procedural-3d-engine/distancefieldfonts/distancefieldfonts.cpp

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/*
* Vulkan Example - Font rendering using signed distance fields
*
* Font generated using https://github.com/libgdx/libgdx/wiki/Hiero
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sstream>
#include <assert.h>
#include <vector>
#include <array>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
};
// AngelCode .fnt format structs and classes
struct bmchar {
uint32_t x, y;
uint32_t width;
uint32_t height;
int32_t xoffset;
int32_t yoffset;
int32_t xadvance;
uint32_t page;
};
// Quick and dirty : complete ASCII table
// Only chars present in the .fnt are filled with data!
std::array<bmchar, 255> fontChars;
int32_t nextValuePair(std::stringstream *stream)
{
std::string pair;
*stream >> pair;
uint32_t spos = pair.find("=");
std::string value = pair.substr(spos + 1);
int32_t val = std::stoi(value);
return val;
}
class VulkanExample : public VulkanExampleBase
{
public:
bool splitScreen = true;
struct {
vkTools::VulkanTexture fontSDF;
vkTools::VulkanTexture fontBitmap;
} textures;
struct {
VkBuffer buf;
VkDeviceMemory mem;
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
int count;
VkBuffer buf;
VkDeviceMemory mem;
} indices;
struct {
vkTools::UniformData vs;
vkTools::UniformData fs;
} uniformData;
struct {
glm::mat4 projection;
glm::mat4 model;
} uboVS;
struct {
glm::vec4 outlineColor = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);
float outlineWidth = 0.6f;
float outline = true;
} uboFS;
struct {
VkPipeline sdf;
VkPipeline bitmap;
} pipelines;
struct {
VkDescriptorSet sdf;
VkDescriptorSet bitmap;
} descriptorSets;
VkPipelineLayout pipelineLayout;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -1.5f;
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rotation = { 0.0f, 0.0f, 0.0f };
title = "Vulkan Example - Distance field fonts";
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Clean up texture resources
textureLoader->destroyTexture(textures.fontSDF);
textureLoader->destroyTexture(textures.fontBitmap);
vkDestroyPipeline(device, pipelines.sdf, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyBuffer(device, vertices.buf, nullptr);
vkFreeMemory(device, vertices.mem, nullptr);
vkDestroyBuffer(device, indices.buf, nullptr);
vkFreeMemory(device, indices.mem, nullptr);
vkDestroyBuffer(device, uniformData.vs.buffer, nullptr);
vkFreeMemory(device, uniformData.vs.memory, nullptr);
}
// Basic parser fpr AngelCode bitmap font format files
// See http://www.angelcode.com/products/bmfont/doc/file_format.html for details
void parsebmFont()
{
std::string fileName = getAssetPath() + "font.fnt";
#if defined(__ANDROID__)
// Font description file is stored inside the apk
// So we need to load it using the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName.c_str(), AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
void *fileData = malloc(size);
AAsset_read(asset, fileData, size);
AAsset_close(asset);
std::stringbuf sbuf((const char*)fileData);
std::istream istream(&sbuf);
#else
std::filebuf fileBuffer;
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fileBuffer.open(fileName, std::ios::in);
std::istream istream(&fileBuffer);
#endif
assert(istream.good());
while (!istream.eof())
{
std::string line;
std::stringstream lineStream;
std::getline(istream, line);
lineStream << line;
std::string info;
lineStream >> info;
if (info == "char")
{
std::string pair;
// char id
uint32_t charid = nextValuePair(&lineStream);
// Char properties
fontChars[charid].x = nextValuePair(&lineStream);
fontChars[charid].y = nextValuePair(&lineStream);
fontChars[charid].width = nextValuePair(&lineStream);
fontChars[charid].height = nextValuePair(&lineStream);
fontChars[charid].xoffset = nextValuePair(&lineStream);
fontChars[charid].yoffset = nextValuePair(&lineStream);
fontChars[charid].xadvance = nextValuePair(&lineStream);
fontChars[charid].page = nextValuePair(&lineStream);
}
}
}
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void loadTextures()
{
textureLoader->loadTexture(
getAssetPath() + "textures/font_sdf_rgba.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
&textures.fontSDF);
textureLoader->loadTexture(
getAssetPath() + "textures/font_bitmap_rgba.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
&textures.fontBitmap);
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
buildCommandBuffers();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VkResult err;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
assert(!err);
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport(
(float)width,
(splitScreen) ? (float)height / 2.0f : (float)height,
0.0f,
1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(
width,
height,
0,
0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// Signed distance field font
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.sdf, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.sdf);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 0);
// Linear filtered bitmap font
if (splitScreen)
{
viewport.y = (float)height / 2.0f;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.bitmap, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bitmap);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indices.count, 1, 0, 0, 0);
}
vkCmdEndRenderPass(drawCmdBuffers[i]);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
}
}
void draw()
{
VkResult err;
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
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assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
// Command buffer to be sumitted to the queue
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submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
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err = vkQueueWaitIdle(queue);
assert(!err);
}
// todo : function fill buffer with quads from font
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// Creates a vertex buffer containing quads for the passed text
void generateText(std:: string text)
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{
std::vector<Vertex> vertexBuffer;
std::vector<uint32_t> indexBuffer;
uint32_t indexOffset = 0;
float w = textures.fontSDF.width;
float posx = 0.0f;
float posy = 0.0f;
for (uint32_t i = 0; i < text.size(); i++)
{
bmchar *charInfo = &fontChars[(int)text[i]];
if (charInfo->width == 0)
charInfo->width = 36;
float charw = ((float)(charInfo->width) / 36.0f);
float dimx = 1.0f * charw;
float charh = ((float)(charInfo->height) / 36.0f);
float dimy = 1.0f * charh;
posy = 1.0f - charh;
float us = charInfo->x / w;
float ue = (charInfo->x + charInfo->width) / w;
float ts = charInfo->y / w;
float te = (charInfo->y + charInfo->height) / w;
float xo = charInfo->xoffset / 36.0f;
float yo = charInfo->yoffset / 36.0f;
vertexBuffer.push_back({ { posx + dimx + xo, posy + dimy, 0.0f }, { ue, te } });
vertexBuffer.push_back({ { posx + xo, posy + dimy, 0.0f }, { us, te } });
vertexBuffer.push_back({ { posx + xo, posy, 0.0f }, { us, ts } });
vertexBuffer.push_back({ { posx + dimx + xo, posy, 0.0f }, { ue, ts } });
std::array<uint32_t, 6> indices = { 0,1,2, 2,3,0 };
for (auto& index : indices)
{
indexBuffer.push_back(indexOffset + index);
}
indexOffset += 4;
float advance = ((float)(charInfo->xadvance) / 36.0f);
posx += advance;
}
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indices.count = indexBuffer.size();
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// Center
for (auto& v : vertexBuffer)
{
v.pos[0] -= posx / 2.0f;
v.pos[1] -= 0.5f;
}
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
vertexBuffer.size() * sizeof(Vertex),
vertexBuffer.data(),
&vertices.buf,
&vertices.mem);
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
indexBuffer.size() * sizeof(uint32_t),
indexBuffer.data(),
&indices.buf,
&indices.mem);
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
sizeof(Vertex),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(2);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Texture coordinates
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 3);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
assert(!vkRes);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
// Binding 2 : Fragment shader uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_FRAGMENT_BIT,
2)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
assert(!err);
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
assert(!err);
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
// Signed distance front descriptor set
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.sdf);
assert(!vkRes);
// Image descriptor for the color map texture
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
textures.fontSDF.sampler,
textures.fontSDF.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vs.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor),
// Binding 2 : Fragment shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&uniformData.fs.descriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Default font rendering descriptor set
vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bitmap);
assert(!vkRes);
// Image descriptor for the color map texture
texDescriptor.sampler = textures.fontBitmap.sampler;
texDescriptor.imageView = textures.fontBitmap.view;
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSets.bitmap,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vs.descriptor),
// Binding 1 : Fragment shader texture sampler
vkTools::initializers::writeDescriptorSet(
descriptorSets.bitmap,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_TRUE);
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_FALSE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/distancefieldfonts/sdf.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/sdf.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sdf);
assert(!err);
// Default bitmap font rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/distancefieldfonts/bitmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bitmap);
assert(!err);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
sizeof(uboVS),
&uboVS,
&uniformData.vs.buffer,
&uniformData.vs.memory,
&uniformData.vs.descriptor);
// Fragment sahder uniform buffer block
// Contains font rendering parameters
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
sizeof(uboFS),
&uboFS,
&uniformData.fs.buffer,
&uniformData.fs.memory,
&uniformData.fs.descriptor);
updateUniformBuffers();
updateFontSettings();
}
void updateUniformBuffers()
{
// Vertex shader
glm::mat4 viewMatrix = glm::mat4();
uboVS.projection = glm::perspective(glm::radians(splitScreen ? 45.0f : 45.0f), (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 0.001f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, splitScreen ? zoom : zoom - 2.0f));
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uboVS.model = glm::mat4();
uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(0, 0, 0));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.vs.memory, 0, sizeof(uboVS), 0, (void **)&pData);
assert(!err);
memcpy(pData, &uboVS, sizeof(uboVS));
vkUnmapMemory(device, uniformData.vs.memory);
}
void updateFontSettings()
{
// Fragment shader
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.fs.memory, 0, sizeof(uboFS), 0, (void **)&pData);
assert(!err);
memcpy(pData, &uboFS, sizeof(uboFS));
vkUnmapMemory(device, uniformData.fs.memory);
}
void prepare()
{
VulkanExampleBase::prepare();
parsebmFont();
loadTextures();
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generateText("Vulkan");
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setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
vkDeviceWaitIdle(device);
draw();
vkDeviceWaitIdle(device);
}
virtual void viewChanged()
{
updateUniformBuffers();
}
void toggleSplitScreen()
{
splitScreen = !splitScreen;
reBuildCommandBuffers();
updateUniformBuffers();
}
void toggleFontOutline()
{
uboFS.outline = !uboFS.outline;
updateFontSettings();
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
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LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
if (uMsg == WM_KEYDOWN)
{
switch (wParam)
{
case 0x53:
vulkanExample->toggleSplitScreen();
break;
case 0x4F:
vulkanExample->toggleFontOutline();
break;
}
}
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
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static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
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int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
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int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
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vulkanExample = new VulkanExample();
#if defined(_WIN32)
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vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
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vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
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vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
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vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
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return 0;
#endif
}