VoxelEngine2/src/scene/mod.rs
2025-02-12 14:48:52 +01:00

273 lines
No EOL
10 KiB
Rust

mod oct_tree;
mod empty_volume;
mod light;
mod memorizable;
use anyhow::Ok;
use light::{DirectionalLight, LightSource};
use vulkanalia::prelude::v1_0::*;
use anyhow::Result;
use cgmath::{vec2, vec3, Vector3};
use std::cell::RefCell;
use std::rc::Rc;
use crate::scene::memorizable::Memorizable;
use crate::app_data::AppData;
use crate::buffer;
use crate::primitives::rec_cuboid::Cuboid;
use crate::vertex;
use crate::primitives::cube::Cube;
use crate::primitives::drawable::Drawable;
use crate::scene::oct_tree::{OctTree, OctTreeIter, CHUNK_SIZE};
use crate::scene::empty_volume::EmptyVolume;
use crate::scene::light::PointLight;
extern crate rand;
use rand::Rng;
#[repr(C)]
#[derive(Clone, Debug, Default)]
pub struct Scene {
pub vertices: Vec<vertex::Vertex>,
pub sized_vertices: Vec<vertex::SizedVertex>,
pub rt_vertices: Vec<vertex::RTVertex>,
pub indices_cube: Vec<u32>,
pub indices_cuboid: Vec<u32>,
pub indices_rt: Vec<u32>,
pub vertex_buffer_cube: vk::Buffer,
pub vertex_buffer_memory_cube: vk::DeviceMemory,
pub index_buffer_cube: vk::Buffer,
pub index_buffer_memory_cube: vk::DeviceMemory,
pub vertex_buffer_cuboid: vk::Buffer,
pub vertex_buffer_memory_cuboid: vk::DeviceMemory,
pub index_buffer_cuboid: vk::Buffer,
pub index_buffer_memory_cuboid: vk::DeviceMemory,
pub vertex_buffer_quad: vk::Buffer,
pub vertex_buffer_memory_quad: vk::DeviceMemory,
pub index_buffer_quad: vk::Buffer,
pub index_buffer_memory_quad: vk::DeviceMemory,
pub rt_memory: Vec<u32>,
point_lights: Vec<Rc<RefCell<PointLight>>>,
directional_lights: Vec<Rc<RefCell<DirectionalLight>>>,
}
impl Scene {
pub unsafe fn prepare_data(&mut self, instance: &vulkanalia::Instance, device: &vulkanalia::Device, data: &mut AppData) -> Result<()> {
let mut rng = rand::thread_rng();
let grid_size = CHUNK_SIZE as i32;
// todo store the chunks somewhere (or only use them as intermediary for neighbouthood calculation idc)
let mut oct_tree: OctTree<Cube> = OctTree::create(CHUNK_SIZE)?;
for x_index in 0..grid_size {
for y_index in 0..grid_size {
let shade = (rng.gen_range(0..50) as f32) / 100.0;
let cube = Cube {
pos: vec3(x_index as f32, y_index as f32, 5.0),
color: vec3(shade, 1.0, shade),
tex_coord: vec2(0.0, 0.0),
transparent: false,
roughness: 0,
};
oct_tree.set_cube(cube.clone());
}
}
let shade = (rng.gen_range(0..25) as f32) / 100.0;
let cube = Cube {
pos: vec3(10.0, 10.0, 10.0),
color: vec3(1.0, 0.0, 0.0),
tex_coord: vec2(0.0, 0.0),
transparent: true,
roughness: 32,
};
oct_tree.set_cube(cube.clone());
let cube = Cube {
pos: vec3(10.0, 10.0, 9.0),
color: vec3(1.0, 0.0, 0.0),
tex_coord: vec2(0.0, 0.0),
transparent: true,
roughness: 32,
};
oct_tree.set_cube(cube.clone());
self.point_lights.push(Rc::new(RefCell::new(PointLight { pos: vec3(11.0, 11.0, 11.0), color: vec3(1.0, 1.0, 1.0), memory_start: 0 })));
self.point_lights.push(Rc::new(RefCell::new(PointLight { pos: vec3(9.0, 9.0, 11.0), color: vec3(0.5, 0.5, 0.5), memory_start: 0 })));
self.directional_lights.push(Rc::new(RefCell::new(DirectionalLight { direction: vec3(1.0, 1.0, -1.0), color: vec3(0.1, 0.1, 0.1), memory_start: 0 })));
let empty_volumes: Vec<Rc<RefCell<EmptyVolume>>>;
(empty_volumes, _) = EmptyVolume::from_oct_tree(&oct_tree);
println!("number of empty volumes is {}", empty_volumes.len());
let oct_tree_iter = OctTreeIter::create(&oct_tree)?;
for item in oct_tree_iter {
let sized_index = self.sized_vertices.len();
let index = self.vertices.len();
match item {
Some(cube) => {
/*if (cube.pos.x + cube.pos.y) as usize % 2 == 0{
/**/
let cuboid = Cuboid {
pos: cube.pos,
color: cube.color,
tex_coord: cube.tex_coord,
size: Vector3 {x: 1.0, y: 1.0, z: 1.0},
};
cuboid.draw(&data.topology, sized_index, self);
}
else {
cube.draw(&data.topology, index, self);
}*/
//cube.draw(&data.topology, index, self);
}
None => {}
}
}
let cube = Cuboid {
pos: vec3(11.0, 11.0, 11.0),
color: vec3(1.0, 1.0, 1.0),
tex_coord: vec2(0.0, 0.0),
size: Vector3 {x: 0.5, y: 0.5, z: 0.5}
};
let index = self.sized_vertices.len();
cube.draw(&data.topology, index, self);
let cube = Cuboid {
pos: vec3(9.0, 9.0, 11.0),
color: vec3(1.0, 1.0, 1.0),
tex_coord: vec2(0.0, 0.0),
size: Vector3 {x: 0.5, y: 0.5, z: 0.5}
};
let index = self.sized_vertices.len();
cube.draw(&data.topology, index, self);
let mut memory_index = 6;
// 0 - location for the maximum number of lights referenced per chunk (also will be the invalid memory allocation for pointing to a nonexistant neighbor)
// 1 - location for the max iterations per light
// 2 - diffuse raster samples (2*n + 1) * (2*n + 1) so as to always have at least the central fragment covered
// 3 - diffuse raster size
// 4 - max recursive rays
// 5 - diffuse rays per hit
for light in LightsIter::new(self) {
light.borrow_mut().set_memory_start(memory_index);
memory_index += light.borrow_mut().get_buffer_mem_size(data) as usize;
}
for volume in &empty_volumes {
volume.borrow_mut().set_memory_start(memory_index);
memory_index += volume.borrow().get_buffer_mem_size(data) as usize;
}
for volume in &empty_volumes {
let quads = volume.borrow().to_quads();
for quad in quads {
quad.draw(&data.topology, self.rt_vertices.len(), self);
}
}
println!("Memory size is {} kB, max indes is {}", memory_index * 32 / 8 /1024 + 1, memory_index);
let mut volume_vec = vec![data.num_lights_per_volume; memory_index];
volume_vec[1] = data.max_iterations_per_light;
volume_vec[2] = data.diffuse_raster_steps;
volume_vec[3] = u32::from_ne_bytes(data.diffuse_raster_size.to_ne_bytes());
volume_vec[4] = data.max_recursive_rays;
volume_vec[5] = data.diffuse_rays_per_hit;
for volume in &empty_volumes {
volume_vec = volume.borrow().insert_into_memory(volume_vec, data, &self);
}
for light in LightsIter::new(self) {
volume_vec = light.borrow().insert_into_memory(volume_vec, data, &self);
}
//println!("volume_vec print {:?}", volume_vec);
self.rt_memory = volume_vec;
data.scene_rt_memory_size = (self.rt_memory.len() * 4) as u64; // size of the needed buffer size in bytes
if self.vertices.len() != 0 {
(self.vertex_buffer_cube, self.vertex_buffer_memory_cube) = buffer::create_vertex_buffer(instance, device, &data, &self.vertices)?;
(self.index_buffer_cube, self.index_buffer_memory_cube) = buffer::create_index_buffer(&instance, &device, &data, &self.indices_cube)?;
}
if self.sized_vertices.len() != 0 {
(self.vertex_buffer_cuboid, self.vertex_buffer_memory_cuboid) = buffer::create_vertex_buffer(instance, device, &data, &self.sized_vertices)?;
(self.index_buffer_cuboid, self.index_buffer_memory_cuboid) = buffer::create_index_buffer(&instance, &device, &data, &self.indices_cuboid)?;
}
if self.rt_vertices.len() != 0 {
(self.vertex_buffer_quad, self.vertex_buffer_memory_quad) = buffer::create_vertex_buffer(instance, device, &data, &self.rt_vertices)?;
(self.index_buffer_quad, self.index_buffer_memory_quad) = buffer::create_index_buffer(&instance, &device, &data, &self.indices_rt)?;
}
Ok(())
}
pub unsafe fn destroy(&mut self, device: &vulkanalia::Device) {
device.destroy_buffer(self.index_buffer_cube, None);
device.free_memory(self.index_buffer_memory_cube, None);
device.destroy_buffer(self.vertex_buffer_cube, None);
device.free_memory(self.vertex_buffer_memory_cube, None);
device.destroy_buffer(self.index_buffer_cuboid, None);
device.free_memory(self.index_buffer_memory_cuboid, None);
device.destroy_buffer(self.vertex_buffer_cuboid, None);
device.free_memory(self.vertex_buffer_memory_cuboid, None);
device.destroy_buffer(self.index_buffer_quad, None);
device.free_memory(self.index_buffer_memory_quad, None);
device.destroy_buffer(self.vertex_buffer_quad, None);
device.free_memory(self.vertex_buffer_memory_quad, None);
}
fn get_light_iter(&self) -> LightsIter {
LightsIter::new(self)
}
}
pub struct LightsIter<'a> {
light_index: usize,
scene: &'a Scene,
}
impl<'a> LightsIter<'a> {
fn new(scene: &'a Scene) -> Self {
LightsIter {light_index: 0, scene: scene}
}
}
impl<'a> Iterator for LightsIter<'a> {
type Item = Rc<RefCell<dyn LightSource>>;
fn next(&mut self) -> Option<Self::Item> {
if self.light_index >= self.scene.point_lights.len() {
if self.light_index - self.scene.point_lights.len() >= self.scene.directional_lights.len() {
None
} else {
let result = self.scene.directional_lights[self.light_index - self.scene.point_lights.len()].clone();
self.light_index += 1;
Some(result)
}
} else {
let result = self.scene.point_lights[self.light_index].clone();
self.light_index += 1;
Some(result)
}
}
}