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mod effects;
mod geometry;
mod input;
mod rendering;
mod scene;
mod shaders;
use std::f32::consts::PI;
use std::fmt::format;
use vulkano::command_buffer::allocator::{
StandardCommandBufferAllocator, StandardCommandBufferAllocatorCreateInfo,
};
use vulkano::descriptor_set::allocator::StandardDescriptorSetAllocator;
use vulkano::descriptor_set::PersistentDescriptorSet;
use vulkano::descriptor_set::WriteDescriptorSet;
use vulkano::image::ImageUsage;
use vulkano::pipeline::ComputePipeline;
use vulkano::pipeline::Pipeline;
use vulkano::swapchain::CompositeAlpha;
use vulkano::swapchain::PresentMode;
use vulkano::swapchain::Swapchain;
use vulkano::swapchain::{AcquireError, SwapchainCreateInfo, SwapchainPresentInfo};
use vulkano::sync::AccessFlags;
use vulkano::sync::PipelineStages;
use vulkano::sync::{self, FlushError, GpuFuture};
use vulkano::NonExhaustive;
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use crate::geometry::VertexPosColorNormal;
use crate::rendering::swapchain::{
create_framebuffers, create_render_pass, create_swapchain_and_images,
};
use crate::scene::animation::AnimationType;
use std::sync::Arc;
use crate::effects::{
create_event_horizon, create_fire, create_fountain, create_monochrome_rain,
create_nebula_sphere, create_void_fire, RainSettings, SphereSettings,
};
use crate::geometry::gltfLoader::load_gltf_scene;
use crate::geometry::shapes::{
create_cube, create_plane, create_sphere_subdivided, create_triangle,
};
use crate::input::{set_mouse_capture, InputState, MouseState};
use crate::rendering::camera::{camera_rotate, create_look_at, create_projection_matrix, Camera};
use crate::rendering::pipeline::create_pipeline;
use crate::rendering::render::create_builder;
use crate::rendering::render::process_render;
use crate::scene::object::Instance;
use crate::scene::object::InstanceData;
use crate::scene::object::Transform;
use crate::scene::RenderScene;
use crate::scene::{begin_render_pass_only, record_compute_physics, InstanceHandle};
use crate::shaders::fs;
use crate::shaders::vs;
use rand::*;
use smallvec::SmallVec;
use std::{default, panic};
use vulkano::command_buffer::synced::SyncCommandBufferBuilder;
use vulkano::command_buffer::{AutoCommandBufferBuilder, CommandBufferUsage};
use vulkano::sync::{BufferMemoryBarrier, DependencyInfo};
fn main() {
let event_loop = EventLoop::new();
let dims = [1920, 1080]; // Placeholder dimensions for projection matrix
let aspect = dims[0] as f32 / dims[1] as f32;
let fov = 45.0f32.to_radians(); // Field of view in radians, its like a minecraft fov, if you know
let z_near = 0.1; // Near clipping plane, it means, if some object is 0.1 from camera, it will not be shown
let z_far = 1000.0; // Far clipping plane, how far can 'camera' see, you can set like 1000 if you are not developing some AAA game, but if you do, I guess you know better then me what to do
// ! PROJECTION MATRIX - Converts 3D to 2D screen coordinates
let mut proj: [[f32; 4]; 4] = create_projection_matrix(aspect, fov, z_near, z_far);
// ! VIEW MATRIX - Camera position (currently looking from [0,0,5])
let mut view: [[f32; 4]; 4] = [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 350.0, 1.0],
];
let mut eye_pos: [f32; 3] = [view[3][0], view[3][1], view[3][2]];
// Initialize Vulkan Base
let base = rendering::init_vulkan(&event_loop, "RustingEngine");
let cb_allocator = StandardCommandBufferAllocator::new(
base.device.clone(),
StandardCommandBufferAllocatorCreateInfo::default(),
);
let vs = vs::load(base.device.clone()).unwrap();
let fs = fs::load(base.device.clone()).unwrap();
let (mut swapchain, images) = Swapchain::new(
base.device.clone(),
base.surface.clone(),
SwapchainCreateInfo {
min_image_count: 3, // Triple buffering
image_format: None,
image_extent: dims,
image_usage: ImageUsage::COLOR_ATTACHMENT,
composite_alpha: CompositeAlpha::Opaque,
present_mode: PresentMode::Immediate,
..Default::default()
},
)
.unwrap();
let render_pass = create_render_pass(base.device.clone(), &swapchain);
// ! GRAPHICS PIPELINE - The complete configuration for drawing
let pipeline = create_pipeline(vs, fs, &render_pass, &base.device);
let memory_allocator: std::sync::Arc<vulkano::memory::allocator::StandardMemoryAllocator> =
std::sync::Arc::new(
vulkano::memory::allocator::StandardMemoryAllocator::new_default(base.device.clone()),
);
let descriptor_set_allocator: Arc<StandardDescriptorSetAllocator> =
Arc::new(StandardDescriptorSetAllocator::new(base.device.clone()));
// * Inputs
let mut mouse_state = MouseState::default();
// let mut prev_mouse_state = MouseState::default();
let mut inputs = InputState {
speed: 0.1,
..Default::default()
};
let mut rng = rand::rng();
let triangle = create_triangle(&memory_allocator);
// let plane = create_plane(&memory_allocator, [0.0,0.0,0.0], 10.0, 10.0);
let cube = create_cube(&memory_allocator);
// * Scene
let mut scene = RenderScene::new(
&memory_allocator,
&descriptor_set_allocator,
&pipeline,
&base.queue,
3,
10_000, // Reduced to actual scene need
);
let mut camera = Camera {
position: [0.0, 5.0, 20.0],
yaw: 90.0f32.to_radians(),
pitch: 0.0,
};
scene.set_light([30.0, 30.0, 30.0], [1.0, 0.95, 0.9], 450.0);
let (objects, textures) =
load_gltf_scene(&memory_allocator, "./testModels/1kRustingSphere.gltf");
scene.set_textures(&pipeline, &textures, &base.queue, &memory_allocator);
// for (mesh, mut instance) in objects {
// instance.emissive = 0.0;
// instance.roughness = 0.85;
// instance.metalness = 0.15;
// instance.velocity = [0.0, 0.0, 0.0, 1.0];
// let mut transform;
// for i in 0..10 {
// for j in 0..10 {
// for k in 0..10 {
// transform = Transform { position: [i as f32 * 2.0, j as f32 * 2.0, k as f32 * 2.0], ..Default::default() };
// instance.model_matrix = transform.to_matrix();
// scene.add_instance(mesh.clone(), instance.clone());
// }
// }
// }
// }
let mut position = [0.0, 0.0, 0.0];
// scene.add_instance(cube.clone(), Instance {
// model_matrix: Transform {
// position: [2.2, 20.0, 0.0],
// scale: [5.0, 5.0, 5.0],
// ..Default::default()
// }.to_matrix(),
// velocity: [0.0, 0.0, 0.0, 2.5],
// mass: 100.0,
// collision: 0.0,
// gravity: 0.2,
// color: [1.0, 0.0, 0.0],
// emissive: 1.0,
// ..Default::default()
// });
// let sphere = create_sphere_subdivided(&memory_allocator, 4);
// scene.add_instance(sphere.clone(), Instance {
// model_matrix: Transform{ position: [0.0, 2.5, 0.0], scale: [5.0, 5.0, 5.0], ..Default::default() }.to_matrix(),
// velocity: [0.0, 0.0, 0.0, 5.0],
// mass: 100.0,
// collision: 1.0,
// gravity: 0.0, /
// ..Default::default()
// });
// scene.add_instance(sphere.clone(), Instance {
// model_matrix: Transform{ position: [0.0, 15.0, 0.0], ..Default::default() }.to_matrix(),
// velocity: [0.0, 0.0, 0.0, 2.5], // Radius 2.5
// mass: 100.0,
// collision: 1.0,
// gravity: 0.2,
// ..Default::default()
// });
// scene.add_instance(triangle.clone(), Instance {
// model_matrix: Transform {
// position: [0.0, 0.0, 0.0],
// scale: [500.0, 500.0, 500.0],
// rotation: [PI/2.0, 0.0, 0.0],
// ..Default::default()
// }.to_matrix(),
// collision: 5.0,
// ..Default::default()
// });
for i in 0..10 {
for j in 0..3 {
for k in 0..10 {
let pos = [i as f32 * 1.5, j as f32 * 2.0 + 7.0, k as f32 * 1.5];
scene.add_instance(
cube.clone(),
Instance {
velocity: [0.0, 0.0, 0.0, 0.5],
model_matrix: Transform {
position: pos,
..Default::default()
}
.to_matrix(),
mass: 1.0,
collision: 1.0,
gravity: 0.0,
color: [1.0, 0.0, 0.0],
..Default::default()
},
);
}
}
}
let sphere_sub_mesh = create_sphere_subdivided(&memory_allocator, 3);
scene.add_instance(
sphere_sub_mesh.clone(),
Instance {
velocity: [0.0, 0.0, 0.0, 7.5],
model_matrix: Transform {
position: [7.0, 100.0, 7.0],
scale: [7.5, 7.5, 7.5],
..Default::default()
}
.to_matrix(),
mass: 100000.0,
collision: 1.0,
gravity: 1.0,
color: [0.0, 1.0, 0.0],
..Default::default()
},
);
// let handle = scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [10.0, 20.0, 10.0], scale: [4.0, 4.0, 4.0], ..Default::default() },
// color: [1.0, 1.0, 0.0],
// emissive: 1.0,
// velocity: [0.0, 0.0, 0.0, 4.0],
// model_matrix: Transform { position: [30.0, 30.0, 30.0], scale: [4.0, 4.0, 4.0], ..Default::default() }.to_matrix(),
// ..Default::default()
// }
// );
// scene.add_instance(cube,
// Instance {
// transform: Transform { position: [0.0, 0.0, 0.0], scale: [4.0, 4.0, 4.0], ..Default::default() },
// color: [1.0, 1.0, 0.0],
// emissive: 1.0,
// velocity: [0.0, 0.0, 0.0, 4.0],
// model_matrix: Transform { position: [10.0, 10.0, 10.0], scale: [4.0, 4.0, 4.0], rotation: [PI/2.0, 0.0,0.0], ..Default::default() }.to_matrix(),
// ..Default::default()
// }
// );
// let stars_logic = AnimationType::Custom(Arc::new(|transform, _velocity, original_pos, color, elapsed| {
// let speed = 0.1;
// let angle = elapsed * speed;
// let cos_a = angle.cos();
// let sin_a = angle.sin();
// transform.position[0] = original_pos[0] * cos_a - original_pos[2] * sin_a;
// transform.position[2] = original_pos[0] * sin_a + original_pos[2] * cos_a;
// }));
// for _ in 0..100000 {
// let radius = 100.0;
// let theta = rng.random_range(0.0..std::f32::consts::TAU);
// let phi = rng.random_range(0.0..std::f32::consts::PI);
// let x = radius * phi.sin() * theta.cos();
// let y = radius * phi.sin() * theta.sin();
// let z = radius * phi.cos();
// // let color = [rng.random_range(0.0..1.0),rng.random_range(0.0..1.0),rng.random_range(0.0..1.0)]; // This is easy and cool, but I am more dark/white guy(I mean, I like blackwhite style)
// let color = [1.0,1.0,1.0];
// scene.add_instance(
// triangle.clone(),
// Instance {
// transform: Transform {
// position: [x, y, z],
// scale: [0.2, 0.2, 0.2],
// ..Default::default()
// },
// original_position: [x, y, z],
// animation: stars_logic.clone(),
// velocity: [0.0, 0.0, 0.0],
// color: color,
// emissive: 1.0,
// ..Default::default()
// }
// );
// }
// use crate::effects::FireSettings;
// create_star_sphere(&mut scene, triangle.clone(), 10000); // * this is the main performance check, just bc why not
// create_fountain(&mut scene, triangle.clone(), 500);
// create_fire(&mut scene, triangle.clone(), 4000, Some(FireSettings{position: [20.0, 20.0, 20.0], max_height: 10.0, spread: 1.0}));
// create_void_fire(&mut scene, triangle.clone(), 3000, None);
// create_nebula_sphere(&mut scene, triangle.clone(), 3000, None);
// create_event_horizon(&mut scene, triangle.clone(), 3000, Some(SphereSettings{center: [20.0,20.0,20.0], radius: 8.0, random_color: false, ..Default::default()}));
// let rain_mesh = create_cube(&memory_allocator);
// let rain_handles = create_monochrome_rain(
// &mut scene,
// triangle,
// 2000,
// Some(RainSettings {
// area: [50.0, 100.0, 50.0],
// speed: 20.0,
// ..Default::default()
// })
// );
// * So I dont want to lie, this spheres was created by gemini, bc why not?
// // 1. POLISHED COPPER (High Metalness + Low Roughness)
// let handle = scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [-6.0, 0.0, 0.0], ..Default::default() },
// color: [0.89, 0.47, 0.33],
// shininess: 50.0, // Medium-sharp highlight
// specular_strength: 0.8, // Strong reflection
// roughness: 0.05, // Very smooth surface, mirror-like
// metalness: 1.0, // 100% metal: light is tinted by the copper color
// ..Default::default()
// }
// );
// scene.remove_instance(handle);
// // 2. CHROME / MIRROR (Pure White + Zero Roughness + Extreme Shininess)
// scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [-3.6, 0.0, 0.0], ..Default::default() },
// color: [0.97, 0.97, 0.98],
// roughness: 0.0, // Perfectly smooth
// metalness: 1.0, // Reflects light source perfectly
// ..Default::default()
// }
// );
// // 3. 24K GOLD (Yellow Tint + High Shininess)
// scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [-1.2, 0.0, 0.0], ..Default::default() },
// color: [1.0, 0.85, 0.4],
// shininess: 400.0, // Very sharp highlight
// specular_strength: 0.9,
// roughness: 0.1, // Slight micro-scratches
// metalness: 1.0, // Metal tints specular highlights to gold
// ..Default::default()
// }
// );
// // 4. MATTE PLASTIC (Zero Metalness + High Roughness)
// scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [1.2, 0.0, 0.0], ..Default::default() },
// color: [0.1, 0.4, 0.8],
// shininess: 5.0, // Very broad, dull highlight
// specular_strength: 0.1, // Weak reflection
// roughness: 0.8, // Rough surface scatters light (no shine)
// metalness: 0.0, // Non-metal: uses standard diffuse lighting
// ..Default::default()
// }
// );
// // 5. GLOSSY CAR PAINT (Low Metalness + Very Low Roughness)
// scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [3.6, 0.0, 0.0], ..Default::default() },
// color: [0.8, 0.05, 0.05],
// shininess: 600.0, // Sharp reflection "clear coat" look
// specular_strength: 0.5,
// roughness: 0.02, // Very smooth finish
// metalness: 0.0, // Non-metal: white highlights on red base
// ..Default::default()
// }
// );
// // 6. BRUSHED ALUMINUM (High Metalness + High Roughness)
// scene.add_instance(
// sphere_sub_mesh.clone(),
// Instance {
// transform: Transform { position: [6.0, 0.0, 0.0], ..Default::default() },
// color: [0.4, 0.42, 0.45],
// shininess: 20.0, // Wide, spread-out highlight
// specular_strength: 0.3,
// roughness: 0.7, // High roughness blurs the metallic reflection
// metalness: 1.0, // Still metal, but "satin" or "brushed" finish
// ..Default::default()
// }
// );
// scene.upload_to_gpu(&memory_allocator, &base.queue);
scene.ensure_descriptor_cache(&pipeline, textures.len());
let solid_object_count = scene.total_instances;
println!("{:?}", solid_object_count);
let compute_shader = shaders::cs::load(base.device.clone()).unwrap(); // pls recompile shader
let compute_pipeline = ComputePipeline::new(
base.device.clone(),
compute_shader.entry_point("main").unwrap(),
&(),
None,
|_| {},
)
.unwrap();
let compute_layout = compute_pipeline.layout().set_layouts()[0].clone();
println!("{:#?}", compute_layout.bindings());
let mut compute_set = PersistentDescriptorSet::new(
&descriptor_set_allocator,
compute_layout.clone(),
[
WriteDescriptorSet::buffer(0, scene.physics_read.clone()),
WriteDescriptorSet::buffer(1, scene.physics_write.clone()),
],
)
.unwrap();
let mut framebuffers = create_framebuffers(&images, &render_pass, &memory_allocator);
let mut previous_frame_end: Option<Box<dyn GpuFuture>> =
Some(vulkano::sync::now(base.device.clone()).boxed());
let mut recreate_swapchain = false;
let mut frame_index = 3;
// let start_time = std::time::Instant::now();
let mut dims: [u32; 2] = base.window.inner_size().into();
let start_time = std::time::Instant::now();
let mut frame_count: u32 = 0;
let mut fps_timer = std::time::Instant::now();
let mut total_fps = 0;
let mut effect = 0;
let mut effect_handlers: Vec<InstanceHandle> = Vec::new();
// physic render
let mut last_frame_instant = std::time::Instant::now();
let mut accumulator = 0.0;
let fixed_dt = 1.0 / 60.0;
// For physic swap
let set_0 = PersistentDescriptorSet::new(
&descriptor_set_allocator,
compute_layout.clone(),
[
WriteDescriptorSet::buffer(0, scene.physics_read.clone()),
WriteDescriptorSet::buffer(1, scene.physics_write.clone()),
],
)
.unwrap();
let set_1 = PersistentDescriptorSet::new(
&descriptor_set_allocator,
compute_layout.clone(),
[
WriteDescriptorSet::buffer(0, scene.physics_write.clone()),
WriteDescriptorSet::buffer(1, scene.physics_read.clone()),
],
)
.unwrap();
let mut compute_ping_pong = false;
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => recreate_swapchain = true,
Event::WindowEvent {
event: WindowEvent::CursorLeft { .. },
..
} => {
mouse_state.inside_window = false;
}
Event::DeviceEvent {
event: winit::event::DeviceEvent::MouseMotion { delta },
..
} => {
if inputs.mouse_captured {
let sensitivity = 0.001;
camera.yaw -= delta.0 as f32 * sensitivity;
camera.pitch += delta.1 as f32 * sensitivity;
camera.pitch = camera.pitch.clamp(-1.5, 1.5);
}
}
Event::WindowEvent {
event: WindowEvent::CursorEntered { .. },
..
} => {
mouse_state.inside_window = true;
}
Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput { input, .. } => {
if let Some(code) = input.virtual_keycode {
if input.state == winit::event::ElementState::Pressed {
if code == winit::event::VirtualKeyCode::Escape {
inputs.mouse_captured = !inputs.mouse_captured;
set_mouse_capture(&base.window, inputs.mouse_captured);
}
if code == winit::event::VirtualKeyCode::LShift {
inputs.sprint = 2.0;
}
inputs.keys_pressed.insert(code);
} else {
if code == winit::event::VirtualKeyCode::LShift {
inputs.sprint = 1.0;
}
inputs.keys_pressed.remove(&code);
}
}
}
WindowEvent::MouseInput { state, button, .. } => {
if button == winit::event::MouseButton::Left {
inputs.is_mouse_dragging = state == winit::event::ElementState::Pressed;
}
}
WindowEvent::CursorMoved { position, .. } => {
if !inputs.mouse_captured {
let dx = position.x as f32 - inputs.last_mouse_pos[0];
let dy = position.y as f32 - inputs.last_mouse_pos[1];
inputs.last_mouse_pos = [position.x as f32, position.y as f32];
if inputs.is_mouse_dragging {
let sensitivity = 0.001;
camera.yaw += dx * sensitivity;
camera.pitch += dy * sensitivity;
camera.pitch = camera.pitch.clamp(-1.5, 1.5);
}
}
}
_ => (),
},
Event::MainEventsCleared => {
frame_index = (frame_index + 1) % 3;
let elapsed = start_time.elapsed().as_secs_f32();
frame_count += 1;
let elapsed_fps = fps_timer.elapsed().as_secs_f32();
if elapsed_fps >= 2.0 {
let fps = frame_count as f32 / elapsed_fps;
println!("FPS: {:.0}", fps);
total_fps += frame_count;
frame_count = 0;
fps_timer = std::time::Instant::now();
if elapsed >= 10.0 {
println!("middle Fps: {:.0}", (total_fps as f32 / elapsed));
}
}
let now = std::time::Instant::now();
let mut delta_time = now.duration_since(last_frame_instant).as_secs_f32();
last_frame_instant = now;
if delta_time > 0.05 {
delta_time = 0.05;
}
accumulator += delta_time;
if recreate_swapchain {
let new_size = base.window.inner_size();
dims = [new_size.width, new_size.height];
let (new_sw, new_img) = swapchain
.recreate(SwapchainCreateInfo {
image_extent: dims,
..swapchain.create_info()
})
.unwrap();
swapchain = new_sw;
framebuffers = rendering::swapchain::create_framebuffers(
&new_img,
&render_pass,
&memory_allocator,
);
let aspect = dims[0] as f32 / dims[1] as f32;
proj = create_projection_matrix(aspect, fov, z_near, z_far);
recreate_swapchain = false;
}
let (img_index, suboptimal, acquire_future) =
match vulkano::swapchain::acquire_next_image(swapchain.clone(), None) {
Ok(r) => r,
Err(AcquireError::OutOfDate) => {
recreate_swapchain = true;
return;
}
Err(e) => panic!("{e}"),
};
view = camera_rotate(&mut camera, &inputs);
eye_pos = camera.position;
scene.prepare_frame_ubo(frame_index, view, proj, eye_pos);
let mut builder = create_builder(&cb_allocator, &base.queue);
while accumulator >= fixed_dt {
let active_compute_set = if compute_ping_pong { &set_1 } else { &set_0 };
record_compute_physics(
&mut builder,
&compute_pipeline,
active_compute_set,
scene.total_instances,
fixed_dt,
solid_object_count,
);
compute_ping_pong = !compute_ping_pong;
accumulator -= fixed_dt;
}
let compute_command_buffer = builder.build().unwrap();
let compute_future = sync::now(base.device.clone())
.then_execute(base.queue.clone(), compute_command_buffer)
.unwrap()
.then_signal_fence_and_flush()
.unwrap();
let mut render_builder = create_builder(&cb_allocator, &base.queue);
// Ensure descriptor cache is ready
let tex_count = scene.texture_views.len();
scene.ensure_descriptor_cache(&pipeline, tex_count);
// Wait for compute shader to finish before rendering
compute_future.wait(None).unwrap();
begin_render_pass_only(
&mut render_builder,
&framebuffers,
img_index,
dims,
&pipeline,
);
let physics_idx = if compute_ping_pong { 0 } else { 1 };
scene.record_draws(&mut render_builder, &pipeline, frame_index, physics_idx);
render_builder.end_render_pass().unwrap();
let render_command_buffer = render_builder.build().unwrap();
let future = sync::now(base.device.clone())
.join(acquire_future)
.then_execute(base.queue.clone(), render_command_buffer)
.unwrap()
.then_swapchain_present(
base.queue.clone(),
SwapchainPresentInfo::swapchain_image_index(swapchain.clone(), img_index),
)
.then_signal_fence_and_flush();
match future {
Ok(f) => {
previous_frame_end = Some(sync::now(base.device.clone()).boxed());
}
Err(FlushError::OutOfDate) => {
recreate_swapchain = true;
previous_frame_end = Some(sync::now(base.device.clone()).boxed());
}
Err(e) => {
println!("Flush error: {:?}", e);
previous_frame_end = Some(sync::now(base.device.clone()).boxed());
}
}
}
_ => (),
}
});
}