hotham 0.2.0

A framework for creating incredible standalone VR experiences
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
use std::{ffi::CStr, io::Cursor, mem::size_of, time::Instant};

pub static CLEAR_VALUES: [vk::ClearValue; 2] = [
    vk::ClearValue {
        color: vk::ClearColorValue {
            float32: [0.0, 0.0, 0.0, 1.0],
        },
    },
    vk::ClearValue {
        depth_stencil: vk::ClearDepthStencilValue {
            depth: 1.0,
            stencil: 0,
        },
    },
];

use crate::{
    buffer::Buffer,
    camera::Camera,
    components::Material,
    frame::Frame,
    image::Image,
    resources::{VulkanContext, XrContext},
    scene_data::{SceneData, SceneParams},
    swapchain::Swapchain,
    texture::Texture,
    vertex::Vertex,
    COLOR_FORMAT, DEPTH_ATTACHMENT_USAGE_FLAGS, DEPTH_FORMAT, VIEW_COUNT,
};
use anyhow::Result;
use ash::{
    prelude::VkResult,
    vk::{self, Handle},
};
use nalgebra::Matrix4;
use openxr as xr;

#[derive(Debug, Copy, Clone)]
pub struct DescriptorSetLayouts {
    pub scene_data_layout: vk::DescriptorSetLayout,
    pub textures_layout: vk::DescriptorSetLayout,
    pub mesh_layout: vk::DescriptorSetLayout,
}

#[derive(Clone)]
pub struct RenderContext {
    pub frames: Vec<Frame>,
    pub descriptor_set_layouts: DescriptorSetLayouts,
    pub pipeline_layout: vk::PipelineLayout,
    pub pipeline: vk::Pipeline,
    pub render_pass: vk::RenderPass,
    pub depth_image: Image,
    pub colour_image: Image,
    pub render_area: vk::Rect2D,
    pub scene_data: SceneData,
    pub scene_data_buffer: Buffer<SceneData>,
    pub scene_params_buffer: Buffer<SceneParams>,
    pub scene_data_descriptor_sets: Vec<vk::DescriptorSet>,
    pub render_start_time: Instant,
    pub cameras: Vec<Camera>,
    pub views: Vec<xr::View>,
    pub last_frame_time: Instant,
    pub frame_index: usize,
}

impl Drop for RenderContext {
    fn drop(&mut self) {
        // TODO: fix

        // unsafe {
        // self.vulkan_context
        //     .device
        //     .queue_wait_idle(self.vulkan_context.graphics_queue)
        //     .expect("Unable to wait for queue to become idle!");

        // // for layout in &self.descriptor_set_layouts {
        // //     self.vulkan_context
        // //         .device
        // //         .destroy_descriptor_set_layout(*layout, None);
        // // }
        // self.depth_image.destroy(&self.vulkan_context);
        // self.uniform_buffer.destroy(&self.vulkan_context);
        // for frame in self.frames.drain(..) {
        //     frame.destroy(&self.vulkan_context);
        // }
        // self.vulkan_context
        //     .device
        //     .destroy_pipeline_layout(self.pipeline_layout, None);
        // self.vulkan_context
        //     .device
        //     .destroy_render_pass(self.render_pass, None);
        // self.vulkan_context
        //     .device
        //     .destroy_pipeline(self.pipeline, None);
        // }
    }
}

impl RenderContext {
    pub fn new(vulkan_context: &VulkanContext, xr_context: &XrContext) -> Result<Self> {
        println!("[HOTHAM_RENDERER] Creating renderer..");
        let xr_swapchain = &xr_context.swapchain;
        let swapchain_resolution = xr_context.swapchain_resolution;

        // Build swapchain
        let swapchain = Swapchain::new(xr_swapchain, swapchain_resolution)?;
        Self::new_from_swapchain(vulkan_context, &swapchain)
    }

    pub(crate) fn new_from_swapchain(
        vulkan_context: &VulkanContext,
        swapchain: &Swapchain,
    ) -> Result<Self> {
        let render_area = vk::Rect2D {
            extent: swapchain.resolution,
            offset: vk::Offset2D::default(),
        };

        let descriptor_set_layouts = create_descriptor_set_layouts(vulkan_context)?;

        // Pipeline, render pass
        let render_pass = create_render_pass(vulkan_context)?;
        let pipeline_layout = create_pipeline_layout(
            vulkan_context,
            &[
                descriptor_set_layouts.scene_data_layout,
                descriptor_set_layouts.textures_layout,
                descriptor_set_layouts.mesh_layout,
            ],
        )?;
        let pipeline = create_pipeline(vulkan_context, pipeline_layout, &render_area, render_pass)?;

        // Depth image, shared between frames
        let depth_image = vulkan_context.create_image(
            DEPTH_FORMAT,
            &swapchain.resolution,
            DEPTH_ATTACHMENT_USAGE_FLAGS,
            2,
            1,
        )?;

        // Colour image, used for MSAA.
        let colour_image = vulkan_context.create_image(
            COLOR_FORMAT,
            &swapchain.resolution,
            vk::ImageUsageFlags::TRANSIENT_ATTACHMENT | vk::ImageUsageFlags::COLOR_ATTACHMENT,
            2,
            1,
        )?;

        // Create all the per-frame resources we need
        let frames = create_frames(
            vulkan_context,
            &render_pass,
            swapchain,
            &depth_image,
            &colour_image,
        )?;

        println!("[HOTHAM_RENDERER] Creating UBO..");
        let scene_data = SceneData::default();
        let scene_data_buffer = Buffer::new(
            vulkan_context,
            &[scene_data],
            vk::BufferUsageFlags::UNIFORM_BUFFER,
        )?;

        let scene_params = SceneParams::default();
        let scene_params_buffer = Buffer::new(
            vulkan_context,
            &[scene_params],
            vk::BufferUsageFlags::UNIFORM_BUFFER,
        )?;

        let diffuse_ibl = Texture::from_ktx2(
            "Diffuse IBL",
            include_bytes!("../../data/diffuse_ibl.ktx2"),
            vulkan_context,
        )?;
        let specular_ibl = Texture::from_ktx2(
            "Specular IBL",
            include_bytes!("../../data/specular_ibl.ktx2"),
            vulkan_context,
        )?;
        let brdf_lut = Texture::from_ktx2(
            "BRDF LUT",
            include_bytes!("../../data/brdf_lut.ktx2"),
            vulkan_context,
        )?;

        let scene_data_descriptor_sets = vulkan_context.create_scene_data_descriptor_sets(
            descriptor_set_layouts.scene_data_layout,
            &scene_data_buffer,
            &scene_params_buffer,
            &diffuse_ibl,
            &specular_ibl,
            &brdf_lut,
        )?;

        println!("[HOTHAM_RENDERER] ..done! {:?}", scene_data_buffer);

        println!("[HOTHAM_RENDERER] Done! Renderer initialised!");

        Ok(Self {
            frames,
            descriptor_set_layouts,
            pipeline,
            pipeline_layout,
            render_pass,
            frame_index: 0,
            depth_image,
            colour_image,
            render_area,
            scene_data,
            scene_data_buffer,
            scene_params_buffer,
            scene_data_descriptor_sets,
            render_start_time: Instant::now(),
            cameras: vec![Default::default(); 2],
            views: Vec::new(),
            last_frame_time: Instant::now(),
        })
    }

    // TODO: Make this update the scene data rather than creating a new one
    pub(crate) fn update_scene_data(
        &mut self,
        views: &[xr::View],
        vulkan_context: &VulkanContext,
    ) -> Result<()> {
        self.views = views.to_owned();

        // View (camera)
        let view_matrices = &self
            .cameras
            .iter_mut()
            .enumerate()
            .map(|(n, c)| c.update(&views[n]))
            .collect::<Result<Vec<_>>>()?;

        // Projection
        let near = 0.05;
        let far = 100.0;

        let view = [view_matrices[0], view_matrices[1]];
        let fov_left = views[0].fov;
        let fov_right = views[1].fov;
        if self.frame_index == 1 {
            println!(
                "[FOV Left]: up: {} down: {}, left: {}, right: {}",
                fov_left.angle_up, fov_left.angle_down, fov_left.angle_left, fov_left.angle_right
            );
            println!(
                "[FOV Right]: up: {} down: {}, left: {}, right: {}",
                fov_right.angle_up,
                fov_right.angle_down,
                fov_right.angle_left,
                fov_right.angle_right
            );
        }

        let projection = [
            get_projection(fov_left, near, far),
            get_projection(fov_right, near, far),
        ];

        let camera_position = [self.cameras[0].position(), self.cameras[1].position()];
        if self.frame_index == 0 {
            println!("Camera position: {:?}", camera_position);
        }

        self.scene_data = SceneData {
            view,
            projection,
            camera_position,
        };

        self.scene_data_buffer
            .update(vulkan_context, &[self.scene_data])?;

        Ok(())
    }

    pub(crate) fn begin_frame(&self, vulkan_context: &VulkanContext, swapchain_image_index: usize) {
        // Get the values we need to start the frame..
        let device = &vulkan_context.device;
        let frame = &self.frames[swapchain_image_index];
        let command_buffer = frame.command_buffer;

        // Wait for the GPU to be ready.
        self.wait(device, frame);

        // Begin recording the command buffer.
        unsafe {
            device
                .begin_command_buffer(
                    command_buffer,
                    &vk::CommandBufferBeginInfo::builder()
                        .flags(vk::CommandBufferUsageFlags::ONE_TIME_SUBMIT),
                )
                .unwrap();
        }
    }

    pub(crate) fn begin_pbr_render_pass(
        &self,
        vulkan_context: &VulkanContext,
        swapchain_image_index: usize,
    ) {
        // Get the values we need to start a renderpass
        let device = &vulkan_context.device;
        let frame = &self.frames[swapchain_image_index];
        let command_buffer = frame.command_buffer;
        let framebuffer = frame.framebuffer;

        // Begin the renderpass.
        let render_pass_begin_info = vk::RenderPassBeginInfo::builder()
            .render_pass(self.render_pass)
            .framebuffer(framebuffer)
            .render_area(self.render_area)
            .clear_values(&CLEAR_VALUES);

        unsafe {
            device.cmd_begin_render_pass(
                command_buffer,
                &render_pass_begin_info,
                vk::SubpassContents::INLINE,
            );
            device.cmd_bind_pipeline(
                command_buffer,
                vk::PipelineBindPoint::GRAPHICS,
                self.pipeline,
            );
            device.cmd_bind_descriptor_sets(
                command_buffer,
                vk::PipelineBindPoint::GRAPHICS,
                self.pipeline_layout,
                0,
                &self.scene_data_descriptor_sets,
                &[],
            );
        }
    }

    pub(crate) fn end_pbr_render_pass(
        &mut self,
        vulkan_context: &VulkanContext,
        swapchain_image_index: usize,
    ) {
        let device = &vulkan_context.device;
        let frame = &self.frames[swapchain_image_index];
        let command_buffer = frame.command_buffer;
        unsafe {
            device.cmd_end_render_pass(command_buffer);
        }
    }

    pub(crate) fn end_frame(
        &mut self,
        vulkan_context: &VulkanContext,
        swapchain_image_index: usize,
    ) {
        // Get the values we need to end the renderpass
        let device = &vulkan_context.device;
        let frame = &self.frames[swapchain_image_index];
        let command_buffer = frame.command_buffer;
        let graphics_queue = vulkan_context.graphics_queue;

        // End the render pass and submit.
        unsafe {
            device.end_command_buffer(command_buffer).unwrap();
            let fence = frame.fence;
            let submit_info = vk::SubmitInfo::builder()
                .command_buffers(&[command_buffer])
                .build();
            device
                .queue_submit(graphics_queue, &[submit_info], fence)
                .unwrap();
        }

        self.last_frame_time = Instant::now();
        self.frame_index += 1;
    }

    pub(crate) fn wait(&self, device: &ash::Device, frame: &Frame) {
        let fence = frame.fence;

        unsafe {
            device.wait_for_fences(&[fence], true, u64::MAX).unwrap();
            device.reset_fences(&[fence]).unwrap();
        }
    }
}

pub fn create_push_constant<T: Sized>(p: &T) -> &[u8] {
    unsafe { std::slice::from_raw_parts(std::mem::transmute(p), size_of::<T>()) }
}

fn get_projection(fov: xr::Fovf, near: f32, far: f32) -> Matrix4<f32> {
    let tan_left = f32::tan(fov.angle_left);
    let tan_right = f32::tan(fov.angle_right);

    let tan_down = f32::tan(fov.angle_down);
    let tan_up = f32::tan(fov.angle_up);
    let tan_angle_width = tan_right - tan_left;
    let tan_angle_height = tan_down - tan_up;

    let c0r0 = 2.0 / tan_angle_width;
    let c1r0 = 0.0;
    let c2r0 = (tan_right + tan_left) / tan_angle_width;
    let c3r0 = 0.0;

    let c0r1 = 0.0;
    let c1r1 = 2.0 / tan_angle_height;
    let c2r1 = (tan_up + tan_down) / tan_angle_height;
    let c3r1 = 0.0;

    let c0r2 = 0.0;
    let c1r2 = 0.0;
    let c2r2 = -(far) / (far - near);
    let c3r2 = -(far * near) / (far - near);

    let c0r3 = 0.0;
    let c1r3 = 0.0;
    let c2r3 = -1.0;
    let c3r3 = 0.0;

    /*
    #[rustfmt::skip]
    Matrix4::from_column_slice(&[
        c0r0, c0r1, c0r2, c0r3,
        c1r0, c1r1, c1r2, c1r3,
        c2r0, c2r1, c2r2, c2r3,
        c3r0, c3r1, c3r2, c3r3,
    ]) */
    Matrix4::from_column_slice(&[
        c0r0, c0r1, c0r2, c0r3, c1r0, c1r1, c1r2, c1r3, c2r0, c2r1, c2r2, c2r3, c3r0, c3r1, c3r2,
        c3r3,
    ])
}

pub fn create_descriptor_set_layouts(
    vulkan_context: &VulkanContext,
) -> VkResult<DescriptorSetLayouts> {
    // Set 0 = SceneData
    // set = 0 binding = 0
    let scene_buffer = vk::DescriptorSetLayoutBinding::builder()
        .binding(0)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
        .stage_flags(vk::ShaderStageFlags::VERTEX | vk::ShaderStageFlags::FRAGMENT);
    // set = 0 binding = 1
    let scene_params = vk::DescriptorSetLayoutBinding::builder()
        .binding(1)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 0 binding = 2
    let sampler_irradiance = vk::DescriptorSetLayoutBinding::builder()
        .binding(2)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 0 binding = 3
    let prefiltered_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(3)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 0 binding = 4
    let sampler_brdflut = vk::DescriptorSetLayoutBinding::builder()
        .binding(4)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    let scene_data_layout = unsafe {
        vulkan_context.device.create_descriptor_set_layout(
            &vk::DescriptorSetLayoutCreateInfo::builder().bindings(&[
                *scene_buffer,
                *scene_params,
                *sampler_irradiance,
                *prefiltered_map,
                *sampler_brdflut,
            ]),
            None,
        )
    }?;
    vulkan_context.set_debug_name(
        vk::ObjectType::DESCRIPTOR_SET_LAYOUT,
        scene_data_layout.as_raw(),
        "Scene Data DescriptorSetLayout",
    )?;

    // Set 1 = MaterialData
    // set = 1 binding = 0
    let color_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(0)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 1 binding = 1
    let physical_descriptor_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(1)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 1 binding = 2
    let normal_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(2)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 1 binding = 3
    let ao_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(3)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    // set = 1 binding = 4
    let emissive_map = vk::DescriptorSetLayoutBinding::builder()
        .binding(4)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::COMBINED_IMAGE_SAMPLER)
        .stage_flags(vk::ShaderStageFlags::FRAGMENT);
    let material_layout = unsafe {
        vulkan_context.device.create_descriptor_set_layout(
            &vk::DescriptorSetLayoutCreateInfo::builder().bindings(&[
                *color_map,
                *physical_descriptor_map,
                *normal_map,
                *ao_map,
                *emissive_map,
            ]),
            None,
        )
    }?;
    vulkan_context.set_debug_name(
        vk::ObjectType::DESCRIPTOR_SET_LAYOUT,
        material_layout.as_raw(),
        "Material Data DescriptorSetLayout",
    )?;

    // Set 2 = MeshData
    // set = 2, binding = 0
    let mesh_data = vk::DescriptorSetLayoutBinding::builder()
        .binding(0)
        .descriptor_count(1)
        .descriptor_type(vk::DescriptorType::UNIFORM_BUFFER)
        .stage_flags(vk::ShaderStageFlags::VERTEX);
    let mesh_data_layout = unsafe {
        vulkan_context.device.create_descriptor_set_layout(
            &vk::DescriptorSetLayoutCreateInfo::builder().bindings(&[*mesh_data]),
            None,
        )
    }?;
    vulkan_context.set_debug_name(
        vk::ObjectType::DESCRIPTOR_SET_LAYOUT,
        mesh_data_layout.as_raw(),
        "Mesh Data DescriptorSetLayout",
    )?;

    Ok(DescriptorSetLayouts {
        scene_data_layout,
        textures_layout: material_layout,
        mesh_layout: mesh_data_layout,
    })
}

fn create_frames(
    vulkan_context: &VulkanContext,
    render_pass: &vk::RenderPass,
    swapchain: &Swapchain,
    depth_image: &Image,
    colour_image: &Image,
) -> Result<Vec<Frame>> {
    print!("[HOTHAM_INIT] Creating frames..");
    let frames = swapchain
        .images
        .iter()
        .flat_map(|i| {
            vulkan_context.create_image_view(
                i,
                COLOR_FORMAT,
                vk::ImageViewType::TYPE_2D_ARRAY,
                2,
                1,
            )
        })
        .map(|i| {
            Frame::new(
                vulkan_context,
                *render_pass,
                swapchain.resolution,
                i,
                depth_image.view,
                colour_image.view,
            )
        })
        .collect::<Result<Vec<Frame>>>()?;
    println!(" ..done!");
    Ok(frames)
}

fn create_render_pass(vulkan_context: &VulkanContext) -> Result<vk::RenderPass> {
    print!("[HOTHAM_INIT] Creating render pass..");
    // Attachment used for MSAA
    let colour_attachment = vk::AttachmentDescription::builder()
        .format(COLOR_FORMAT)
        .samples(vk::SampleCountFlags::TYPE_4)
        .load_op(vk::AttachmentLoadOp::CLEAR)
        .store_op(vk::AttachmentStoreOp::STORE)
        .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
        .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
        .initial_layout(vk::ImageLayout::UNDEFINED)
        .final_layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL);

    // Final attachment to be presented
    let colour_attachment_resolve = vk::AttachmentDescription::builder()
        .format(COLOR_FORMAT)
        .samples(vk::SampleCountFlags::TYPE_1)
        .load_op(vk::AttachmentLoadOp::DONT_CARE)
        .store_op(vk::AttachmentStoreOp::STORE)
        .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
        .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
        .initial_layout(vk::ImageLayout::UNDEFINED)
        .final_layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL);

    let depth_attachment = vk::AttachmentDescription::builder()
        .format(DEPTH_FORMAT)
        .samples(vk::SampleCountFlags::TYPE_4)
        .load_op(vk::AttachmentLoadOp::CLEAR)
        .store_op(vk::AttachmentStoreOp::DONT_CARE)
        .stencil_load_op(vk::AttachmentLoadOp::DONT_CARE)
        .stencil_store_op(vk::AttachmentStoreOp::DONT_CARE)
        .initial_layout(vk::ImageLayout::UNDEFINED)
        .final_layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL);

    let color_attachment_reference = vk::AttachmentReference::builder()
        .attachment(0)
        .layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL)
        .build();

    let color_attachment_reference = [color_attachment_reference];

    let depth_stencil_reference = vk::AttachmentReference::builder()
        .attachment(1)
        .layout(vk::ImageLayout::DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
        .build();

    let color_attachment_resolve_reference = vk::AttachmentReference::builder()
        .attachment(2)
        .layout(vk::ImageLayout::COLOR_ATTACHMENT_OPTIMAL)
        .build();

    let color_attachment_resolve_reference = [color_attachment_resolve_reference];

    let subpass = vk::SubpassDescription::builder()
        .pipeline_bind_point(vk::PipelineBindPoint::GRAPHICS)
        .color_attachments(&color_attachment_reference)
        .resolve_attachments(&color_attachment_resolve_reference)
        .depth_stencil_attachment(&depth_stencil_reference);

    let dependency = vk::SubpassDependency::builder()
        .src_subpass(vk::SUBPASS_EXTERNAL)
        .dst_subpass(0)
        .src_stage_mask(
            vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT
                | vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS,
        )
        .src_access_mask(vk::AccessFlags::empty())
        .dst_stage_mask(
            vk::PipelineStageFlags::COLOR_ATTACHMENT_OUTPUT
                | vk::PipelineStageFlags::EARLY_FRAGMENT_TESTS,
        )
        .dst_access_mask(
            vk::AccessFlags::COLOR_ATTACHMENT_WRITE
                | vk::AccessFlags::DEPTH_STENCIL_ATTACHMENT_WRITE,
        );

    let view_masks = [!(!0 << VIEW_COUNT)];
    let mut multiview = vk::RenderPassMultiviewCreateInfo::builder()
        .view_masks(&view_masks)
        .correlation_masks(&view_masks);

    let attachments = [
        *colour_attachment,
        *depth_attachment,
        *colour_attachment_resolve,
    ];

    let render_pass = unsafe {
        vulkan_context.device.create_render_pass(
            &vk::RenderPassCreateInfo::builder()
                .attachments(&attachments)
                .subpasses(&[*subpass])
                .dependencies(&[*dependency])
                .push_next(&mut multiview),
            None,
        )
    }?;
    println!("..done!");

    Ok(render_pass)
}

fn create_pipeline(
    vulkan_context: &VulkanContext,
    pipeline_layout: vk::PipelineLayout,
    render_area: &vk::Rect2D,
    render_pass: vk::RenderPass,
) -> Result<vk::Pipeline> {
    print!("[HOTHAM_INIT] Creating pipeline..");
    // Build up the state of the pipeline

    // Vertex shader stage
    let (vertex_shader, vertex_stage) = create_shader(
        include_bytes!("../../shaders/pbr.vert.spv"),
        vk::ShaderStageFlags::VERTEX,
        vulkan_context,
    )?;

    // Fragment shader stage
    let (fragment_shader, fragment_stage) = create_shader(
        include_bytes!("../../shaders/pbr.frag.spv"),
        vk::ShaderStageFlags::FRAGMENT,
        vulkan_context,
    )?;

    let stages = [vertex_stage, fragment_stage];

    // Vertex input state
    let vertex_binding_description = vk::VertexInputBindingDescription::builder()
        .binding(0)
        .stride(size_of::<Vertex>() as _)
        .input_rate(vk::VertexInputRate::VERTEX)
        .build();
    let vertex_binding_descriptions = [vertex_binding_description];
    let vertex_attribute_descriptions = Vertex::attribute_descriptions();

    let vertex_input_state = vk::PipelineVertexInputStateCreateInfo::builder()
        .vertex_attribute_descriptions(&vertex_attribute_descriptions)
        .vertex_binding_descriptions(&vertex_binding_descriptions);

    // Input assembly state
    let input_assembly_state = vk::PipelineInputAssemblyStateCreateInfo::builder()
        .topology(vk::PrimitiveTopology::TRIANGLE_LIST);

    // Viewport State
    let viewport = vk::Viewport {
        x: 0.0,
        y: 0.0,
        width: render_area.extent.width as _,
        height: render_area.extent.height as _,
        min_depth: 0.0,
        max_depth: 1.0,
    };
    let viewports = [viewport];

    // Scissors
    let scissors = [*render_area];

    let viewport_state = vk::PipelineViewportStateCreateInfo::builder()
        .viewports(&viewports)
        .scissors(&scissors);

    // Rasterization state
    let rasterization_state = vk::PipelineRasterizationStateCreateInfo::builder()
        .polygon_mode(vk::PolygonMode::FILL)
        .cull_mode(vk::CullModeFlags::BACK)
        .front_face(vk::FrontFace::COUNTER_CLOCKWISE)
        .rasterizer_discard_enable(false)
        .depth_clamp_enable(false)
        .depth_bias_enable(false)
        .depth_bias_constant_factor(0.0)
        .depth_bias_clamp(0.0)
        .depth_bias_slope_factor(0.0)
        .line_width(1.0);

    // Multisample state
    let multisample_state = vk::PipelineMultisampleStateCreateInfo::builder()
        .rasterization_samples(vk::SampleCountFlags::TYPE_4);

    // Depth stencil state
    let depth_stencil_state = vk::PipelineDepthStencilStateCreateInfo::builder()
        .depth_test_enable(true)
        .depth_write_enable(true)
        .depth_compare_op(vk::CompareOp::LESS)
        .depth_bounds_test_enable(false)
        .min_depth_bounds(0.0)
        .max_depth_bounds(1.0)
        .stencil_test_enable(false);

    // Color blend state
    let color_blend_attachment = vk::PipelineColorBlendAttachmentState::builder()
        .color_write_mask(
            vk::ColorComponentFlags::R
                | vk::ColorComponentFlags::G
                | vk::ColorComponentFlags::B
                | vk::ColorComponentFlags::A,
        )
        .blend_enable(false)
        .build();

    let color_blend_attachments = [color_blend_attachment];

    let color_blend_state = vk::PipelineColorBlendStateCreateInfo::builder()
        .logic_op_enable(false)
        .attachments(&color_blend_attachments);

    let create_info = vk::GraphicsPipelineCreateInfo::builder()
        .stages(&stages)
        .vertex_input_state(&vertex_input_state)
        .input_assembly_state(&input_assembly_state)
        .viewport_state(&viewport_state)
        .rasterization_state(&rasterization_state)
        .multisample_state(&multisample_state)
        .depth_stencil_state(&depth_stencil_state)
        .color_blend_state(&color_blend_state)
        .layout(pipeline_layout)
        .render_pass(render_pass)
        .subpass(0)
        .build();

    let create_infos = [create_info];

    let pipelines = unsafe {
        vulkan_context.device.create_graphics_pipelines(
            vk::PipelineCache::null(),
            &create_infos,
            None,
        )
    }
    .map_err(|(_, r)| r)?;

    unsafe {
        vulkan_context
            .device
            .destroy_shader_module(vertex_shader, None);
        vulkan_context
            .device
            .destroy_shader_module(fragment_shader, None);
    }

    let primary_pipeline = pipelines[0];

    Ok(primary_pipeline)
}

pub fn create_shader(
    shader_code: &[u8],
    stage: vk::ShaderStageFlags,
    vulkan_context: &VulkanContext,
) -> Result<(vk::ShaderModule, vk::PipelineShaderStageCreateInfo)> {
    let mut cursor = Cursor::new(shader_code);
    let shader_code = ash::util::read_spv(&mut cursor)?;
    let main = unsafe { CStr::from_bytes_with_nul_unchecked(b"main\0") };
    let create_info = vk::ShaderModuleCreateInfo::builder().code(&shader_code);
    let shader_module = unsafe {
        vulkan_context
            .device
            .create_shader_module(&create_info, None)
    }?;
    let shader_stage = vk::PipelineShaderStageCreateInfo::builder()
        .stage(stage)
        .name(<&std::ffi::CStr>::clone(&main))
        .module(shader_module)
        .build();

    Ok((shader_module, shader_stage))
}

fn create_pipeline_layout(
    vulkan_context: &VulkanContext,
    set_layouts: &[vk::DescriptorSetLayout],
) -> Result<vk::PipelineLayout> {
    let push_constant_ranges = [vk::PushConstantRange {
        stage_flags: vk::ShaderStageFlags::FRAGMENT,
        offset: 0,
        size: size_of::<Material>() as _,
    }];
    let create_info = &vk::PipelineLayoutCreateInfo::builder()
        .set_layouts(set_layouts)
        .push_constant_ranges(&push_constant_ranges);
    unsafe {
        vulkan_context
            .device
            .create_pipeline_layout(create_info, None)
    }
    .map_err(|e| e.into())
}