Source code for simvx.graphics.renderer.particle_pass

"""GPU particle rendering — camera-facing billboards via SSBO."""

from __future__ import annotations

import logging
from typing import Any

import numpy as np
import vulkan as vk

from ..gpu.memory import create_buffer, upload_numpy
from .pass_helpers import load_shader_modules

__all__ = ["ParticlePass"]

log = logging.getLogger(__name__)

# Must match PARTICLE_DTYPE from core
_PARTICLE_GPU_STRIDE = 16 * 4  # 16 floats × 4 bytes = 64 bytes
MAX_PARTICLES = 10_000


[docs] class ParticlePass: """Renders particles as camera-facing billboards. Each particle is a 6-vertex quad (2 triangles) expanded in the vertex shader. Particle data is uploaded to an SSBO each frame. """ def __init__(self, engine: Any): self._engine = engine self._pipeline: Any = None self._pipeline_layout: Any = None self._vert_module: Any = None self._frag_module: Any = None self._ssbo_layout: Any = None self._ssbo_pool: Any = None self._ssbo_set: Any = None self._particle_buf: Any = None self._particle_mem: Any = None self._ready = False
[docs] def setup(self) -> None: e = self._engine device = e.ctx.device phys = e.ctx.physical_device # Particle SSBO buf_size = MAX_PARTICLES * _PARTICLE_GPU_STRIDE self._particle_buf, self._particle_mem = create_buffer( device, phys, buf_size, vk.VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, vk.VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | vk.VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, ) # Descriptor set for particle SSBO from ..gpu.descriptors import ( allocate_descriptor_set, create_descriptor_pool, create_ssbo_layout, write_ssbo_descriptor, ) self._ssbo_layout = create_ssbo_layout(device, binding_count=1) self._ssbo_pool = create_descriptor_pool(device, max_sets=1) self._ssbo_set = allocate_descriptor_set(device, self._ssbo_pool, self._ssbo_layout) write_ssbo_descriptor(device, self._ssbo_set, 0, self._particle_buf, buf_size) # Shaders self._vert_module, self._frag_module = load_shader_modules( device, e.shader_dir, "particle.vert", "particle.frag", ) # Pipeline self._pipeline, self._pipeline_layout = _create_particle_pipeline( device, self._vert_module, self._frag_module, e.render_pass, self._ssbo_layout, ) self._ready = True log.debug("Particle pass initialized (max %d particles)", MAX_PARTICLES)
[docs] def rebuild_pipeline(self, render_pass: Any) -> None: """Recreate the particle pipeline against a different render pass (e.g. HDR).""" if not self._ready: return device = self._engine.ctx.device if self._pipeline: vk.vkDestroyPipeline(device, self._pipeline, None) if self._pipeline_layout: vk.vkDestroyPipelineLayout(device, self._pipeline_layout, None) self._pipeline, self._pipeline_layout = _create_particle_pipeline( device, self._vert_module, self._frag_module, render_pass, self._ssbo_layout, )
[docs] def render( self, cmd: Any, particle_data: np.ndarray, view_proj: np.ndarray, camera_right: np.ndarray, camera_up: np.ndarray, extent: tuple[int, int], ) -> None: """Record particle draw commands.""" if not self._ready or len(particle_data) == 0: return count = min(len(particle_data), MAX_PARTICLES) upload_numpy(self._engine.ctx.device, self._particle_mem, particle_data[:count]) # Push constants: mat4 view_proj (64) + vec3 camera_right + pad (16) + vec3 camera_up + pad (16) = 96 pc = np.zeros(24, dtype=np.float32) pc[:16] = view_proj.T.ravel() # Transpose for GLSL column-major pc[16:19] = camera_right pc[20:23] = camera_up pc_bytes = pc.tobytes() ffi = vk.ffi cbuf = ffi.new("char[]", pc_bytes) # Viewport + scissor vk_vp = vk.VkViewport( x=0.0, y=0.0, width=float(extent[0]), height=float(extent[1]), minDepth=0.0, maxDepth=1.0, ) vk.vkCmdSetViewport(cmd, 0, 1, [vk_vp]) scissor = vk.VkRect2D( offset=vk.VkOffset2D(x=0, y=0), extent=vk.VkExtent2D(width=extent[0], height=extent[1]), ) vk.vkCmdSetScissor(cmd, 0, 1, [scissor]) vk.vkCmdBindPipeline(cmd, vk.VK_PIPELINE_BIND_POINT_GRAPHICS, self._pipeline) vk.vkCmdBindDescriptorSets( cmd, vk.VK_PIPELINE_BIND_POINT_GRAPHICS, self._pipeline_layout, 0, 1, [self._ssbo_set], 0, None, ) vk._vulkan.lib.vkCmdPushConstants( cmd, self._pipeline_layout, vk.VK_SHADER_STAGE_VERTEX_BIT, 0, len(pc_bytes), cbuf, ) # 6 vertices per particle (billboard quad) vk.vkCmdDraw(cmd, count * 6, 1, 0, 0)
[docs] def cleanup(self) -> None: if not self._ready: return device = self._engine.ctx.device for obj, fn in [ (self._pipeline, vk.vkDestroyPipeline), (self._pipeline_layout, vk.vkDestroyPipelineLayout), (self._vert_module, vk.vkDestroyShaderModule), (self._frag_module, vk.vkDestroyShaderModule), (self._ssbo_layout, vk.vkDestroyDescriptorSetLayout), (self._ssbo_pool, vk.vkDestroyDescriptorPool), ]: if obj: fn(device, obj, None) if self._particle_buf: vk.vkDestroyBuffer(device, self._particle_buf, None) if self._particle_mem: vk.vkFreeMemory(device, self._particle_mem, None) self._ready = False
def _create_particle_pipeline( device: Any, vert_module: Any, frag_module: Any, render_pass: Any, ssbo_layout: Any, ) -> tuple[Any, Any]: """Create particle pipeline: alpha blend, no depth write, no vertex input.""" ffi = vk.ffi # Push constant: mat4(64) + vec3+pad(16) + vec3+pad(16) = 96 bytes push_range = ffi.new("VkPushConstantRange*") push_range.stageFlags = vk.VK_SHADER_STAGE_VERTEX_BIT push_range.offset = 0 push_range.size = 96 set_layouts = ffi.new("VkDescriptorSetLayout[1]", [ssbo_layout]) layout_ci = ffi.new("VkPipelineLayoutCreateInfo*") layout_ci.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO layout_ci.setLayoutCount = 1 layout_ci.pSetLayouts = set_layouts layout_ci.pushConstantRangeCount = 1 layout_ci.pPushConstantRanges = push_range layout_out = ffi.new("VkPipelineLayout*") result = vk._vulkan._callApi( vk._vulkan.lib.vkCreatePipelineLayout, device, layout_ci, ffi.NULL, layout_out, ) if result != vk.VK_SUCCESS: raise RuntimeError(f"vkCreatePipelineLayout failed: {result}") pipeline_layout = layout_out[0] pi = ffi.new("VkGraphicsPipelineCreateInfo*") pi.sType = vk.VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO # Shader stages stages = ffi.new("VkPipelineShaderStageCreateInfo[2]") main_name = ffi.new("char[]", b"main") stages[0].sType = vk.VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO stages[0].stage = vk.VK_SHADER_STAGE_VERTEX_BIT stages[0].module = vert_module stages[0].pName = main_name stages[1].sType = vk.VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO stages[1].stage = vk.VK_SHADER_STAGE_FRAGMENT_BIT stages[1].module = frag_module stages[1].pName = main_name pi.stageCount = 2 pi.pStages = stages # No vertex input (vertices generated in shader) vi = ffi.new("VkPipelineVertexInputStateCreateInfo*") vi.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO pi.pVertexInputState = vi # Input assembly ia = ffi.new("VkPipelineInputAssemblyStateCreateInfo*") ia.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO ia.topology = vk.VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST pi.pInputAssemblyState = ia # Viewport (dynamic) vps = ffi.new("VkPipelineViewportStateCreateInfo*") vps.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO vps.viewportCount = 1 vps.pViewports = ffi.new("VkViewport*") vps.scissorCount = 1 vps.pScissors = ffi.new("VkRect2D*") pi.pViewportState = vps # Rasterization rs = ffi.new("VkPipelineRasterizationStateCreateInfo*") rs.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO rs.polygonMode = vk.VK_POLYGON_MODE_FILL rs.lineWidth = 1.0 rs.cullMode = vk.VK_CULL_MODE_NONE # Billboards face camera rs.frontFace = vk.VK_FRONT_FACE_CLOCKWISE pi.pRasterizationState = rs # Multisample ms = ffi.new("VkPipelineMultisampleStateCreateInfo*") ms.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO ms.rasterizationSamples = vk.VK_SAMPLE_COUNT_1_BIT pi.pMultisampleState = ms # Depth — test but no write (particles blend over geometry) dss = ffi.new("VkPipelineDepthStencilStateCreateInfo*") dss.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO dss.depthTestEnable = 1 dss.depthWriteEnable = 0 dss.depthCompareOp = vk.VK_COMPARE_OP_LESS_OR_EQUAL pi.pDepthStencilState = dss # Alpha blend blend_att = ffi.new("VkPipelineColorBlendAttachmentState*") blend_att.blendEnable = 1 blend_att.srcColorBlendFactor = vk.VK_BLEND_FACTOR_SRC_ALPHA blend_att.dstColorBlendFactor = vk.VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA blend_att.colorBlendOp = vk.VK_BLEND_OP_ADD blend_att.srcAlphaBlendFactor = vk.VK_BLEND_FACTOR_ONE blend_att.dstAlphaBlendFactor = vk.VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA blend_att.alphaBlendOp = vk.VK_BLEND_OP_ADD blend_att.colorWriteMask = 0xF cb = ffi.new("VkPipelineColorBlendStateCreateInfo*") cb.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO cb.attachmentCount = 1 cb.pAttachments = blend_att pi.pColorBlendState = cb # Dynamic state dyn_states = ffi.new("VkDynamicState[2]", [ vk.VK_DYNAMIC_STATE_VIEWPORT, vk.VK_DYNAMIC_STATE_SCISSOR, ]) ds = ffi.new("VkPipelineDynamicStateCreateInfo*") ds.sType = vk.VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO ds.dynamicStateCount = 2 ds.pDynamicStates = dyn_states pi.pDynamicState = ds pi.layout = pipeline_layout pi.renderPass = render_pass pipeline_out = ffi.new("VkPipeline*") result = vk._vulkan._callApi( vk._vulkan.lib.vkCreateGraphicsPipelines, device, ffi.NULL, 1, pi, ffi.NULL, pipeline_out, ) if result != vk.VK_SUCCESS: raise RuntimeError(f"vkCreateGraphicsPipelines failed: {result}") log.debug("Particle pipeline created") return pipeline_out[0], pipeline_layout