setup planning (wip)

This commit is contained in:
matthew 2025-11-04 19:28:47 +11:00
parent 119f5f069c
commit 25899ff448
3 changed files with 162 additions and 109 deletions

View File

@ -1,35 +1,51 @@
import dlib;
import vulkan;
const u32 IMG_MAX = 100;
const u32 BUF_MAX = 25;
const u32 UNI_MAX = 50;
const u32 IMG_MAX = 100;
const u32 BUF_MAX = 25;
const u32 UNI_MAX = 50;
const u32 DESC_SET_MAX = 4;
ImageView[256] TEXTURES;
Buffer[256] MATERIALS;
Buffer[256] MODEL_STATES;
DescIndices[DESC_SET_MAX] DESC_INDICES];
struct GameState
{
RenderState rds;
u64 frame;
u64 frame_idx;
}
struct RenderState
{
Renderer rd;
Arena[2] frame_arenas;
Arena perm_arena;
Renderer rd;
Arena[2] frame_arenas;
Arena perm_arena;
PushConst pc;
ShaderGlobals globals;
PushConst pc;
ShaderGlobals globals;
Pipeline[PID.Max] pipelines;
DescSetLayout desc_layout_globals;
DescSetLayout desc_layout_resources;
DescSet[2] desc_set_globals;
DescSet[2] desc_set_resources;
PipelineLayout pipeline_layout_pbr;
Pipeline[PID.Max] pipelines;
DescSetLayout desc_layout_globals;
DescSetLayout desc_layout_resources;
DescSet[2] desc_set_globals;
PipelineLayout pipeline_layout_pbr;
ImageView placeholder_tex;
Buffer globals_buffer;
ImageView[] textures;
Buffer[] materials;
Buffer[] model_states;
u64 itex, imat, istate;
ImageView placeholder_tex;
Buffer globals_buffer;
}
struct DescIndices
{
u32 tex;
u32 mat;
u32 state;
}
struct ShaderGlobals
@ -41,15 +57,39 @@ struct ShaderGlobals
f32 alpha = 0.0;
}
struct MeshPart
{
u32 mat;
u32 offset;
u32 length;
PushConst pc;
alias pc this;
}
struct ModelData
{
MeshPart[] parts;
ModelState state;
Vertex[] v;
u32[] idx;
TextureData[] tex;
}
struct TextureData
{
u8[] name;
u8[] data;
u32 width;
u32 height;
u32 ch;
}
struct Model
{
Buffer v_buf;
Buffer i_buf;
Buffer s_buf;
ModelState state;
ModelRenderInfo info;
Vertex[] v;
u32[] idx;
Buffer v_buf;
Buffer i_buf;
MeshPart[] parts;
}
struct ModelRenderInfo
@ -65,6 +105,15 @@ struct ModelState
Mat4 matrix;
}
struct Material
{
Vec4 ambient;
Vec4 diffuse;
Vec4 specular;
float shininess;
float alpha;
}
enum PBRMod : u32
{
AlbedoValue = 0x0001,
@ -101,7 +150,12 @@ enum PipelineID : u32
alias PID = PipelineID;
const PID[] PBR_PIPELINES = [PID.PBRVVVV, PID.PBRTVVV, PID.PBRVTVV, PID.PBRVVTV, PID.PBRVVVT, PID.PBRTTVV, PID.PBRTVTV, PID.PBRTVVT, PID.PBRVTTV, PID.PBRVTVT, PID.PBRVVTT, PID.PBRTTTV, PID.PBRTTVT, PID.PBRTVTT, PID.PBRVTTT, PID.PBRTTTT];
const PID[] PBR_PIPELINES = [
PID.PBRVVVV, PID.PBRTVVV, PID.PBRVTVV, PID.PBRVVTV,
PID.PBRVVVT, PID.PBRTTVV, PID.PBRTVTV, PID.PBRTVVT,
PID.PBRVTTV, PID.PBRVTVT, PID.PBRVVTT, PID.PBRTTTV,
PID.PBRTTVT, PID.PBRTVTT, PID.PBRVTTT, PID.PBRTTTT,
];
struct PushConst
{
@ -137,7 +191,7 @@ struct Vertex
Vec2 uv;
}
Model g_box;
ModelData g_box;
GameState
InitGame(PlatformWindow* window)
@ -148,34 +202,6 @@ InitGame(PlatformWindow* window)
return g;
}
void
RunCycle(GameState* g)
{
g.frame_idx = g.frame % 2;
Reset(&g.rds.frame_arenas[g.frame_idx]);
Renderer* rd = &g.rds.rd;
BeginFrame(rd);
BeginRendering(rd);
PushConstants(rd, g.rds.pipelines[g_box.info.pid], &g_box.info.pc);
Bind(rd, g.rds.pipelines[g_box.info.pid], [g.rds.desc_set_globals[g.frame_idx], g.rds.desc_set_resources[g.frame_idx]]);
BindBuffers(rd, &g_box.i_buf, &g_box.v_buf);
DrawIndexed(rd, cast(u32)g_box.idx.length, 1, 0);
FinishRendering(rd);
SubmitAndPresent(rd);
g.frame += 1;
}
void
Init(RenderState* rds, PlatformWindow* window)
{
@ -187,6 +213,12 @@ Init(RenderState* rds, PlatformWindow* window)
};
}
const u64 resource_max = 256;
rds.textures = TEXTURES;
rds.materials = MATERIALS;
rds.model_states = MODEL_STATES;
DescLayoutBinding[3] global_bindings = [
{ binding: 0, descriptorType: DT.Uniform, descriptorCount: 1, stageFlags: SS.All },
{ binding: 1, descriptorType: DT.StorageTexelBuf, descriptorCount: 1, stageFlags: SS.All },
@ -194,9 +226,12 @@ Init(RenderState* rds, PlatformWindow* window)
];
DescLayoutBinding[3] resource_bindings = [
{ binding: 0, descriptorType: DT.Image, descriptorCount: IMG_MAX, stageFlags: SS.All },
{ binding: 1, descriptorType: DT.Uniform, descriptorCount: BUF_MAX, stageFlags: SS.All },
{ binding: 2, descriptorType: DT.Uniform, descriptorCount: UNI_MAX, stageFlags: SS.All },
{ binding: 0, descriptorType: DT.Image, descriptorCount: 1, stageFlags: SS.All },
{ binding: 1, descriptorType: DT.Image, descriptorCount: 1, stageFlags: SS.All },
{ binding: 2, descriptorType: DT.Image, descriptorCount: 1, stageFlags: SS.All },
{ binding: 3, descriptorType: DT.Image, descriptorCount: 1, stageFlags: SS.All },
{ binding: 4, descriptorType: DT.Uniform, descriptorCount: 1, stageFlags: SS.All },
{ binding: 5, descriptorType: DT.Uniform, descriptorCount: 1, stageFlags: SS.All },
];
Attribute[5] attributes = [
@ -222,7 +257,6 @@ Init(RenderState* rds, PlatformWindow* window)
foreach(i; 0 .. 2)
{
rds.desc_set_globals[i] = AllocDescSet(&rds.rd, rds.desc_layout_globals);
rds.desc_set_resources[i] = AllocDescSet(&rds.rd, rds.desc_layout_resources);
}
u32[4] spec_data;
@ -280,27 +314,8 @@ Init(RenderState* rds, PlatformWindow* window)
CreateImageView(&rds.rd, &rds.placeholder_tex, 32, 32, 4, placeholder_tex);
CreateBuffer(&rds.rd, &rds.globals_buffer, BT.Uniform, ShaderGlobals.sizeof, false);
bool transfer = Transfer(&rds.rd, &rds.globals_buffer, &rds.globals);
assert(transfer);
g_box = MakeBox(rds, 6.0, 6.0, Vec4(0.3, 0.4, 0.8, 1.0));
CreateBuffer(&rds.rd, &g_box.v_buf, BT.Vertex, g_box.v.length * Vertex.sizeof, false);
CreateBuffer(&rds.rd, &g_box.i_buf, BT.Index, g_box.idx.length * u32.sizeof, false);
CreateBuffer(&rds.rd, &g_box.s_buf, BT.Uniform, ModelState.sizeof, false);
transfer = Transfer(&rds.rd, &g_box.v_buf, g_box.v);
transfer &= Transfer(&rds.rd, &g_box.i_buf, g_box.idx);
transfer &= Transfer(&rds.rd, &g_box.s_buf, &g_box.state);
assert(transfer);
Write(&rds.rd, rds.desc_set_globals[0], &rds.globals_buffer, 0, DT.Uniform);
Write(&rds.rd, rds.desc_set_globals[1], &rds.globals_buffer, 0, DT.Uniform);
Write(&rds.rd, rds.desc_set_resources[0], &g_box.s_buf, 2, 0, DT.Uniform);
Write(&rds.rd, rds.desc_set_resources[1], &g_box.s_buf, 2, 0, DT.Uniform);
g_box = MakeBox
}
PipelineID
@ -366,26 +381,24 @@ GetPBRMod(bool albedo = false, bool ambient = false, bool specular = false, bool
}
}
Model
ModelData
MakeBox(RenderState* rds, f32 width, f32 height, Vec4 col)
{
Model box = {
v: Alloc!(Vertex)(&rds.perm_arena, 8),
idx: Alloc!(u32)(&rds.perm_arena, 36),
info: {
pid: PID.PBRVVVV,
},
ModelData box = {
v: Alloc!(Vertex)(&rds.frame_arenas[0], 8),
idx: Alloc!(u32)(&rds.frame_arenas[0], 36),
parts: Alloc!(MeshPart)(&rds.frame_arenas[0], 1),
state: {
matrix: Mat4Identity(),
},
};
const Vec3[8] positions = [
static const Vec3[8] positions = [
Vec3(-1.0, 0.0, -1.0), Vec3(+1.0, 0.0, -1.0), Vec3(+1.0, 1.0, -1.0), Vec3(-1.0, 1.0, -1.0),
Vec3(-1.0, 0.0, +1.0), Vec3(+1.0, 0.0, +1.0), Vec3(+1.0, 1.0, +1.0), Vec3(-1.0, 1.0, +1.0),
];
const u32[36] indices = [
static const u32[36] indices = [
0, 1, 3, 3, 1, 2,
1, 5, 2, 2, 5, 6,
5, 4, 6, 6, 4, 7,
@ -403,10 +416,55 @@ MakeBox(RenderState* rds, f32 width, f32 height, Vec4 col)
}
box.idx[] = indices[];
box.parts[0].mat = 0;
box.parts[0].offset = 0;
box.parts[0].length = indices.length;
return box;
}
Model
Upload(RenderState* rds, ModelData* data)
{
Model model;
u32[] tex_idx = Alloc!(&rds.frame_arenas[0], data.text.length);
u32[] mat_idx = Alloc!(&rds.frame_arenas[0], data.materials.length);
u32[] state_idx = Alloc!(&rds.frame_arenas[0], data.model_states.length);
bool result = true;
result &= Transfer(&rds.rd, &model.v_buf, data.v);
result &= Transfer(&rds.rd, &model.i_buf, data.idx);
assert(result);
for(u64 i = 0; i < data.tex.length; i += 1)
{
TextureData* tex = &data.tex[i];
ImageView* view = &rds.textures[rds.itex++];
CreateImageView(&rds.rd, view, tex.width, tex.height, tex.ch, tex.data);
}
for(u64 i = 0; i < data.materials.length; i += 1)
{
Buffer* buf = &rds.materials[rds.imat++];
CreateBuffer(&rds.rd, buf, BT.Uniform, Material.sizeof);
result = Transfer(&rds.rd, buf, )
}
for(u64 i = 0; i < data.model_states.length; i += 1)
{
Buffer* buf = &rds.model_states[rds.istate++];
CreateBuffer(&rds)
}
model.parts = data.parts;
}
DescIndices*
GetDescIndices()
unittest
{
with(PBRMod) with(PID)

View File

@ -8,6 +8,7 @@ import core.stdc.string : memcpy;
void main(string[] argv)
{
PlatformWindow window = CreateWindow("Video Game", 1920, 1080);
StartPlatformThread(&window);
GameState g = InitGame(&window);

View File

@ -16,8 +16,7 @@ layout (constant_id = 3) const bool ALPHA_TEX = false;
// SET 0
layout (rgba16f, set = 0, binding = 0) uniform image2D DrawImage;
layout (set = 0, binding = 1) uniform sampler SamplerNearest;
layout ( set = 0, binding = 1) uniform sampler SamplerNearest;
// SET 1
@ -29,26 +28,25 @@ layout (set = 1, binding = 0) uniform Globals {
vec3 light_direction;
vec2 res;
} G;
layout (set = 1, binding = 1, rg32ui) uniform coherent uimageBuffer ImageABuffer;
layout (set = 1, binding = 2, r32ui) uniform coherent uimage2D ImageAux;
// SET 2
layout (set = 2, binding = 0) uniform texture2D Textures[IMG_MAX];
layout (set = 2, binding = 1) uniform Material {
layout (set = 2, binding = 0) uniform texture2D AlbedoTex;
layout (set = 2, binding = 1) uniform texture2D AmbientTex;
layout (set = 2, binding = 2) uniform texture2D SpecularTex;
layout (set = 2, binding = 3) uniform texture2D AlphaTex;
layout (set = 2, binding = 4) uniform MaterialData {
vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
float alpha;
} Materials[BUF_MAX];
layout (set = 2, binding = 2) uniform ModelState {
} Material;
layout (set = 2, binding = 5) uniform ModelState {
mat4 model_matrix;
} State[UNI_MAX];
} State;
// PUSH CONSTANTS
@ -63,13 +61,9 @@ layout (push_constant) uniform PushConstants {
// ALIAS MACROS
#define ModelMatrix State[PC.s0].model_matrix
#define AlbedoTex Textures[PC.t0]
#define AmbientTex Textures[PC.t1]
#define SpecularTex Textures[PC.t2]
#define AlphaTex Textures[PC.t3]
#define ModelAmbient Materials[PC.m0].ambient
#define ModelDiffuse Materials[PC.m0].diffuse
#define ModelSpecular Materials[PC.m0].specular
#define ModelShininess Materials[PC.m0].shininess
#define ModelAlpha Materials[PC.m0].alpha
#define ModelMatrix State.model_matrix
#define ModelAmbient Material.ambient
#define ModelDiffuse Material.diffuse
#define ModelSpecular Material.specular
#define ModelShininess Material.shininess
#define ModelAlpha Material.alpha