Exemple #1
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def update_ubo():
    # Upload uniforms data to memory
    data_ptr = hvk.map_memory(api, device, uniforms_mem, 0,
                              sizeof(uniforms_data_type))

    uniforms = uniforms_data_type.from_address(data_ptr.value)
    ubo_data, light, mat = uniforms.ubo, uniforms.light, uniforms.mat

    # UBO
    width, height = window.dimensions()
    ubo_data[0] = Mat4.perspective(radians(60), width / height, 0.1,
                                   256.0)  # Perspective
    ubo_data[1] = Mat4.from_translation(0.0, 0.0, -zoom)  # View
    model = Mat4.from_rotation(rotation[0], (1.0, 0.0, 0))\
                      .rotate(rotation[1], (0.0, 1.0, 0.0))\
                      .rotate(rotation[2], (0.0, 0.0, 1.0))
    ubo_data[2] = model  # Model
    ubo_data[3] = model.invert().transpose()  # Normal

    # Light stuff
    light.viewPos[:3] = view
    light.pos[:3] = light_direction
    light.color = light_color
    light.ambient = light_ambient

    # Material stuff
    material = materials[material_index]
    mat.color = material['color']
    mat.strenght = material['strength']
    mat.shininess = material['shininess']

    hvk.unmap_memory(api, device, uniforms_mem)
Exemple #2
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def mesh_to_staging():
    global staging_mesh_buffer, staging_mesh_memory

    # Create staging resources
    staging_mesh_buffer = hvk.create_buffer(
        api, device,
        hvk.buffer_create_info(size=total_mesh_size,
                               usage=vk.BUFFER_USAGE_TRANSFER_SRC_BIT))

    staging_req = hvk.buffer_memory_requirements(api, device,
                                                 staging_mesh_buffer)
    mt_index = find_memory_type(
        0, vk.MEMORY_PROPERTY_HOST_COHERENT_BIT
        | vk.MEMORY_PROPERTY_HOST_VISIBLE_BIT)

    staging_mesh_memory = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=staging_req.size,
                                 memory_type_index=mt_index))

    hvk.bind_buffer_memory(api, device, staging_mesh_buffer,
                           staging_mesh_memory, 0)

    # Upload mesh to staging data
    data_ptr = hvk.map_memory(api, device, staging_mesh_memory, 0,
                              staging_req.size).value

    memmove(data_ptr + mesh_positions['offset'], byref(mesh_positions['data']),
            mesh_positions['size'])
    memmove(data_ptr + mesh_indices['offset'], byref(mesh_indices['data']),
            mesh_indices['size'])

    hvk.unmap_memory(api, device, staging_mesh_memory)
def texture_to_staging():
    global staging_texture_buffer, staging_texture_memory

    # Create staging resources
    staging_texture_buffer = hvk.create_buffer(
        api, device,
        hvk.buffer_create_info(size=len(texture.data),
                               usage=vk.BUFFER_USAGE_TRANSFER_SRC_BIT))

    staging_req = hvk.buffer_memory_requirements(api, device,
                                                 staging_texture_buffer)
    mt_index = find_memory_type(
        0, vk.MEMORY_PROPERTY_HOST_COHERENT_BIT
        | vk.MEMORY_PROPERTY_HOST_VISIBLE_BIT)
    staging_texture_memory = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=staging_req.size,
                                 memory_type_index=mt_index))

    hvk.bind_buffer_memory(api, device, staging_texture_buffer,
                           staging_texture_memory, 0)

    # Upload texture to staging data
    data_ptr = hvk.map_memory(api, device, staging_texture_memory, 0,
                              staging_req.size).value

    memmove(data_ptr, texture.data_ptr(), len(texture.data))

    hvk.unmap_memory(api, device, staging_texture_memory)
def create_descriptor_sets():
    global descriptor_pool, descriptor_set, color_buffer, color_mem

    # Uniform buffer values
    colors = (0.8, 0.8, 0.0, 1.0)
    colors_data = (c_float * len(colors))(*colors)
    colors_data_size = sizeof(colors_data)

    # Create descriptor pool
    pool_size = vk.DescriptorPoolSize(type=vk.DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                                      descriptor_count=1)

    descriptor_pool = hvk.create_descriptor_pool(
        api, device,
        hvk.descriptor_pool_create_info(max_sets=1, pool_sizes=(pool_size, )))

    descriptor_set = hvk.allocate_descriptor_sets(
        api, device,
        hvk.descriptor_set_allocate_info(
            descriptor_pool=descriptor_pool,
            set_layouts=(descriptor_set_layout, )))[0]

    # Allocate memory for the descriptor
    color_buffer = hvk.create_buffer(
        api, device,
        hvk.buffer_create_info(size=colors_data_size,
                               usage=vk.BUFFER_USAGE_UNIFORM_BUFFER_BIT))

    color_buffer_req = hvk.buffer_memory_requirements(api, device,
                                                      color_buffer)
    mt_index = find_memory_type(
        0, vk.MEMORY_PROPERTY_HOST_COHERENT_BIT
        | vk.MEMORY_PROPERTY_HOST_VISIBLE_BIT)

    color_mem = hvk.allocate_memory(
        api, device,
        hvk.memory_allocate_info(allocation_size=color_buffer_req.size,
                                 memory_type_index=mt_index))

    hvk.bind_buffer_memory(api, device, color_buffer, color_mem, 0)

    # Upload color data to memory
    data_ptr = hvk.map_memory(api, device, color_mem, 0,
                              colors_data_size).value

    memmove(data_ptr, byref(colors_data), colors_data_size)

    hvk.unmap_memory(api, device, color_mem)
Exemple #5
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def update_ubo():
    # Upload uniforms data to memory
    data_ptr = hvk.map_memory(api, device, uniforms_mem, 0,
                              sizeof(uniforms_data_type))

    uniforms = uniforms_data_type.from_address(data_ptr.value)
    ubo_data = uniforms.ubo

    # Perspective
    width, height = window.dimensions()
    ubo_data[0] = Mat4.perspective(radians(60), width / height, 0.1, 256.0)

    # View
    ubo_data[1] = Mat4.from_translation(0.0, 0.0, -zoom)

    # Model
    ubo_data[2] = Mat4.from_rotation(rotation, (0.0, -1.0, 0.5))

    hvk.unmap_memory(api, device, uniforms_mem)
    def map_alloc(self, alloc, offset=None, size=None):
        engine, api, device = self.ctx
        offset = offset or 0
        size = size or alloc.size

        pointer = hvk.map_memory(api, device, alloc.device_memory, offset,
                                 size)
        unmap = lambda: hvk.unmap_memory(api, device, alloc.device_memory)

        return MappedDeviceMemory(alloc, pointer, unmap)
def update_ubo():
    # Upload uniforms data to memory
    data_ptr = hvk.map_memory(api, device, uniforms_mem, 0,
                              sizeof(uniforms_data_type))

    uniforms = uniforms_data_type.from_address(data_ptr.value)
    ubo_data, light = uniforms.ubo, uniforms.light

    # Perspective
    width, height = window.dimensions()
    ubo_data[0] = Mat4.perspective(radians(60), width / height, 0.1, 256.0)

    # View
    ubo_data[1] = Mat4.from_translation(0.0, 0.0, -zoom)

    # Model
    ubo_data[2] = Mat4.from_rotation(rotation, (0.0, -1.0, 0.5))

    # Light stuff
    light.reverseLightDirection[:3] = Vec3.normalize(reverse_light_direction)

    hvk.unmap_memory(api, device, uniforms_mem)