Mercurial > games > semicongine
diff src/zamikongine/engine.nim @ 489:54a1f8ee208e
big refactoring, part1
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 14 Jan 2023 14:08:00 +0700 |
parents | b4a972bd37d5 |
children | 680c4b8ca28a |
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--- a/src/zamikongine/engine.nim Wed Jan 11 11:55:54 2023 +0700 +++ b/src/zamikongine/engine.nim Sat Jan 14 14:08:00 2023 +0700 @@ -1,3 +1,4 @@ +import std/times import std/typetraits import std/strformat import std/enumerate @@ -13,6 +14,7 @@ import ./buffer import ./thing import ./mesh +import ./descriptor const MAX_FRAMES_IN_FLIGHT = 2 const DEBUG_LOG = not defined(release) @@ -35,10 +37,15 @@ swapchain: VkSwapchainKHR images: seq[VkImage] imageviews: seq[VkImageView] - RenderPipeline = object - shaders*: seq[ShaderProgram] + RenderPipeline[T] = object + device*: VkDevice + shaders*: seq[ShaderProgram[T]] layout*: VkPipelineLayout pipeline*: VkPipeline + uniformLayout*: VkDescriptorSetLayout + vertexBuffers*: seq[(seq[Buffer], uint32)] + indexedVertexBuffers*: seq[(seq[Buffer], Buffer, uint32, VkIndexType)] + uniformBuffers*: array[MAX_FRAMES_IN_FLIGHT, Buffer] QueueFamily = object properties*: VkQueueFamilyProperties hasSurfaceSupport*: bool @@ -51,28 +58,25 @@ formats: seq[VkSurfaceFormatKHR] presentModes: seq[VkPresentModeKHR] Vulkan* = object - debugMessenger: VkDebugUtilsMessengerEXT + debugMessenger*: VkDebugUtilsMessengerEXT instance*: VkInstance deviceList*: seq[PhysicalDevice] device*: Device surface*: VkSurfaceKHR - surfaceFormat: VkSurfaceFormatKHR - frameDimension: VkExtent2D - swapchain: Swapchain - framebuffers: seq[VkFramebuffer] + surfaceFormat*: VkSurfaceFormatKHR + frameDimension*: VkExtent2D + swapchain*: Swapchain + framebuffers*: seq[VkFramebuffer] renderPass*: VkRenderPass - pipeline*: RenderPipeline commandPool*: VkCommandPool commandBuffers*: array[MAX_FRAMES_IN_FLIGHT, VkCommandBuffer] imageAvailableSemaphores*: array[MAX_FRAMES_IN_FLIGHT, VkSemaphore] renderFinishedSemaphores*: array[MAX_FRAMES_IN_FLIGHT, VkSemaphore] inFlightFences*: array[MAX_FRAMES_IN_FLIGHT, VkFence] - vertexBuffers: seq[(seq[Buffer], uint32)] - indexedVertexBuffers: seq[(seq[Buffer], Buffer, uint32, VkIndexType)] Engine* = object - vulkan: Vulkan - window: NativeWindow - currentscenedata: ref Thing + vulkan*: Vulkan + window*: NativeWindow + currentscenedata*: ref Thing proc getAllPhysicalDevices(instance: VkInstance, surface: VkSurfaceKHR): seq[PhysicalDevice] = for vulkanPhysicalDevice in getVulkanPhysicalDevices(instance): @@ -246,10 +250,11 @@ ) checkVkResult device.vkCreateRenderPass(addr(renderPassCreateInfo), nil, addr(result)) -proc setupRenderPipeline[T](device: VkDevice, frameDimension: VkExtent2D, renderPass: VkRenderPass, vertexShader, fragmentShader: static string): RenderPipeline = +proc initRenderPipeline[VertextType, T](device: VkDevice, frameDimension: VkExtent2D, renderPass: VkRenderPass, vertexShader, fragmentShader: static string): RenderPipeline[T] = # load shaders - result.shaders.add(device.initShaderProgram(VK_SHADER_STAGE_VERTEX_BIT, vertexShader)) - result.shaders.add(device.initShaderProgram(VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShader)) + result.device = device + result.shaders.add(initShaderProgram[T](device, VK_SHADER_STAGE_VERTEX_BIT, vertexShader)) + result.shaders.add(initShaderProgram[T](device, VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShader)) var # define which parts can be dynamic (pipeline is fixed after setup) @@ -259,8 +264,8 @@ dynamicStateCount: uint32(dynamicStates.len), pDynamicStates: addr(dynamicStates[0]), ) - vertexbindings = generateInputVertexBinding[T]() - attributebindings = generateInputAttributeBinding[T]() + vertexbindings = generateInputVertexBinding[VertextType]() + attributebindings = generateInputAttributeBinding[VertextType]() # define input data format vertexInputInfo = VkPipelineVertexInputStateCreateInfo( @@ -331,11 +336,13 @@ blendConstants: [0.0'f, 0.0'f, 0.0'f, 0.0'f], ) - # create pipeline + result.uniformLayout = device.createUniformDescriptorLayout(VkShaderStageFlags(VK_SHADER_STAGE_VERTEX_BIT), 0) + var + # "globals" that go into the shader, uniforms etc. pipelineLayoutInfo = VkPipelineLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, - setLayoutCount: 0, - pSetLayouts: nil, + setLayoutCount: 1, + pSetLayouts: addr(result.uniformLayout), pushConstantRangeCount: 0, pPushConstantRanges: nil, ) @@ -443,9 +450,9 @@ checkVkResult device.vkCreateSemaphore(addr(semaphoreInfo), nil, addr(result[1][i])) checkVkResult device.vkCreateFence(addr(fenceInfo), nil, addr(result[2][i])) -proc igniteEngine*(): Engine = +proc igniteEngine*(windowTitle: string): Engine = - result.window = createWindow("Hello triangle") + result.window = createWindow(windowTitle) # setup vulkan functions vkLoad1_0() @@ -488,30 +495,65 @@ ) = result.vulkan.device.device.setupSyncPrimitives() -proc setupPipeline*[T: object, U: uint16|uint32](engine: var Engine, scenedata: ref Thing, vertexShader, fragmentShader: static string) = +proc setupPipeline*[VertexType, UniformType, T: object, IndexType: uint16|uint32](engine: var Engine, scenedata: ref Thing, vertexShader, fragmentShader: static string): RenderPipeline[T] = engine.currentscenedata = scenedata - engine.vulkan.pipeline = setupRenderPipeline[T]( + result = initRenderPipeline[VertexType, T]( engine.vulkan.device.device, engine.vulkan.frameDimension, engine.vulkan.renderPass, vertexShader, fragmentShader, ) - var allmeshes: seq[Mesh[T]] - for mesh in partsOfType[ref Mesh[T]](engine.currentscenedata): + # vertex buffers + var allmeshes: seq[Mesh[VertexType]] + for mesh in partsOfType[ref Mesh[VertexType]](engine.currentscenedata): allmeshes.add(mesh[]) if allmeshes.len > 0: var ubermesh = createUberMesh(allmeshes) - engine.vulkan.vertexBuffers.add createVertexBuffers(ubermesh, engine.vulkan.device.device, engine.vulkan.device.physicalDevice.device, engine.vulkan.commandPool, engine.vulkan.device.graphicsQueue) + result.vertexBuffers.add createVertexBuffers(ubermesh, engine.vulkan.device.device, engine.vulkan.device.physicalDevice.device, engine.vulkan.commandPool, engine.vulkan.device.graphicsQueue) - var allindexedmeshes: seq[IndexedMesh[T, U]] - for mesh in partsOfType[ref IndexedMesh[T, U]](engine.currentscenedata): + # vertex buffers with indexes + var allindexedmeshes: seq[IndexedMesh[VertexType, IndexType]] + for mesh in partsOfType[ref IndexedMesh[VertexType, IndexType]](engine.currentscenedata): allindexedmeshes.add(mesh[]) if allindexedmeshes.len > 0: var indexedubermesh = createUberMesh(allindexedmeshes) - engine.vulkan.indexedVertexBuffers.add createIndexedVertexBuffers(indexedubermesh, engine.vulkan.device.device, engine.vulkan.device.physicalDevice.device, engine.vulkan.commandPool, engine.vulkan.device.graphicsQueue) + result.indexedVertexBuffers.add createIndexedVertexBuffers(indexedubermesh, engine.vulkan.device.device, engine.vulkan.device.physicalDevice.device, engine.vulkan.commandPool, engine.vulkan.device.graphicsQueue) + + # uniform buffers + result.uniformBuffers = createUniformBuffers[MAX_FRAMES_IN_FLIGHT, UniformType]( + engine.vulkan.device.device, + engine.vulkan.device.physicalDevice.device + ) + + +proc runPipeline(commandBuffer: VkCommandBuffer, pipeline: RenderPipeline) = + vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipeline) -proc recordCommandBuffer(renderPass: VkRenderPass, pipeline: VkPipeline, commandBuffer: VkCommandBuffer, framebuffer: VkFramebuffer, frameDimension: VkExtent2D, engine: var Engine) = + for (vertexBufferSet, vertexCount) in pipeline.vertexBuffers: + var + vertexBuffers: seq[VkBuffer] + offsets: seq[VkDeviceSize] + for buffer in vertexBufferSet: + vertexBuffers.add buffer.vkBuffer + offsets.add VkDeviceSize(0) + + vkCmdBindVertexBuffers(commandBuffer, firstBinding=0'u32, bindingCount=2'u32, pBuffers=addr(vertexBuffers[0]), pOffsets=addr(offsets[0])) + vkCmdDraw(commandBuffer, vertexCount=vertexCount, instanceCount=1'u32, firstVertex=0'u32, firstInstance=0'u32) + + for (vertexBufferSet, indexBuffer, indicesCount, indexType) in pipeline.indexedVertexBuffers: + var + vertexBuffers: seq[VkBuffer] + offsets: seq[VkDeviceSize] + for buffer in vertexBufferSet: + vertexBuffers.add buffer.vkBuffer + offsets.add VkDeviceSize(0) + + vkCmdBindVertexBuffers(commandBuffer, firstBinding=0'u32, bindingCount=2'u32, pBuffers=addr(vertexBuffers[0]), pOffsets=addr(offsets[0])) + vkCmdBindIndexBuffer(commandBuffer, indexBuffer.vkBuffer, VkDeviceSize(0), indexType); + vkCmdDrawIndexed(commandBuffer, indicesCount, 1, 0, 0, 0); + +proc recordCommandBuffer(renderPass: VkRenderPass, pipeline: RenderPipeline, commandBuffer: VkCommandBuffer, framebuffer: VkFramebuffer, frameDimension: VkExtent2D) = var beginInfo = VkCommandBufferBeginInfo( sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, @@ -541,41 +583,20 @@ offset: VkOffset2D(x: 0, y: 0), extent: frameDimension ) - checkVkResult commandBuffer.vkBeginCommandBuffer(addr(beginInfo)) - commandBuffer.vkCmdBeginRenderPass(addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) - commandBuffer.vkCmdSetViewport(firstViewport=0, viewportCount=1, addr(viewport)) - commandBuffer.vkCmdSetScissor(firstScissor=0, scissorCount=1, addr(scissor)) - commandBuffer.vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline) - - for (vertexBufferSet, vertexCount) in engine.vulkan.vertexBuffers: - var - vertexBuffers: seq[VkBuffer] - offsets: seq[VkDeviceSize] - for buffer in vertexBufferSet: - vertexBuffers.add buffer.vkBuffer - offsets.add VkDeviceSize(0) - - commandBuffer.vkCmdBindVertexBuffers(firstBinding=0'u32, bindingCount=2'u32, pBuffers=addr(vertexBuffers[0]), pOffsets=addr(offsets[0])) - commandBuffer.vkCmdDraw(vertexCount=vertexCount, instanceCount=1'u32, firstVertex=0'u32, firstInstance=0'u32) + checkVkResult vkBeginCommandBuffer(commandBuffer, addr(beginInfo)) + block: + vkCmdBeginRenderPass(commandBuffer, addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) + vkCmdSetViewport(commandBuffer, firstViewport=0, viewportCount=1, addr(viewport)) + vkCmdSetScissor(commandBuffer, firstScissor=0, scissorCount=1, addr(scissor)) + runPipeline(commandBuffer, pipeline) + vkCmdEndRenderPass(commandBuffer) + checkVkResult vkEndCommandBuffer(commandBuffer) - for (vertexBufferSet, indexBuffer, indicesCount, indexType) in engine.vulkan.indexedVertexBuffers: - var - vertexBuffers: seq[VkBuffer] - offsets: seq[VkDeviceSize] - for buffer in vertexBufferSet: - vertexBuffers.add buffer.vkBuffer - offsets.add VkDeviceSize(0) - - commandBuffer.vkCmdBindVertexBuffers(firstBinding=0'u32, bindingCount=2'u32, pBuffers=addr(vertexBuffers[0]), pOffsets=addr(offsets[0])) - commandBuffer.vkCmdBindIndexBuffer(indexBuffer.vkBuffer, VkDeviceSize(0), indexType); - commandBuffer.vkCmdDrawIndexed(indicesCount, 1, 0, 0, 0); - commandBuffer.vkCmdEndRenderPass() - checkVkResult commandBuffer.vkEndCommandBuffer() - -proc drawFrame(window: NativeWindow, vulkan: var Vulkan, currentFrame: int, resized: bool, engine: var Engine) = - checkVkResult vulkan.device.device.vkWaitForFences(1, addr(vulkan.inFlightFences[currentFrame]), VK_TRUE, high(uint64)) +proc drawFrame(window: NativeWindow, vulkan: var Vulkan, currentFrame: int, resized: bool, pipeline: RenderPipeline) = + checkVkResult vkWaitForFences(vulkan.device.device, 1, addr(vulkan.inFlightFences[currentFrame]), VK_TRUE, high(uint64)) var bufferImageIndex: uint32 - let nextImageResult = vulkan.device.device.vkAcquireNextImageKHR( + let nextImageResult = vkAcquireNextImageKHR( + vulkan.device.device, vulkan.swapchain.swapchain, high(uint64), vulkan.imageAvailableSemaphores[currentFrame], @@ -587,10 +608,10 @@ (vulkan.swapchain, vulkan.framebuffers) = vulkan.recreateSwapchain() elif not (nextImageResult in [VK_SUCCESS, VK_SUBOPTIMAL_KHR]): raise newException(Exception, "Vulkan error: vkAcquireNextImageKHR returned " & $nextImageResult) - checkVkResult vulkan.device.device.vkResetFences(1, addr(vulkan.inFlightFences[currentFrame])) + checkVkResult vkResetFences(vulkan.device.device, 1, addr(vulkan.inFlightFences[currentFrame])) - checkVkResult vulkan.commandBuffers[currentFrame].vkResetCommandBuffer(VkCommandBufferResetFlags(0)) - vulkan.renderPass.recordCommandBuffer(vulkan.pipeline.pipeline, vulkan.commandBuffers[currentFrame], vulkan.framebuffers[bufferImageIndex], vulkan.frameDimension, engine) + checkVkResult vkResetCommandBuffer(vulkan.commandBuffers[currentFrame], VkCommandBufferResetFlags(0)) + vulkan.renderPass.recordCommandBuffer(pipeline, vulkan.commandBuffers[currentFrame], vulkan.framebuffers[bufferImageIndex], vulkan.frameDimension) var waitSemaphores = [vulkan.imageAvailableSemaphores[currentFrame]] waitStages = [VkPipelineStageFlags(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)] @@ -623,13 +644,16 @@ (vulkan.swapchain, vulkan.framebuffers) = vulkan.recreateSwapchain() -proc fullThrottle*(engine: var Engine) = +proc run*(engine: var Engine, pipeline: RenderPipeline, globalUpdate: proc(engine: var Engine, dt: Duration)) = var killed = false currentFrame = 0 resized = false + lastUpdate = getTime() while not killed: + + # process input for event in engine.window.pendingEvents(): case event.eventType: of Quit: @@ -642,38 +666,54 @@ killed = true else: discard - engine.window.drawFrame(engine.vulkan, currentFrame, resized, engine) + + # game logic update + let + now = getTime() + dt = now - lastUpdate + lastUpdate = now + engine.globalUpdate(dt) + for entity in allEntities(engine.currentscenedata): + entity.update(dt) + + # submit frame for drawing + engine.window.drawFrame(engine.vulkan, currentFrame, resized, pipeline) resized = false currentFrame = (currentFrame + 1) mod MAX_FRAMES_IN_FLIGHT; - checkVkResult engine.vulkan.device.device.vkDeviceWaitIdle() + checkVkResult vkDeviceWaitIdle(engine.vulkan.device.device) -proc trash*(engine: var Engine) = - for (bufferset, cnt) in engine.vulkan.vertexBuffers.mitems: +proc trash*(pipeline: var RenderPipeline) = + vkDestroyDescriptorSetLayout(pipeline.device, pipeline.uniformLayout, nil); + vkDestroyPipeline(pipeline.device, pipeline.pipeline, nil) + vkDestroyPipelineLayout(pipeline.device, pipeline.layout, nil) + for shader in pipeline.shaders: + vkDestroyShaderModule(pipeline.device, shader.shader.module, nil) + + for (bufferset, cnt) in pipeline.vertexBuffers.mitems: for buffer in bufferset.mitems: buffer.trash() - for (bufferset, indexbuffer, cnt, t) in engine.vulkan.indexedVertexBuffers.mitems: + for (bufferset, indexbuffer, cnt, t) in pipeline.indexedVertexBuffers.mitems: indexbuffer.trash() for buffer in bufferset.mitems: buffer.trash() + for buffer in pipeline.uniformBuffers.mitems: + buffer.trash() + +proc trash*(engine: var Engine) = + checkVkResult vkDeviceWaitIdle(engine.vulkan.device.device) engine.vulkan.device.device.trash(engine.vulkan.swapchain, engine.vulkan.framebuffers) - checkVkResult engine.vulkan.device.device.vkDeviceWaitIdle() for i in 0 ..< MAX_FRAMES_IN_FLIGHT: engine.vulkan.device.device.vkDestroySemaphore(engine.vulkan.imageAvailableSemaphores[i], nil) engine.vulkan.device.device.vkDestroySemaphore(engine.vulkan.renderFinishedSemaphores[i], nil) engine.vulkan.device.device.vkDestroyFence(engine.vulkan.inFlightFences[i], nil) + engine.vulkan.device.device.vkDestroyRenderPass(engine.vulkan.renderPass, nil) engine.vulkan.device.device.vkDestroyCommandPool(engine.vulkan.commandPool, nil) - engine.vulkan.device.device.vkDestroyPipeline(engine.vulkan.pipeline.pipeline, nil) - engine.vulkan.device.device.vkDestroyPipelineLayout(engine.vulkan.pipeline.layout, nil) - engine.vulkan.device.device.vkDestroyRenderPass(engine.vulkan.renderPass, nil) - - for shader in engine.vulkan.pipeline.shaders: - engine.vulkan.device.device.vkDestroyShaderModule(shader.shader.module, nil) engine.vulkan.instance.vkDestroySurfaceKHR(engine.vulkan.surface, nil) engine.vulkan.device.device.vkDestroyDevice(nil) when DEBUG_LOG: engine.vulkan.instance.vkDestroyDebugUtilsMessengerEXT(engine.vulkan.debugMessenger, nil) engine.window.trash() - engine.vulkan.instance.vkDestroyInstance(nil) + engine.vulkan.instance.vkDestroyInstance(nil) # needs to happen after window is trashed as the driver might have a hook registered for the window destruction