const math = @import("math"); const std = @import("std"); const vk = @import("vulkan.zig"); const c = vk.c; const Mesh = @import("Mesh.zig"); const Texture = vk.Texture; const Camera = @import("Camera.zig"); const Allocator = std.mem.Allocator; const Self = @This(); instance: vk.Instance, surface: vk.Surface, physical_device: vk.PhysicalDevice, device: vk.Device, render_pass: vk.RenderPass, swapchain: vk.Swapchain, graphics_pipeline: vk.GraphicsPipeline, terrain_pipeline: vk.TerrainPipeline, current_frame: u32, mesh: Mesh, transforms: std.ArrayList(math.Transform), previous_time: std.time.Instant, current_image: usize, terrain_vertex: vk.Buffer, terrain_index: vk.Buffer, pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_handle: vk.c.VkSurfaceKHR) !Self { const instance: vk.Instance = .{ .handle = instance_handle }; const surface: vk.Surface = .{ .handle = surface_handle }; var physical_device = try vk.PhysicalDevice.pick(allocator, instance); const device = try physical_device.create_device(surface, allocator, 2); const vertex_shader = try device.initShader("shader_vert"); defer device.deinitShader(vertex_shader); const fragment_shader = try device.initShader("shader_frag"); defer device.deinitShader(fragment_shader); const render_pass = try vk.RenderPass.init(allocator, device, surface, physical_device); const swapchain = try vk.Swapchain.init(allocator, surface, device, physical_device, render_pass); var pipeline_builder = vk.GraphicsPipeline.Builder.init(allocator, device); const mesh = try pipeline_builder.addMesh("assets/models/cube.glb"); var graphics_pipeline = try pipeline_builder.build(swapchain, render_pass, vertex_shader, fragment_shader); const terrain_vertex_shader = try device.initShader("terrain_vert"); defer device.deinitShader(terrain_vertex_shader); const terrain_fragment_shader = try device.initShader("terrain_frag"); defer device.deinitShader(terrain_fragment_shader); var terrain_pipeline = try vk.TerrainPipeline.init(graphics_pipeline, terrain_vertex_shader, terrain_fragment_shader); const perlin: math.PerlinNoise = .{ .seed = 54321 }; const heightmap = try allocator.alloc(u32, 700 * 700); defer allocator.free(heightmap); for (0..700) |x| { for (0..700) |y| { const scale = 0.01; var pixel = (perlin.fbm(@as(f64, @floatFromInt(x)) * scale, @as(f64, @floatFromInt(y)) * scale, 8, 3, 0.5) * 3); pixel = std.math.pow(f64, pixel, 1.2); const gray: u32 = @intFromFloat(pixel * 255); const color: u32 = (255 << 24) | (gray << 16) | (gray << 8) | gray; heightmap[x*700 + y] = color; } } const terrain_vertex, const terrain_index = try Mesh.terrain(allocator, device, 700, 700, 10); const heightmap_texture = try Texture.fromBytes(@alignCast(@ptrCast(heightmap)), device, 700, 700); //const heightmap_texture = try Texture.init("assets/textures/heightmap.png", device); try terrain_pipeline.setHeightmap(device, heightmap_texture); const texture = try Texture.init("assets/textures/container.png", device); const diffuse = try Texture.init("assets/textures/container_specular.png", device); _ = try graphics_pipeline.addTexture(device, texture, diffuse); graphics_pipeline.directional_light.direction = .{-0.2, -1.0, -0.3}; graphics_pipeline.directional_light.ambient = .{0.5, 0.5, 0.5}; graphics_pipeline.directional_light.diffuse = .{0.5, 0.5, 0.5}; graphics_pipeline.directional_light.specular = .{0.5, 0.5, 0.5}; graphics_pipeline.point_lights[0].position = .{0.0, 0.0, 0.0}; graphics_pipeline.point_lights[0].data[0] = 1.0; graphics_pipeline.point_lights[0].data[1] = 0.9; graphics_pipeline.point_lights[0].data[2] = 0.8; graphics_pipeline.point_lights[0].ambient = .{0.2, 0.2, 0.2}; graphics_pipeline.point_lights[0].diffuse = .{0.5, 0.5, 0.5}; graphics_pipeline.point_lights[0].specular = .{1.0, 1.0, 1.0}; graphics_pipeline.point_lights[1].position = .{0.0, 2.0, 0.5}; graphics_pipeline.point_lights[1].data[0] = 1.0; graphics_pipeline.point_lights[1].data[1] = 0.9; graphics_pipeline.point_lights[1].data[2] = 0.8; graphics_pipeline.point_lights[1].ambient = .{0.2, 0.2, 0.2}; graphics_pipeline.point_lights[1].diffuse = .{0.5, 0.5, 0.5}; graphics_pipeline.point_lights[1].specular = .{1.0, 1.0, 1.0}; var transforms = std.ArrayList(math.Transform).init(allocator); try transforms.append(math.Transform.init(.{0.0, 0.5, 1.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0})); try transforms.append(math.Transform.init(.{0.0, 0.0, 0.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0})); return .{ .instance = instance, .surface = surface, .physical_device = physical_device, .device = device, .render_pass = render_pass, .swapchain = swapchain, .graphics_pipeline = graphics_pipeline, .terrain_pipeline = terrain_pipeline, .current_frame = 0, .transforms = transforms, .previous_time = try std.time.Instant.now(), .mesh = mesh, .current_image = undefined, .terrain_vertex = terrain_vertex, .terrain_index = terrain_index, }; } pub fn deinit(self: Self) void { self.device.waitIdle(); self.graphics_pipeline.deinit(self.device); self.swapchain.deinit(self.device); self.render_pass.deinit(self.device); self.device.deinit(); } pub fn setCamera(self: *Self, camera: *Camera) void { const view = camera.getView(); const view_memory = self.graphics_pipeline.view_memory; @memcpy(view_memory[0..@sizeOf(math.Matrix)], std.mem.asBytes(&view)); const view_pos_memory = self.graphics_pipeline.view_pos_memory; const view_pos: [*]f32 = @alignCast(@ptrCast(view_pos_memory)); view_pos[0] = camera.position[0]; view_pos[1] = camera.position[1]; view_pos[2] = camera.position[2]; } pub fn begin(self: *Self) !void { try self.device.waitFence(self.current_frame); const image = try self.swapchain.nextImage(self.device, self.current_frame); try self.device.resetCommand(self.current_frame); try self.device.beginCommand(self.current_frame); self.render_pass.begin(self.swapchain, self.device, image, self.current_frame); self.current_image = image; } pub fn beginGraphics(self: *Self) !void { self.graphics_pipeline.bind(self.device, self.current_frame); self.device.bindVertexBuffer(self.graphics_pipeline.vertex_buffer, self.current_frame); self.device.bindIndexBuffer(self.graphics_pipeline.index_buffer, self.current_frame); self.device.bindDescriptorSets(self.graphics_pipeline, self.current_frame, 0); } pub fn beginTerrain(self: *Self) !void { self.terrain_pipeline.bind(self.device, self.current_frame); self.device.bindTerrainSets(self.terrain_pipeline, self.current_frame); } pub fn setLightCount(self: *Self, count: u32) void { self.device.pushConstant(self.graphics_pipeline, c.VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, @constCast(@ptrCast(&count)), self.current_frame); } pub fn setTransform(self: *Self, transform: u32) void { self.device.pushConstant(self.graphics_pipeline, c.VK_SHADER_STAGE_VERTEX_BIT, 4, 4, @constCast(@ptrCast(&transform)), self.current_frame); } pub fn end(self: *Self) !void { self.render_pass.end(self.device, self.current_frame); try self.device.endCommand(self.current_frame); try self.device.submit(self.swapchain, self.current_image, self.current_frame); self.current_frame = (self.current_frame + 1) % 2; self.device.waitIdle(); }