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Author SHA1 Message Date
5afd5b0c1e
fix(err): Improve error handling to reduce crashes
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2025-05-05 17:24:24 -04:00
0e8209f9b9
feat(render): time-based rotation in shaders 2025-04-27 17:22:05 -04:00
22a58044d5
feat(render): basic normal-based lighting 2025-04-27 16:06:59 -04:00
7 changed files with 109 additions and 30 deletions

1
Cargo.lock generated
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@ -3707,6 +3707,7 @@ checksum = "cfe53a6657fd280eaa890a3bc59152892ffa3e30101319d168b781ed6529b049"
name = "zenyx" name = "zenyx"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"ahash",
"allocator-api2", "allocator-api2",
"build-print", "build-print",
"bytemuck", "bytemuck",

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@ -45,7 +45,7 @@ cgmath = "0.18.0"
image = "0.25.6" image = "0.25.6"
smol = "2.0.2" smol = "2.0.2"
winit = { version = "0.30.9" } winit = "0.30.9"
terminator = "0.3.2" terminator = "0.3.2"
thiserror = "2.0.12" thiserror = "2.0.12"
tobj = "4.0.3" tobj = "4.0.3"
@ -55,10 +55,10 @@ vulkano = "0.35.1"
wgpu = { version = "25.0.0", features = ["spirv"] } wgpu = { version = "25.0.0", features = ["spirv"] }
zlog.workspace = true zlog.workspace = true
allocator-api2 = "0.2.21" allocator-api2 = "0.2.21"
ahash = "0.8.11"
[target.aarch64-linux-android.dependencies] [target.aarch64-linux-android.dependencies]
winit = { version = "0.30.9", features = ["android-native-activity"] } winit = { version = "0.30.9", features = ["android-native-activity"] }
[build-dependencies] [build-dependencies]
build-print = "0.1.1" build-print = "0.1.1"
bytemuck = "1.22.0" bytemuck = "1.22.0"

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@ -3,7 +3,7 @@ use naga::{
ShaderStage, ShaderStage,
back::spv::{self, WriterFlags}, back::spv::{self, WriterFlags},
front::glsl::{self, Options as GlslOptions, ParseErrors}, front::glsl::{self, Options as GlslOptions, ParseErrors},
valid::{ValidationError, ValidationFlags, Validator}, valid::{Capabilities, ValidationError, ValidationFlags, Validator},
}; };
use std::{ use std::{
env, fs, env, fs,
@ -62,9 +62,12 @@ fn compile_shader(path: &Path, out_dir: &Path) -> Result<(), BuildError> {
let module = glsl::Frontend::default() let module = glsl::Frontend::default()
.parse(&GlslOptions::from(stage), &src) .parse(&GlslOptions::from(stage), &src)
.map_err(|e| (ext.clone(), e))?; .map_err(|e| (ext.clone(), e))?;
let info = Validator::new(ValidationFlags::all(), Default::default()) let info = Validator::new(
.validate(&module) ValidationFlags::all(),
.map_err(|e| (ext.clone(), e.into_inner()))?; Capabilities::default().union(Capabilities::PUSH_CONSTANT),
)
.validate(&module)
.map_err(|e| (ext.clone(), e.into_inner()))?;
let mut writer = spv::Writer::new(&spv::Options { let mut writer = spv::Writer::new(&spv::Options {
flags: WriterFlags::empty(), flags: WriterFlags::empty(),
..Default::default() ..Default::default()

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@ -1,10 +1,20 @@
#version 450 #version 450
layout(location = 0) in vec2 tex_coords; layout(location = 0) in vec2 tex_coords;
layout(location = 1) in vec4 normal;
layout(set = 1, binding = 0) uniform texture2D t_diffuse; layout(set = 1, binding = 0) uniform texture2D t_diffuse;
layout(set = 1, binding = 1) uniform sampler s_diffuse; layout(set = 1, binding = 1) uniform sampler s_diffuse;
layout(location = 0) out vec4 out_color; layout(location = 0) out vec4 out_color;
// layout(group = 0, binding = 0) out texture2D; // layout(group = 0, binding = 0) out texture2D;
void main() { void main() {
float ambient = 0.2;
vec3 light_dir = normalize(vec3(0.5, 1.0, 0.5));
float diffuse = clamp(dot(normalize(vec3(normal.x, normal.y, normal.z)), light_dir), 0.0, 1.0);
float brightness = ambient + (1.0 - ambient) * diffuse;
// out_color = vec4(normal.x, normal.y, normal.z, 1.0);
// out_color = vec3(1.0,.0.0)
out_color = texture(sampler2D(t_diffuse, s_diffuse), tex_coords); out_color = texture(sampler2D(t_diffuse, s_diffuse), tex_coords);
out_color.r = clamp(out_color.r * 0.6 * brightness, 0.0, 1.0);
out_color.g = clamp(out_color.g * 0.6 * brightness, 0.0, 1.0);
out_color.b = clamp(out_color.b * 0.9 * brightness, 0.0, 1.0);
} }

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@ -2,14 +2,36 @@
layout(location = 0) in vec3 position; layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color; layout(location = 1) in vec3 color;
layout(location = 2) in vec3 normal_in;
layout(location = 3) in vec2 tex_coords; layout(location = 3) in vec2 tex_coords;
layout(location = 0) out vec2 tex_coord; layout(location = 0) out vec2 tex_coord;
layout(location = 1) out vec4 normal;
layout(push_constant) uniform float TIME;
layout(set = 0, binding = 0) uniform UniformBufferObject { layout(set = 0, binding = 0) uniform UniformBufferObject {
mat4x4 projection; mat4x4 projection;
} view; } view;
void main() { mat4 rotation(float lerp) {
gl_Position = view.projection * vec4(position, 1.0); return mat4(cos(lerp), -sin(lerp), 0., 0.,
tex_coord = tex_coords; sin(lerp), cos(lerp), 0., 0.,
// gl_Position 0., 0., 1., 0.,
// out_color = color; 0., 0., 0., 1.);
}
void main() {
float sum_val = sin(TIME / 5);
mat4 model = transpose(mat4(
1.0, 0.0, 0.0, sum_val,
0.0, 1.0, 0.0, sum_val,
0.0, 0.0, 1.0, sum_val,
0.0, 0.0, 0.0, 1.0) * mat4((sin(TIME) + 1.0) / 2, 0.0, 0.0, 0.0,
0.0, (sin(TIME) + 1.0) / 2, 0.0, 0.0,
0.0, 0.0, (sin(TIME) + 1.0) / 2, 0.0,
0.0, 0.0, 0.0, 1) * rotation(TIME * 2.5));
gl_Position = view.projection * model * vec4(position, 1.0);
tex_coord = tex_coords * abs(sin(TIME / 4));
// tex_coord.x = tex_coord.x * sin(TIME / 2);
// tex_coord.y = tex_coord.y * cos(TIME / 2);
normal = model * vec4(normal_in, 1.0);
} }

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@ -3,13 +3,14 @@ use std::collections::BTreeMap;
use std::io::BufReader; use std::io::BufReader;
use std::sync::Arc; use std::sync::Arc;
use std::time::Instant; use std::time::Instant;
use tracing::info; use tracing::{error, info};
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
use wgpu::{ use wgpu::{
Backends, FragmentState, IndexFormat, Instance, InstanceDescriptor, PipelineCompilationOptions, Backends, Features, FragmentState, IndexFormat, Instance, InstanceDescriptor, Limits,
PipelineCompilationOptions, PushConstantRange, ShaderStages,
}; };
use winit::application::ApplicationHandler; use winit::application::ApplicationHandler;
use winit::event::{ElementState, MouseButton}; use winit::event::{ElementState, MouseButton, WindowEvent};
use winit::event_loop::{ActiveEventLoop, EventLoop}; use winit::event_loop::{ActiveEventLoop, EventLoop};
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
use winit::platform::android::activity::AndroidApp; use winit::platform::android::activity::AndroidApp;
@ -48,6 +49,9 @@ struct WgpuRenderer<'surface> {
camera_bind_group: wgpu::BindGroup, camera_bind_group: wgpu::BindGroup,
pumpkin: model::Model, pumpkin: model::Model,
delta: f32, delta: f32,
time_elapsed: f32,
start_time: Instant,
last_frame_time: Instant, last_frame_time: Instant,
default_texture: wgpu::BindGroup, default_texture: wgpu::BindGroup,
} }
@ -85,6 +89,11 @@ impl WgpuRenderer<'_> {
}); });
rpass.set_pipeline(&self.render_pipeline); rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.camera_bind_group, &[]); rpass.set_bind_group(0, &self.camera_bind_group, &[]);
rpass.set_push_constants(
ShaderStages::VERTEX,
0,
&bytemuck::cast_slice(&[self.time_elapsed]),
);
for mesh in &self.pumpkin.meshes { for mesh in &self.pumpkin.meshes {
let bind_group = mesh let bind_group = mesh
@ -99,9 +108,12 @@ impl WgpuRenderer<'_> {
} }
} }
self.queue.submit(Some(encoder.finish())); self.queue.submit(Some(encoder.finish()));
let elapsed_time = std::time::Instant::elapsed(&self.start_time);
self.time_elapsed = elapsed_time.as_secs_f32();
// info!("{}", self.time_elapsed);
let delta_time = std::time::Instant::now() - self.last_frame_time; let delta_time = std::time::Instant::now() - self.last_frame_time;
self.delta = delta_time.as_secs_f32(); self.delta = delta_time.as_secs_f32();
info!("{}", self.delta); // info!("{}", self.delta);
surface_texture.present(); surface_texture.present();
self.last_frame_time = std::time::Instant::now(); self.last_frame_time = std::time::Instant::now();
} }
@ -153,17 +165,30 @@ impl WgpuState {
} }
async fn create_renderer<'surface>(&self, window: Arc<Window>) -> WgpuRenderer<'surface> { async fn create_renderer<'surface>(&self, window: Arc<Window>) -> WgpuRenderer<'surface> {
let surface = self.instance.create_surface(window.clone()).unwrap(); let surface = match self.instance.create_surface(window.clone()) {
Ok(surface) => surface,
Err(e) => {
panic!("{e}")
}
};
let adapter = self let adapter = self
.instance .instance
.request_adapter(&wgpu::RequestAdapterOptions { .request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(), power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface), compatible_surface: Some(&surface),
..Default::default() ..Default::default()
}) })
.await .await
.unwrap(); .unwrap();
let device_descriptor = wgpu::DeviceDescriptor::default(); let device_descriptor = wgpu::DeviceDescriptor {
required_features: Features::PUSH_CONSTANTS,
required_limits: Limits {
max_push_constant_size: 4,
..Default::default()
},
..Default::default()
};
let (device, queue) = adapter.request_device(&device_descriptor).await.unwrap(); let (device, queue) = adapter.request_device(&device_descriptor).await.unwrap();
let size = window.inner_size(); let size = window.inner_size();
@ -212,7 +237,10 @@ impl WgpuState {
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pipeline Layout"), label: Some("Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout, &texture_bind_group_layout], bind_group_layouts: &[&camera_bind_group_layout, &texture_bind_group_layout],
push_constant_ranges: &[], push_constant_ranges: &[PushConstantRange {
stages: ShaderStages::VERTEX,
range: 0..4,
}],
}); });
let vert_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { let vert_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
@ -299,10 +327,10 @@ impl WgpuState {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT, usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
desired_maximum_frame_latency: 3, desired_maximum_frame_latency: 3,
}; };
static PUMPKIN: &[u8] = include_bytes!("../Pumpkin.obj");
surface.configure(&device, &surface_config); surface.configure(&device, &surface_config);
let pumpkin = model::Model::load_obj( let pumpkin = model::Model::load_obj(
&mut BufReader::new(std::fs::File::open("Pumpkin.obj").unwrap()), &mut BufReader::new(PUMPKIN),
&device, &device,
&queue, &queue,
&texture_bind_group_layout, &texture_bind_group_layout,
@ -373,6 +401,7 @@ impl WgpuState {
let render_pipeline = device.create_render_pipeline(&pipeline_descriptor); let render_pipeline = device.create_render_pipeline(&pipeline_descriptor);
WgpuRenderer { WgpuRenderer {
time_elapsed: 0.0,
surface, surface,
surface_config, surface_config,
depth_texture, depth_texture,
@ -386,6 +415,8 @@ impl WgpuState {
depth_texture_view, depth_texture_view,
pumpkin, pumpkin,
default_texture, default_texture,
start_time: std::time::Instant::now(),
delta: 0f32, delta: 0f32,
last_frame_time: Instant::now(), last_frame_time: Instant::now(),
} }
@ -427,15 +458,15 @@ impl ApplicationHandler for App<'_> {
event: winit::event::WindowEvent, event: winit::event::WindowEvent,
) { ) {
match event { match event {
winit::event::WindowEvent::RedrawRequested => { winit::event::WindowEvent::RedrawRequested => match self.windows.get_mut(&window_id) {
let window_ctx = self.windows.get_mut(&window_id).unwrap(); Some(window_ctx) => {
window_ctx.renderer.draw() window_ctx.renderer.draw();
} window_ctx.request_redraw();
}
None => self.resumed(event_loop),
},
winit::event::WindowEvent::CloseRequested => { winit::event::WindowEvent::CloseRequested => {
let _ = self.windows.remove(&window_id); let _ = self.windows.remove(&window_id);
if self.windows.is_empty() {
event_loop.exit();
}
} }
winit::event::WindowEvent::MouseInput { state, button, .. } => { winit::event::WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Left && state == ElementState::Pressed { if button == MouseButton::Left && state == ElementState::Pressed {
@ -474,6 +505,11 @@ impl ApplicationHandler for App<'_> {
.configure(&window_ctx.renderer.device, &new_config) .configure(&window_ctx.renderer.device, &new_config)
} }
} }
WindowEvent::Destroyed => {
if self.windows.is_empty() {
event_loop.exit();
}
}
_ => (), _ => (),
} }
} }
@ -527,12 +563,16 @@ pub fn run_app(event_loop: winit::event_loop::EventLoop<()>) -> Result<(), termi
#[unsafe(no_mangle)] #[unsafe(no_mangle)]
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
extern "C" fn android_main(app: AndroidApp) { extern "C" fn android_main(app: AndroidApp) {
use android_logger::Config;
use android_logger::FilterBuilder;
use tracing::level_filters::LevelFilter;
use winit::event_loop::EventLoopBuilder; use winit::event_loop::EventLoopBuilder;
use winit::platform::android::EventLoopBuilderExtAndroid; use winit::platform::android::EventLoopBuilderExtAndroid;
let event_loop = EventLoopBuilder::default() let event_loop = EventLoopBuilder::default()
.with_android_app(app) .with_android_app(app)
.build() .build()
.unwrap(); .unwrap();
android_logger::init_once(Config::default().with_tag("Zenyx"));
run_app(event_loop).unwrap() run_app(event_loop).unwrap()
} }

View file

@ -1,8 +1,11 @@
use std::io::{BufRead, BufReader}; use std::{
collections::HashMap,
io::{BufRead, BufReader},
};
use crate::texture::Texture; use crate::texture::Texture;
use cgmath::{Vector2, Vector3, Zero}; use cgmath::{Vector2, Vector3, Zero};
use tobj::Model as tModel; use tobj::{MTLLoadResult, Model as tModel};
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
pub struct Model { pub struct Model {
@ -38,7 +41,7 @@ impl Model {
single_index: true, single_index: true,
..Default::default() ..Default::default()
}, },
|p| tobj::load_mtl_buf(&mut BufReader::new(std::fs::File::open(p).unwrap())), |_| MTLLoadResult::Ok((vec![], ahash::AHashMap::new())),
) )
.unwrap(); .unwrap();