures,
chunks: Chunks,
skybox: Skybox,
gui: Gui,
player: Player,
@@ -164,7 +166,7 @@ pub fn init(allocator: std.mem.Allocator, io: std.Io, engine: *Engine, swapchain
},
});
errdefer engine.destroyPipelineLayout(pipeline_layout);
engine.setObjectName(pipeline_layout, "PL", .{});
engine.setObjectName(pipeline_layout, "PL Main", .{});
const vertex_shader = try engine.createShaderModule(.{ .code = &shaders.main_vert_spv });
defer engine.destroyShaderModule(vertex_shader);
@@ -403,7 +405,7 @@ pub fn init(allocator: std.mem.Allocator, io: std.Io, engine: *Engine, swapchain
.subpass = 0,
});
errdefer engine.destroyPipeline(pipeline);
engine.setObjectName(pipeline, "P", .{});
engine.setObjectName(pipeline, "P Main", .{});
const descriptor_pool = try engine.createDescriptorPool(.{
.flags = .{
@@ -430,7 +432,7 @@ pub fn init(allocator: std.mem.Allocator, io: std.Io, engine: *Engine, swapchain
},
});
errdefer engine.destroyDescriptorPool(descriptor_pool);
engine.setObjectName(descriptor_pool, "DP", .{});
engine.setObjectName(descriptor_pool, "DP Main", .{});
const global_descriptor_set = try engine.allocateDescriptorSet(.{
.descriptor_pool = descriptor_pool,
@@ -645,6 +647,14 @@ pub fn init(allocator: std.mem.Allocator, io: std.Io, engine: *Engine, swapchain
);
errdefer skybox.deinit(engine);
var gui = try Gui.init(
allocator,
engine,
global_uniforms.buffer,
swapchain.render_pass,
);
errdefer gui.deinit(engine, allocator);
return .{
.allocator = allocator,
.io = io,
@@ -674,6 +684,7 @@ pub fn init(allocator: std.mem.Allocator, io: std.Io, engine: *Engine, swapchain
.textures = textures,
.chunks = .{ .chunks = chunks },
.skybox = skybox,
.gui = gui,
.player = .init(player_position_sv, 0, 0),
};
@@ -692,6 +703,7 @@ pub fn deinit(self: *Game) void {
self.chunks.deinit(self.engine, self.descriptor_pool, self.allocator);
self.skybox.deinit(self.engine);
self.gui.deinit(self.engine, self.allocator);
self.global_uniforms.deinit(self.engine);
self.global_uniforms_staging_buffer.deinit(self.engine);
@@ -718,8 +730,36 @@ pub fn deinit(self: *Game) void {
}
pub fn update(self: *Game, dt: f32) void {
self.gui.beginFrame();
self.player.update(dt, &self.chunks);
const extent = self.swapchain.extent;
const framebuffer_size = vm.Vector2.init(
@floatFromInt(extent.width),
@floatFromInt(extent.height),
);
const crosshair_half_extent_px = 8;
const crosshair_half_width_px = 1;
self.gui.pushBox(.{
.background_color = .init(1, 1, 1, 0.5),
.border_color = .init(0, 0, 0, 1),
.position_sspx = framebuffer_size.mulScalar(0.5).add(.init(-crosshair_half_extent_px, -crosshair_half_width_px)),
.size_px = .init(2.0 * crosshair_half_extent_px, 2.0 * crosshair_half_width_px),
.border_width_px = 0,
.border_radius_px = 0,
});
self.gui.pushBox(.{
.background_color = .init(1, 1, 1, 0.5),
.border_color = .init(0, 0, 0, 1),
.position_sspx = framebuffer_size.mulScalar(0.5).add(.init(-crosshair_half_width_px, -crosshair_half_extent_px)),
.size_px = .init(2.0 * crosshair_half_width_px, 2.0 * crosshair_half_extent_px),
.border_width_px = 0,
.border_radius_px = 0,
});
self.render() catch |err| {
std.log.err("Failed to render: {s}", .{@errorName(err)});
@panic("Frame update failed");
@@ -807,11 +847,20 @@ fn render(self: *Game) !void {
);
// zig fmt: on
// zig fmt: off
const matrix_sspx_to_cs = vm.Matrix3x2.init(
2.0 / framebuffer_size.x, 0,
0, 2.0 / framebuffer_size.y,
-1, -1,
);
// zig fmt: on
const ambient_light = vm.Vector3.init(0.01, 0.01, 0.01);
const global_uniforms_data: shaders.GlobalUniforms = .{
.matrixWStoVS = matrix_ws_to_vs,
.matrixVStoCS = matrix_vs_to_cs,
.matrixSSPXtoCS = matrix_sspx_to_cs,
.ambientLight = ambient_light,
};
@@ -887,6 +936,8 @@ fn render(self: *Game) !void {
},
});
// --- SUBPASS 0 (MAIN) ---
command_buffer.bindPipeline(.graphics, self.pipeline);
try command_buffer.bindVertexBuffers(0, &.{
.{
@@ -902,8 +953,13 @@ fn render(self: *Game) !void {
chunk.draw(self.pipeline_layout, command_buffer);
}
try self.skybox.bind(command_buffer, extent);
self.skybox.draw(command_buffer);
try self.skybox.draw(command_buffer);
// --- SUBPASS 1 (GUI) ---
command_buffer.nextSubpass(.@"inline");
try self.gui.draw(self.engine, command_buffer);
}
try command_buffer.endCommandBuffer();

427
src/Gui.zig Normal file
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@@ -0,0 +1,427 @@
const Gui = @This();
const std = @import("std");
const shaders = @import("shaders.zig");
const vk = @import("vulkan");
const vm = @import("vecmath");
const CommandBuffer = @import("engine/CommandBuffer.zig");
const Engine = @import("engine/Engine.zig");
const GenericBuffer = @import("engine/GenericBuffer.zig").GenericBuffer;
const Swapchain = @import("engine/Swapchain.zig");
const Textures = @import("assets/Textures.zig");
pub const Draw = struct {
pub const Box = extern struct {
background_color: vm.Vector4,
border_color: vm.Vector4,
position_sspx: vm.Vector2,
size_px: vm.Vector2,
border_width_px: f32,
border_radius_px: f32,
};
pub const Text = extern struct {
color: vm.Vector4,
pos_min: vm.Vector2,
pos_max: vm.Vector2,
uv_min: vm.Vector2,
uv_max: vm.Vector2,
atlas_id: Textures.Id,
};
pub const Image = extern struct {
tint: vm.Vector4,
position_sspx: vm.Vector2,
size_px: vm.Vector2,
uv_min: vm.Vector2,
uv_max: vm.Vector2,
texture_id: Textures.Id,
};
};
pub const Batch = struct {
draw_type: std.meta.DeclEnum(Draw),
first_instance: u32,
instance_count: u32,
};
box_gpu_buffer: GenericBuffer(void, Draw.Box),
text_gpu_buffer: GenericBuffer(void, Draw.Text),
image_gpu_buffer: GenericBuffer(void, Draw.Image),
box_cpu_buffer: std.ArrayList(Draw.Box),
text_cpu_buffer: std.ArrayList(Draw.Text),
image_cpu_buffer: std.ArrayList(Draw.Image),
batches: std.ArrayList(Batch),
sampler: vk.Sampler,
index_buffer: shaders.IndexBuffer,
box_descriptor_set_layout: vk.DescriptorSetLayout,
box_pipeline_layout: vk.PipelineLayout,
box_pipeline: vk.Pipeline,
descriptor_pool: vk.DescriptorPool,
box_descriptor_set: vk.DescriptorSet,
pub const max_box_draws = 1024;
pub const max_image_draws = 1024;
pub const max_text_draws = 4096;
pub const max_batches = 1024;
pub fn init(
allocator: std.mem.Allocator,
engine: *Engine,
global_uniforms_buffer: vk.Buffer,
render_pass: vk.RenderPass,
) !Gui {
var box_gpu_buffer: GenericBuffer(void, Draw.Box) = try .init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = max_box_draws,
.name = "GUI box draws",
});
errdefer box_gpu_buffer.deinit(engine);
var text_gpu_buffer: GenericBuffer(void, Draw.Text) = try .init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = max_text_draws,
.name = "GUI text draws",
});
errdefer text_gpu_buffer.deinit(engine);
var image_gpu_buffer: GenericBuffer(void, Draw.Image) = try .init(engine, .{
.usage = .storage,
.target_queue = .graphics,
.array_capacity = max_image_draws,
.name = "GUI image draws",
});
errdefer image_gpu_buffer.deinit(engine);
var box_cpu_buffer: std.ArrayList(Draw.Box) = try .initCapacity(allocator, max_box_draws);
errdefer box_cpu_buffer.deinit(allocator);
var text_cpu_buffer: std.ArrayList(Draw.Text) = try .initCapacity(allocator, max_text_draws);
errdefer text_cpu_buffer.deinit(allocator);
var image_cpu_buffer: std.ArrayList(Draw.Image) = try .initCapacity(allocator, max_image_draws);
errdefer image_cpu_buffer.deinit(allocator);
var batches: std.ArrayList(Batch) = try .initCapacity(allocator, max_batches);
errdefer batches.deinit(allocator);
const sampler = try engine.createSampler(.{
.mag_filter = .linear,
.min_filter = .linear,
.mipmap_mode = .linear,
.address_mode_u = .repeat,
.address_mode_v = .repeat,
.address_mode_w = .repeat,
.mip_lod_bias = 0,
.anisotropy_enable = .false,
.max_anisotropy = 0,
.compare_enable = .false,
.compare_op = .always,
.min_lod = 0,
.max_lod = vk.LOD_CLAMP_NONE,
.border_color = .float_transparent_black,
.unnormalized_coordinates = .false,
});
errdefer engine.destroySampler(sampler);
const box_descriptor_set_layout = try engine.createDescriptorSetLayout(.{
.bindings = &.{
.{
.binding = 0,
.descriptor_type = .uniform_buffer,
.descriptor_count = 1,
.stage_flags = .{ .vertex_bit = true, .fragment_bit = true },
},
.{
.binding = 1,
.descriptor_type = .storage_buffer,
.descriptor_count = 1,
.stage_flags = .{ .vertex_bit = true, .fragment_bit = true },
},
},
});
errdefer engine.destroyDescriptorSetLayout(box_descriptor_set_layout);
engine.setObjectName(box_descriptor_set_layout, "DSL GUI Box", .{});
const box_pipeline_layout = try engine.createPipelineLayout(.{
.set_layouts = &.{
box_descriptor_set_layout,
},
});
errdefer engine.destroyPipelineLayout(box_pipeline_layout);
engine.setObjectName(box_pipeline_layout, "PL GUI Box", .{});
const box_vertex_shader = try engine.createShaderModule(.{ .code = &shaders.gui_box_vert_spv });
defer engine.destroyShaderModule(box_vertex_shader);
engine.setObjectName(box_vertex_shader, "SM gui_box_vert", .{});
const box_fragment_shader = try engine.createShaderModule(.{ .code = &shaders.gui_box_frag_spv });
defer engine.destroyShaderModule(box_fragment_shader);
engine.setObjectName(box_fragment_shader, "SM gui_box_frag", .{});
var index_buffer = try shaders.IndexBuffer.init(engine, .{
.usage = .index,
.target_queue = .graphics,
.array_capacity = 6,
.name = "QuadIB",
});
errdefer index_buffer.deinit(engine);
try index_buffer.write(engine, .{
.elements = &.{ 0, 1, 2, 2, 1, 3 },
});
const box_pipeline = try engine.createGraphicsPipeline(.{
.stages = &.{
.{
.stage = .{ .vertex_bit = true },
.module = box_vertex_shader,
.name = "main",
},
.{
.stage = .{ .fragment_bit = true },
.module = box_fragment_shader,
.name = "main",
},
},
.vertex_input_state = .{},
.input_assembly_state = .{
.topology = .triangle_list,
.primitive_restart_enable = .false,
},
.viewport_state = .{
.viewports = &.{undefined}, // dynamic
.scissors = &.{undefined}, // dynamic
},
.rasterization_state = .{
.depth_clamp_enable = .false,
.rasterizer_discard_enable = .false,
.polygon_mode = .fill,
.cull_mode = .{},
.front_face = .counter_clockwise,
.depth_bias_enable = .false,
.depth_bias_constant_factor = 0,
.depth_bias_clamp = 0,
.depth_bias_slope_factor = 0,
.line_width = 1,
},
.multisample_state = .{
.rasterization_samples = .{ .@"1_bit" = true },
.sample_shading_enable = .false,
.min_sample_shading = 1,
.alpha_to_coverage_enable = .false,
.alpha_to_one_enable = .false,
},
.color_blend_state = .{
.logic_op_enable = .false,
.logic_op = .copy,
.attachments = &.{
.{
.blend_enable = .true,
.src_color_blend_factor = .one,
.dst_color_blend_factor = .one_minus_src_alpha,
.color_blend_op = .add,
.src_alpha_blend_factor = .one,
.dst_alpha_blend_factor = .one_minus_src_alpha,
.alpha_blend_op = .add,
.color_write_mask = .{
.r_bit = true,
.g_bit = true,
.b_bit = true,
.a_bit = true,
},
},
},
.blend_constants = .{ 0, 0, 0, 0 },
},
.dynamic_state = .{
.dynamic_states = &.{ .viewport, .scissor },
},
.layout = box_pipeline_layout,
.render_pass = render_pass,
.subpass = 1,
});
errdefer engine.destroyPipeline(box_pipeline);
engine.setObjectName(box_pipeline, "P GUI Box", .{});
const descriptor_pool = try engine.createDescriptorPool(.{
.max_sets = 1,
.pool_sizes = &.{
.{
.type = .uniform_buffer,
.descriptor_count = 1,
},
.{
.type = .storage_buffer,
.descriptor_count = 1,
},
},
});
errdefer engine.destroyDescriptorPool(descriptor_pool);
engine.setObjectName(descriptor_pool, "DP GUI", .{});
const box_descriptor_set = try engine.allocateDescriptorSet(.{
.descriptor_pool = descriptor_pool,
.set_layout = box_descriptor_set_layout,
});
engine.setObjectName(box_descriptor_set, "DS GUI Box", .{});
try engine.updateDescriptorSets(.{
.writes = &.{
.{
.dst_set = box_descriptor_set,
.dst_binding = 0,
.dst_array_element = 0,
.descriptor_type = .uniform_buffer,
.descriptor_infos = .{
.buffer = &.{
.{
.buffer = global_uniforms_buffer,
.offset = 0,
.range = vk.WHOLE_SIZE,
},
},
},
},
.{
.dst_set = box_descriptor_set,
.dst_binding = 1,
.dst_array_element = 0,
.descriptor_type = .storage_buffer,
.descriptor_infos = .{
.buffer = &.{
.{
.buffer = box_gpu_buffer.buffer,
.offset = 0,
.range = vk.WHOLE_SIZE,
},
},
},
},
},
});
return .{
.box_gpu_buffer = box_gpu_buffer,
.text_gpu_buffer = text_gpu_buffer,
.image_gpu_buffer = image_gpu_buffer,
.box_cpu_buffer = box_cpu_buffer,
.text_cpu_buffer = text_cpu_buffer,
.image_cpu_buffer = image_cpu_buffer,
.batches = batches,
.sampler = sampler,
.index_buffer = index_buffer,
.box_descriptor_set_layout = box_descriptor_set_layout,
.box_pipeline_layout = box_pipeline_layout,
.box_pipeline = box_pipeline,
.descriptor_pool = descriptor_pool,
.box_descriptor_set = box_descriptor_set,
};
}
pub fn deinit(self: *Gui, engine: *Engine, allocator: std.mem.Allocator) void {
std.log.scoped(.deinit).debug("Deinitializing {*} with {*} and Allocator{{{*},{*}}}", .{ self, engine, allocator.ptr, allocator.vtable });
engine.destroyDescriptorPool(self.descriptor_pool);
engine.destroyPipeline(self.box_pipeline);
self.index_buffer.deinit(engine);
engine.destroyPipelineLayout(self.box_pipeline_layout);
engine.destroyDescriptorSetLayout(self.box_descriptor_set_layout);
engine.destroySampler(self.sampler);
self.batches.deinit(allocator);
self.image_cpu_buffer.deinit(allocator);
self.text_cpu_buffer.deinit(allocator);
self.box_cpu_buffer.deinit(allocator);
self.image_gpu_buffer.deinit(engine);
self.text_gpu_buffer.deinit(engine);
self.box_gpu_buffer.deinit(engine);
self.* = undefined;
}
pub fn beginFrame(self: *Gui) void {
self.box_cpu_buffer.clearRetainingCapacity();
self.text_cpu_buffer.clearRetainingCapacity();
self.image_cpu_buffer.clearRetainingCapacity();
self.batches.clearRetainingCapacity();
}
pub fn pushBox(self: *Gui, box: Draw.Box) void {
const instance: u32 = @intCast(self.box_cpu_buffer.items.len);
self.box_cpu_buffer.appendBounded(box) catch return;
self.extendOrAddBatch(.Box, instance);
}
pub fn pushText(self: *Gui, text: Draw.Text) void {
const instance: u32 = @intCast(self.text_cpu_buffer.items.len);
self.text_cpu_buffer.appendBounded(text) catch return;
self.extendOrAddBatch(.Text, instance);
}
pub fn pushImage(self: *Gui, image: Draw.Image) void {
const instance: u32 = @intCast(self.image_cpu_buffer.items.len);
self.image_cpu_buffer.appendBounded(image) catch return;
self.extendOrAddBatch(.Image, instance);
}
fn extendOrAddBatch(self: *Gui, draw_type: std.meta.DeclEnum(Draw), instance: u32) void {
if (self.batches.items.len == 0 or self.batches.items[self.batches.items.len - 1].draw_type != draw_type) {
self.batches.appendBounded(.{
.draw_type = draw_type,
.first_instance = instance,
.instance_count = 1,
}) catch return;
} else {
const batch = &self.batches.items[self.batches.items.len - 1];
std.debug.assert(batch.first_instance + batch.instance_count == instance);
batch.instance_count += 1;
}
}
pub fn draw(self: *const Gui, engine: *Engine, command_buffer: CommandBuffer) !void {
command_buffer.bindIndexBuffer(self.index_buffer.buffer, 0, .uint16);
try self.box_gpu_buffer.write(engine, .{ .elements = self.box_cpu_buffer.items });
try self.text_gpu_buffer.write(engine, .{ .elements = self.text_cpu_buffer.items });
try self.image_gpu_buffer.write(engine, .{ .elements = self.image_cpu_buffer.items });
for (self.batches.items) |batch| {
switch (batch.draw_type) {
.Box => {
command_buffer.bindPipeline(.graphics, self.box_pipeline);
command_buffer.bindDescriptorSet(.graphics, self.box_pipeline_layout, 0, self.box_descriptor_set, null);
},
.Text => {
std.log.warn("GUI Text not implemented; skipping batch", .{});
continue;
},
.Image => {
std.log.warn("GUI Image not implemented; skipping batch", .{});
continue;
},
}
command_buffer.drawIndexed(.{
.index_count = 6,
.first_instance = batch.first_instance,
.instance_count = batch.instance_count,
});
}
}

View File

@@ -186,6 +186,10 @@ pub fn copyBufferToImage(
self.proxy.copyBufferToImage(src_buffer, dst_image, dst_image_layout, regions);
}
pub fn nextSubpass(self: CommandBuffer, contents: vk.SubpassContents) void {
self.proxy.nextSubpass(contents);
}
pub fn pipelineBarrier(self: CommandBuffer, barrier: PipelineBarrier) void {
self.proxy.pipelineBarrier(
barrier.src_stage_mask,

View File

@@ -771,24 +771,7 @@ pub fn deinit(self: *Skybox, engine: *Engine) void {
engine.destroyImage(self.image);
}
pub fn bind(self: *const Skybox, command_buffer: CommandBuffer, extent: vk.Extent2D) !void {
command_buffer.setViewport(0, &.{
.{
.x = 0,
.y = 0,
.width = @floatFromInt(extent.width),
.height = @floatFromInt(extent.height),
.min_depth = 0,
.max_depth = 1,
},
});
command_buffer.setScissor(0, &.{
.{
.offset = .{ .x = 0, .y = 0 },
.extent = extent,
},
});
command_buffer.bindPipeline(.graphics, self.pipeline);
pub fn draw(self: *const Skybox, command_buffer: CommandBuffer) !void {
try command_buffer.bindVertexBuffers(0, &.{
.{
.buffer = self.vertex_buffer.buffer,
@@ -796,9 +779,8 @@ pub fn bind(self: *const Skybox, command_buffer: CommandBuffer, extent: vk.Exten
},
});
command_buffer.bindIndexBuffer(self.index_buffer.buffer, 0, .uint16);
}
pub fn draw(self: *const Skybox, command_buffer: CommandBuffer) void {
command_buffer.bindPipeline(.graphics, self.pipeline);
command_buffer.bindDescriptorSet(.graphics, self.pipeline_layout, 0, self.descriptor_set, null);
command_buffer.drawIndexed(.{ .index_count = 36 });
}

View File

@@ -52,6 +52,7 @@ pub fn init(engine: *Engine) !Swapchain {
},
},
.subpasses = &.{
// Main
.{
.pipeline_bind_point = .graphics,
.color_attachments = &.{
@@ -65,6 +66,16 @@ pub fn init(engine: *Engine) !Swapchain {
.layout = .depth_stencil_attachment_optimal,
},
},
// GUI
.{
.pipeline_bind_point = .graphics,
.color_attachments = &.{
.{
.attachment = 0,
.layout = .color_attachment_optimal,
},
},
},
},
.dependencies = &.{
.{
@@ -89,6 +100,25 @@ pub fn init(engine: *Engine) !Swapchain {
.by_region_bit = true,
},
},
.{
.src_subpass = 0,
.dst_subpass = 1,
.src_stage_mask = .{
.color_attachment_output_bit = true,
},
.dst_stage_mask = .{
.color_attachment_output_bit = true,
},
.src_access_mask = .{
.color_attachment_write_bit = true,
},
.dst_access_mask = .{
.color_attachment_write_bit = true,
},
.dependency_flags = .{
.by_region_bit = true,
},
},
},
});
errdefer engine.destroyRenderPass(render_pass);
@@ -129,6 +159,8 @@ pub fn deinit(self: *Swapchain, engine: *Engine) void {
}
pub fn recreate(self: *Swapchain, engine: *Engine) !void {
try engine.deviceWaitIdle(); // TODO LMAO
const mode = &engine.mode.surface;
const allocator = engine.vk_allocator.allocator;

View File

@@ -132,7 +132,7 @@ fn freeFunction(
const self: *VkAllocator = @ptrCast(@alignCast(p_user_data.?));
if (maybe_p_memory) |p_memory| {
self.mutex.lockUncancelable();
self.mutex.lockUncancelable(self.io);
defer self.mutex.unlock(self.io);
const size = self.allocations.fetchRemove(p_memory).?.value;

View File

@@ -46,6 +46,7 @@ pub const Index = u16;
pub const GlobalUniforms = extern struct {
matrixWStoVS: vm.Matrix4x4,
matrixVStoCS: vm.Matrix4x4,
matrixSSPXtoCS: vm.Matrix3x2,
ambientLight: vm.Vector3,
};
@@ -96,6 +97,8 @@ pub const ObjectUniforms = extern struct {
};
pub const equirect_to_cube_comp_spv align(4) = @embedFile("shaders/equirect_to_cube_comp.spv").*;
pub const gui_box_vert_spv align(4) = @embedFile("shaders/gui_box_vert.spv").*;
pub const gui_box_frag_spv align(4) = @embedFile("shaders/gui_box_frag.spv").*;
pub const main_vert_spv align(4) = @embedFile("shaders/main_vert.spv").*;
pub const main_frag_spv align(4) = @embedFile("shaders/main_frag.spv").*;
pub const skybox_vert_spv align(4) = @embedFile("shaders/skybox_vert.spv").*;