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/*
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* Vulkan Example - Shadow mapping for directional light sources
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*
* 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 <assert.h>
# include <vector>
# define GLM_FORCE_RADIANS
# define GLM_FORCE_DEPTH_ZERO_TO_ONE
# include <glm/glm.hpp>
# include <glm/gtc/matrix_transform.hpp>
# include <vulkan/vulkan.h>
# include "vulkanexamplebase.h"
# include "vulkanMeshLoader.hpp"
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# include "vulkanbuffer.hpp"
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# define VERTEX_BUFFER_BIND_ID 0
# define ENABLE_VALIDATION false
// 16 bits of depth is enough for such a small scene
# define DEPTH_FORMAT VK_FORMAT_D16_UNORM
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// Shadowmap properties
# if defined(__ANDROID__)
# define SHADOWMAP_DIM 1024
# else
# define SHADOWMAP_DIM 2048
# endif
# define SHADOWMAP_FILTER VK_FILTER_LINEAR
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// Offscreen frame buffer properties
# define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
// Vertex layout for this example
std : : vector < vkMeshLoader : : VertexLayout > vertexLayout =
{
vkMeshLoader : : VERTEX_LAYOUT_POSITION ,
vkMeshLoader : : VERTEX_LAYOUT_UV ,
vkMeshLoader : : VERTEX_LAYOUT_COLOR ,
vkMeshLoader : : VERTEX_LAYOUT_NORMAL
} ;
class VulkanExample : public VulkanExampleBase
{
public :
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bool displayShadowMap = false ;
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bool lightPOV = false ;
// Keep depth range as small as possible
// for better shadow map precision
float zNear = 1.0f ;
float zFar = 96.0f ;
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// Depth bias (and slope) are used to avoid shadowing artefacts
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// Constant depth bias factor (always applied)
float depthBiasConstant = 1.25f ;
// Slope depth bias factor, applied depending on polygon's slope
float depthBiasSlope = 1.75f ;
glm : : vec3 lightPos = glm : : vec3 ( ) ;
float lightFOV = 45.0f ;
struct {
vkMeshLoader : : MeshBuffer scene ;
vkMeshLoader : : MeshBuffer quad ;
} meshes ;
struct {
VkPipelineVertexInputStateCreateInfo inputState ;
std : : vector < VkVertexInputBindingDescription > bindingDescriptions ;
std : : vector < VkVertexInputAttributeDescription > attributeDescriptions ;
} vertices ;
struct {
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vk : : Buffer scene ;
vk : : Buffer offscreen ;
vk : : Buffer debug ;
} uniformBuffers ;
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struct {
glm : : mat4 projection ;
glm : : mat4 model ;
} uboVSquad ;
struct {
glm : : mat4 projection ;
glm : : mat4 view ;
glm : : mat4 model ;
glm : : mat4 depthBiasMVP ;
glm : : vec3 lightPos ;
} uboVSscene ;
struct {
glm : : mat4 depthMVP ;
} uboOffscreenVS ;
struct {
VkPipeline quad ;
VkPipeline offscreen ;
VkPipeline scene ;
} pipelines ;
struct {
VkPipelineLayout quad ;
VkPipelineLayout offscreen ;
} pipelineLayouts ;
struct {
VkDescriptorSet offscreen ;
VkDescriptorSet scene ;
} descriptorSets ;
VkDescriptorSet descriptorSet ;
VkDescriptorSetLayout descriptorSetLayout ;
// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image ;
VkDeviceMemory mem ;
VkImageView view ;
} ;
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struct OffscreenPass {
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int32_t width , height ;
VkFramebuffer frameBuffer ;
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FrameBufferAttachment depth ;
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VkRenderPass renderPass ;
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VkSampler depthSampler ;
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VkDescriptorImageInfo descriptor ;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE ;
// Semaphore used to synchronize between offscreen and final scene render pass
VkSemaphore semaphore = VK_NULL_HANDLE ;
} offscreenPass ;
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VulkanExample ( ) : VulkanExampleBase ( ENABLE_VALIDATION )
{
zoom = - 20.0f ;
rotation = { - 15.0f , - 390.0f , 0.0f } ;
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enableTextOverlay = true ;
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title = " Vulkan Example - Projected shadow mapping " ;
timerSpeed * = 0.5f ;
}
~ VulkanExample ( )
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Frame buffer
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vkDestroySampler ( device , offscreenPass . depthSampler , nullptr ) ;
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// Depth attachment
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vkDestroyImageView ( device , offscreenPass . depth . view , nullptr ) ;
vkDestroyImage ( device , offscreenPass . depth . image , nullptr ) ;
vkFreeMemory ( device , offscreenPass . depth . mem , nullptr ) ;
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vkDestroyFramebuffer ( device , offscreenPass . frameBuffer , nullptr ) ;
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vkDestroyRenderPass ( device , offscreenPass . renderPass , nullptr ) ;
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vkDestroyPipeline ( device , pipelines . quad , nullptr ) ;
vkDestroyPipeline ( device , pipelines . offscreen , nullptr ) ;
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vkDestroyPipeline ( device , pipelines . scene , nullptr ) ;
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vkDestroyPipelineLayout ( device , pipelineLayouts . quad , nullptr ) ;
vkDestroyPipelineLayout ( device , pipelineLayouts . offscreen , nullptr ) ;
vkDestroyDescriptorSetLayout ( device , descriptorSetLayout , nullptr ) ;
// Meshes
vkMeshLoader : : freeMeshBufferResources ( device , & meshes . scene ) ;
vkMeshLoader : : freeMeshBufferResources ( device , & meshes . quad ) ;
// Uniform buffers
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uniformBuffers . offscreen . destroy ( ) ;
uniformBuffers . scene . destroy ( ) ;
uniformBuffers . debug . destroy ( ) ;
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vkFreeCommandBuffers ( device , cmdPool , 1 , & offscreenPass . commandBuffer ) ;
vkDestroySemaphore ( device , offscreenPass . semaphore , nullptr ) ;
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}
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// Set up a separate render pass for the offscreen frame buffer
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// This is necessary as the offscreen frame buffer attachments use formats different to those from the example render pass
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void prepareOffscreenRenderpass ( )
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{
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VkAttachmentDescription attchmentDescription { } ;
attchmentDescription . format = DEPTH_FORMAT ;
attchmentDescription . samples = VK_SAMPLE_COUNT_1_BIT ;
attchmentDescription . loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR ; // Clear depth at beginning of the render pass
attchmentDescription . storeOp = VK_ATTACHMENT_STORE_OP_STORE ; // We will read from depth, so it's important to store the depth attachment results
attchmentDescription . stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE ;
attchmentDescription . stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE ;
attchmentDescription . initialLayout = VK_IMAGE_LAYOUT_UNDEFINED ; // We don't care about initial layout of the attachment
attchmentDescription . finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ; // Attachment will be transitioned to shader read at render pass end
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VkAttachmentReference depthReference = { } ;
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depthReference . attachment = 0 ;
depthReference . layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ; // Attachment will be used as depth/stencil during render pass
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VkSubpassDescription subpass = { } ;
subpass . pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS ;
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subpass . colorAttachmentCount = 0 ; // No color attachments
subpass . pDepthStencilAttachment = & depthReference ; // Reference to our depth attachment
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// Use subpass dependencies for layout transitions
std : : array < VkSubpassDependency , 2 > dependencies ;
dependencies [ 0 ] . srcSubpass = VK_SUBPASS_EXTERNAL ;
dependencies [ 0 ] . dstSubpass = 0 ;
dependencies [ 0 ] . srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT ;
dependencies [ 0 ] . dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ;
dependencies [ 0 ] . srcAccessMask = VK_ACCESS_MEMORY_READ_BIT ;
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dependencies [ 0 ] . dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT ;
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dependencies [ 0 ] . dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT ;
dependencies [ 1 ] . srcSubpass = 0 ;
dependencies [ 1 ] . dstSubpass = VK_SUBPASS_EXTERNAL ;
dependencies [ 1 ] . srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ;
dependencies [ 1 ] . dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT ;
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dependencies [ 1 ] . srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT ;
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dependencies [ 1 ] . dstAccessMask = VK_ACCESS_MEMORY_READ_BIT ;
dependencies [ 1 ] . dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT ;
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VkRenderPassCreateInfo renderPassCreateInfo = vkTools : : initializers : : renderPassCreateInfo ( ) ;
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renderPassCreateInfo . attachmentCount = 1 ;
renderPassCreateInfo . pAttachments = & attchmentDescription ;
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renderPassCreateInfo . subpassCount = 1 ;
renderPassCreateInfo . pSubpasses = & subpass ;
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renderPassCreateInfo . dependencyCount = static_cast < uint32_t > ( dependencies . size ( ) ) ;
renderPassCreateInfo . pDependencies = dependencies . data ( ) ;
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VK_CHECK_RESULT ( vkCreateRenderPass ( device , & renderPassCreateInfo , nullptr , & offscreenPass . renderPass ) ) ;
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}
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// Setup the offscreen framebuffer for rendering the scene from light's point-of-view to
// The depth attachment of this framebuffer will then be used to sample from in the fragment shader of the shadowing pass
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void prepareOffscreenFramebuffer ( )
{
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offscreenPass . width = SHADOWMAP_DIM ;
offscreenPass . height = SHADOWMAP_DIM ;
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VkFormat fbColorFormat = FB_COLOR_FORMAT ;
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// For shadow mapping we only need a depth attachment
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VkImageCreateInfo image = vkTools : : initializers : : imageCreateInfo ( ) ;
image . imageType = VK_IMAGE_TYPE_2D ;
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image . extent . width = offscreenPass . width ;
image . extent . height = offscreenPass . height ;
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image . extent . depth = 1 ;
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image . mipLevels = 1 ;
image . arrayLayers = 1 ;
image . samples = VK_SAMPLE_COUNT_1_BIT ;
image . tiling = VK_IMAGE_TILING_OPTIMAL ;
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image . format = DEPTH_FORMAT ; // Depth stencil attachment
image . usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ; // We will sample directly from the depth attachment for the shadow mapping
VK_CHECK_RESULT ( vkCreateImage ( device , & image , nullptr , & offscreenPass . depth . image ) ) ;
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VkMemoryAllocateInfo memAlloc = vkTools : : initializers : : memoryAllocateInfo ( ) ;
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VkMemoryRequirements memReqs ;
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vkGetImageMemoryRequirements ( device , offscreenPass . depth . image , & memReqs ) ;
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memAlloc . allocationSize = memReqs . size ;
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memAlloc . memoryTypeIndex = vulkanDevice - > getMemoryType ( memReqs . memoryTypeBits , VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT ) ;
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VK_CHECK_RESULT ( vkAllocateMemory ( device , & memAlloc , nullptr , & offscreenPass . depth . mem ) ) ;
VK_CHECK_RESULT ( vkBindImageMemory ( device , offscreenPass . depth . image , offscreenPass . depth . mem , 0 ) ) ;
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VkImageViewCreateInfo depthStencilView = vkTools : : initializers : : imageViewCreateInfo ( ) ;
depthStencilView . viewType = VK_IMAGE_VIEW_TYPE_2D ;
depthStencilView . format = DEPTH_FORMAT ;
depthStencilView . subresourceRange = { } ;
depthStencilView . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
depthStencilView . subresourceRange . baseMipLevel = 0 ;
depthStencilView . subresourceRange . levelCount = 1 ;
depthStencilView . subresourceRange . baseArrayLayer = 0 ;
depthStencilView . subresourceRange . layerCount = 1 ;
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depthStencilView . image = offscreenPass . depth . image ;
VK_CHECK_RESULT ( vkCreateImageView ( device , & depthStencilView , nullptr , & offscreenPass . depth . view ) ) ;
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// Create sampler to sample from to depth attachment
// Used to sample in the fragment shader for shadowed rendering
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VkSamplerCreateInfo sampler = vkTools : : initializers : : samplerCreateInfo ( ) ;
sampler . magFilter = SHADOWMAP_FILTER ;
sampler . minFilter = SHADOWMAP_FILTER ;
sampler . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
sampler . addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
sampler . addressModeV = sampler . addressModeU ;
sampler . addressModeW = sampler . addressModeU ;
sampler . mipLodBias = 0.0f ;
sampler . maxAnisotropy = 0 ;
sampler . minLod = 0.0f ;
sampler . maxLod = 1.0f ;
sampler . borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE ;
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VK_CHECK_RESULT ( vkCreateSampler ( device , & sampler , nullptr , & offscreenPass . depthSampler ) ) ;
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prepareOffscreenRenderpass ( ) ;
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// Create frame buffer
VkFramebufferCreateInfo fbufCreateInfo = vkTools : : initializers : : framebufferCreateInfo ( ) ;
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fbufCreateInfo . renderPass = offscreenPass . renderPass ;
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fbufCreateInfo . attachmentCount = 1 ;
fbufCreateInfo . pAttachments = & offscreenPass . depth . view ;
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fbufCreateInfo . width = offscreenPass . width ;
fbufCreateInfo . height = offscreenPass . height ;
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fbufCreateInfo . layers = 1 ;
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VK_CHECK_RESULT ( vkCreateFramebuffer ( device , & fbufCreateInfo , nullptr , & offscreenPass . frameBuffer ) ) ;
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}
void buildOffscreenCommandBuffer ( )
{
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if ( offscreenPass . commandBuffer = = VK_NULL_HANDLE )
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{
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offscreenPass . commandBuffer = VulkanExampleBase : : createCommandBuffer ( VK_COMMAND_BUFFER_LEVEL_PRIMARY , false ) ;
}
if ( offscreenPass . semaphore = = VK_NULL_HANDLE )
{
// Create a semaphore used to synchronize offscreen rendering and usage
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools : : initializers : : semaphoreCreateInfo ( ) ;
VK_CHECK_RESULT ( vkCreateSemaphore ( device , & semaphoreCreateInfo , nullptr , & offscreenPass . semaphore ) ) ;
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}
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VkCommandBufferBeginInfo cmdBufInfo = vkTools : : initializers : : commandBufferBeginInfo ( ) ;
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VkClearValue clearValues [ 1 ] ;
clearValues [ 0 ] . depthStencil = { 1.0f , 0 } ;
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools : : initializers : : renderPassBeginInfo ( ) ;
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renderPassBeginInfo . renderPass = offscreenPass . renderPass ;
renderPassBeginInfo . framebuffer = offscreenPass . frameBuffer ;
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renderPassBeginInfo . renderArea . offset . x = 0 ;
renderPassBeginInfo . renderArea . offset . y = 0 ;
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renderPassBeginInfo . renderArea . extent . width = offscreenPass . width ;
renderPassBeginInfo . renderArea . extent . height = offscreenPass . height ;
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renderPassBeginInfo . clearValueCount = 2 ;
renderPassBeginInfo . pClearValues = clearValues ;
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VK_CHECK_RESULT ( vkBeginCommandBuffer ( offscreenPass . commandBuffer , & cmdBufInfo ) ) ;
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VkViewport viewport = vkTools : : initializers : : viewport ( ( float ) offscreenPass . width , ( float ) offscreenPass . height , 0.0f , 1.0f ) ;
vkCmdSetViewport ( offscreenPass . commandBuffer , 0 , 1 , & viewport ) ;
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VkRect2D scissor = vkTools : : initializers : : rect2D ( offscreenPass . width , offscreenPass . height , 0 , 0 ) ;
vkCmdSetScissor ( offscreenPass . commandBuffer , 0 , 1 , & scissor ) ;
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// Set depth bias (aka "Polygon offset")
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// Required to avoid shadow mapping artefacts
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vkCmdSetDepthBias (
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offscreenPass . commandBuffer ,
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depthBiasConstant ,
0.0f ,
depthBiasSlope ) ;
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vkCmdBeginRenderPass ( offscreenPass . commandBuffer , & renderPassBeginInfo , VK_SUBPASS_CONTENTS_INLINE ) ;
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vkCmdBindPipeline ( offscreenPass . commandBuffer , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelines . offscreen ) ;
vkCmdBindDescriptorSets ( offscreenPass . commandBuffer , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelineLayouts . offscreen , 0 , 1 , & descriptorSets . offscreen , 0 , NULL ) ;
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VkDeviceSize offsets [ 1 ] = { 0 } ;
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vkCmdBindVertexBuffers ( offscreenPass . commandBuffer , VERTEX_BUFFER_BIND_ID , 1 , & meshes . scene . vertices . buf , offsets ) ;
vkCmdBindIndexBuffer ( offscreenPass . commandBuffer , meshes . scene . indices . buf , 0 , VK_INDEX_TYPE_UINT32 ) ;
vkCmdDrawIndexed ( offscreenPass . commandBuffer , meshes . scene . indexCount , 1 , 0 , 0 , 0 ) ;
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vkCmdEndRenderPass ( offscreenPass . commandBuffer ) ;
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VK_CHECK_RESULT ( vkEndCommandBuffer ( offscreenPass . commandBuffer ) ) ;
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}
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 ;
for ( int32_t i = 0 ; i < drawCmdBuffers . size ( ) ; + + i )
{
// Set target frame buffer
renderPassBeginInfo . framebuffer = frameBuffers [ i ] ;
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VK_CHECK_RESULT ( vkBeginCommandBuffer ( drawCmdBuffers [ i ] , & cmdBufInfo ) ) ;
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vkCmdBeginRenderPass ( drawCmdBuffers [ i ] , & renderPassBeginInfo , VK_SUBPASS_CONTENTS_INLINE ) ;
VkViewport viewport = vkTools : : initializers : : viewport ( ( float ) width , ( 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 } ;
vkCmdBindDescriptorSets ( drawCmdBuffers [ i ] , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelineLayouts . quad , 0 , 1 , & descriptorSet , 0 , NULL ) ;
vkCmdBindPipeline ( drawCmdBuffers [ i ] , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelines . quad ) ;
// Visualize shadow map
if ( displayShadowMap )
{
vkCmdBindVertexBuffers ( drawCmdBuffers [ i ] , VERTEX_BUFFER_BIND_ID , 1 , & meshes . quad . vertices . buf , offsets ) ;
vkCmdBindIndexBuffer ( drawCmdBuffers [ i ] , meshes . quad . indices . buf , 0 , VK_INDEX_TYPE_UINT32 ) ;
vkCmdDrawIndexed ( drawCmdBuffers [ i ] , meshes . quad . indexCount , 1 , 0 , 0 , 0 ) ;
}
// 3D scene
vkCmdBindDescriptorSets ( drawCmdBuffers [ i ] , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelineLayouts . quad , 0 , 1 , & descriptorSets . scene , 0 , NULL ) ;
vkCmdBindPipeline ( drawCmdBuffers [ i ] , VK_PIPELINE_BIND_POINT_GRAPHICS , pipelines . scene ) ;
vkCmdBindVertexBuffers ( drawCmdBuffers [ i ] , VERTEX_BUFFER_BIND_ID , 1 , & meshes . scene . vertices . buf , offsets ) ;
vkCmdBindIndexBuffer ( drawCmdBuffers [ i ] , meshes . scene . indices . buf , 0 , VK_INDEX_TYPE_UINT32 ) ;
vkCmdDrawIndexed ( drawCmdBuffers [ i ] , meshes . scene . indexCount , 1 , 0 , 0 , 0 ) ;
vkCmdEndRenderPass ( drawCmdBuffers [ i ] ) ;
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VK_CHECK_RESULT ( vkEndCommandBuffer ( drawCmdBuffers [ i ] ) ) ;
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}
}
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void loadAssets ( )
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{
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loadMesh ( getAssetPath ( ) + " models/vulkanscene_shadow.dae " , & meshes . scene , vertexLayout , 4.0f ) ;
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}
void generateQuad ( )
{
// Setup vertices for a single uv-mapped quad
struct Vertex {
float pos [ 3 ] ;
float uv [ 2 ] ;
float col [ 3 ] ;
float normal [ 3 ] ;
} ;
# define QUAD_COLOR_NORMAL { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f }
std : : vector < Vertex > vertexBuffer =
{
{ { 1.0f , 1.0f , 0.0f } , { 1.0f , 1.0f } , QUAD_COLOR_NORMAL } ,
{ { 0.0f , 1.0f , 0.0f } , { 0.0f , 1.0f } , QUAD_COLOR_NORMAL } ,
{ { 0.0f , 0.0f , 0.0f } , { 0.0f , 0.0f } , QUAD_COLOR_NORMAL } ,
{ { 1.0f , 0.0f , 0.0f } , { 1.0f , 0.0f } , QUAD_COLOR_NORMAL }
} ;
# undef QUAD_COLOR_NORMAL
createBuffer (
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ,
vertexBuffer . size ( ) * sizeof ( Vertex ) ,
vertexBuffer . data ( ) ,
& meshes . quad . vertices . buf ,
& meshes . quad . vertices . mem ) ;
// Setup indices
std : : vector < uint32_t > indexBuffer = { 0 , 1 , 2 , 2 , 3 , 0 } ;
meshes . quad . indexCount = indexBuffer . size ( ) ;
createBuffer (
VK_BUFFER_USAGE_INDEX_BUFFER_BIT ,
indexBuffer . size ( ) * sizeof ( uint32_t ) ,
indexBuffer . data ( ) ,
& meshes . quad . indices . buf ,
& meshes . quad . indices . mem ) ;
}
void setupVertexDescriptions ( )
{
// Binding description
vertices . bindingDescriptions . resize ( 1 ) ;
vertices . bindingDescriptions [ 0 ] =
vkTools : : initializers : : vertexInputBindingDescription (
VERTEX_BUFFER_BIND_ID ,
vkMeshLoader : : vertexSize ( vertexLayout ) ,
VK_VERTEX_INPUT_RATE_VERTEX ) ;
// Attribute descriptions
vertices . attributeDescriptions . resize ( 4 ) ;
// 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 ) ;
// Location 2 : Color
vertices . attributeDescriptions [ 2 ] =
vkTools : : initializers : : vertexInputAttributeDescription (
VERTEX_BUFFER_BIND_ID ,
2 ,
VK_FORMAT_R32G32B32_SFLOAT ,
sizeof ( float ) * 5 ) ;
// Location 3 : Normal
vertices . attributeDescriptions [ 3 ] =
vkTools : : initializers : : vertexInputAttributeDescription (
VERTEX_BUFFER_BIND_ID ,
3 ,
VK_FORMAT_R32G32B32_SFLOAT ,
sizeof ( float ) * 8 ) ;
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 ( )
{
// Example uses three ubos and two image samplers
std : : vector < VkDescriptorPoolSize > poolSizes =
{
vkTools : : initializers : : descriptorPoolSize ( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 6 ) ,
vkTools : : initializers : : descriptorPoolSize ( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER , 4 )
} ;
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools : : initializers : : descriptorPoolCreateInfo (
poolSizes . size ( ) ,
poolSizes . data ( ) ,
3 ) ;
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VK_CHECK_RESULT ( vkCreateDescriptorPool ( device , & descriptorPoolInfo , nullptr , & descriptorPool ) ) ;
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}
void setupDescriptorSetLayout ( )
{
// Textured quad pipeline layout
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 )
} ;
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools : : initializers : : descriptorSetLayoutCreateInfo (
setLayoutBindings . data ( ) ,
setLayoutBindings . size ( ) ) ;
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VK_CHECK_RESULT ( vkCreateDescriptorSetLayout ( device , & descriptorLayout , nullptr , & descriptorSetLayout ) ) ;
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools : : initializers : : pipelineLayoutCreateInfo (
& descriptorSetLayout ,
1 ) ;
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VK_CHECK_RESULT ( vkCreatePipelineLayout ( device , & pPipelineLayoutCreateInfo , nullptr , & pipelineLayouts . quad ) ) ;
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// Offscreen pipeline layout
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VK_CHECK_RESULT ( vkCreatePipelineLayout ( device , & pPipelineLayoutCreateInfo , nullptr , & pipelineLayouts . offscreen ) ) ;
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}
void setupDescriptorSets ( )
{
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std : : vector < VkWriteDescriptorSet > writeDescriptorSets ;
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// Textured quad descriptor set
VkDescriptorSetAllocateInfo allocInfo =
vkTools : : initializers : : descriptorSetAllocateInfo (
descriptorPool ,
& descriptorSetLayout ,
1 ) ;
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VK_CHECK_RESULT ( vkAllocateDescriptorSets ( device , & allocInfo , & descriptorSet ) ) ;
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// Image descriptor for the shadow map attachment
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VkDescriptorImageInfo texDescriptor =
vkTools : : initializers : : descriptorImageInfo (
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offscreenPass . depthSampler ,
offscreenPass . depth . view ,
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VK_IMAGE_LAYOUT_GENERAL ) ;
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
vkTools : : initializers : : writeDescriptorSet (
descriptorSet ,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ,
0 ,
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& uniformBuffers . debug . descriptor ) ,
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// Binding 1 : Fragment shader texture sampler
vkTools : : initializers : : writeDescriptorSet (
descriptorSet ,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ,
1 ,
& texDescriptor )
} ;
vkUpdateDescriptorSets ( device , writeDescriptorSets . size ( ) , writeDescriptorSets . data ( ) , 0 , NULL ) ;
// Offscreen
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VK_CHECK_RESULT ( vkAllocateDescriptorSets ( device , & allocInfo , & descriptorSets . offscreen ) ) ;
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
vkTools : : initializers : : writeDescriptorSet (
descriptorSets . offscreen ,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ,
0 ,
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& uniformBuffers . offscreen . descriptor ) ,
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} ;
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vkUpdateDescriptorSets ( device , writeDescriptorSets . size ( ) , writeDescriptorSets . data ( ) , 0 , NULL ) ;
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// 3D scene
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VK_CHECK_RESULT ( vkAllocateDescriptorSets ( device , & allocInfo , & descriptorSets . scene ) ) ;
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// Image descriptor for the shadow map attachment
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texDescriptor . sampler = offscreenPass . depthSampler ;
texDescriptor . imageView = offscreenPass . depth . view ;
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
vkTools : : initializers : : writeDescriptorSet (
descriptorSets . scene ,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ,
0 ,
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& uniformBuffers . scene . descriptor ) ,
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// Binding 1 : Fragment shader shadow sampler
vkTools : : initializers : : writeDescriptorSet (
descriptorSets . scene ,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ,
1 ,
& texDescriptor )
} ;
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vkUpdateDescriptorSets ( device , writeDescriptorSets . size ( ) , writeDescriptorSets . data ( ) , 0 , NULL ) ;
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}
void preparePipelines ( )
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools : : initializers : : pipelineInputAssemblyStateCreateInfo (
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST ,
0 ,
VK_FALSE ) ;
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools : : initializers : : pipelineRasterizationStateCreateInfo (
VK_POLYGON_MODE_FILL ,
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VK_CULL_MODE_NONE ,
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VK_FRONT_FACE_CLOCKWISE ,
0 ) ;
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools : : initializers : : pipelineColorBlendAttachmentState (
0xf ,
VK_FALSE ) ;
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools : : initializers : : pipelineColorBlendStateCreateInfo (
1 ,
& blendAttachmentState ) ;
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools : : initializers : : pipelineDepthStencilStateCreateInfo (
VK_TRUE ,
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 ) ;
// Solid rendering pipeline
// Load shaders
std : : array < VkPipelineShaderStageCreateInfo , 2 > shaderStages ;
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shaderStages [ 0 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/quad.vert.spv " , VK_SHADER_STAGE_VERTEX_BIT ) ;
shaderStages [ 1 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/quad.frag.spv " , VK_SHADER_STAGE_FRAGMENT_BIT ) ;
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools : : initializers : : pipelineCreateInfo (
pipelineLayouts . quad ,
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 ( ) ;
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VK_CHECK_RESULT ( vkCreateGraphicsPipelines ( device , pipelineCache , 1 , & pipelineCreateInfo , nullptr , & pipelines . quad ) ) ;
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// 3D scene
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shaderStages [ 0 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/scene.vert.spv " , VK_SHADER_STAGE_VERTEX_BIT ) ;
shaderStages [ 1 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/scene.frag.spv " , VK_SHADER_STAGE_FRAGMENT_BIT ) ;
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rasterizationState . cullMode = VK_CULL_MODE_BACK_BIT ;
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VK_CHECK_RESULT ( vkCreateGraphicsPipelines ( device , pipelineCache , 1 , & pipelineCreateInfo , nullptr , & pipelines . scene ) ) ;
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// Offscreen pipeline
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shaderStages [ 0 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/offscreen.vert.spv " , VK_SHADER_STAGE_VERTEX_BIT ) ;
shaderStages [ 1 ] = loadShader ( getAssetPath ( ) + " shaders/shadowmapping/offscreen.frag.spv " , VK_SHADER_STAGE_FRAGMENT_BIT ) ;
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// No blend attachment states (no color attachments used)
colorBlendState . attachmentCount = 0 ;
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// Cull front faces
depthStencilState . depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL ;
// Enable depth bias
rasterizationState . depthBiasEnable = VK_TRUE ;
// Add depth bias to dynamic state, so we can change it at runtime
dynamicStateEnables . push_back ( VK_DYNAMIC_STATE_DEPTH_BIAS ) ;
dynamicState =
vkTools : : initializers : : pipelineDynamicStateCreateInfo (
dynamicStateEnables . data ( ) ,
dynamicStateEnables . size ( ) ,
0 ) ;
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pipelineCreateInfo . layout = pipelineLayouts . offscreen ;
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pipelineCreateInfo . renderPass = offscreenPass . renderPass ;
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VK_CHECK_RESULT ( vkCreateGraphicsPipelines ( device , pipelineCache , 1 , & pipelineCreateInfo , nullptr , & pipelines . offscreen ) ) ;
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}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers ( )
{
// Debug quad vertex shader uniform buffer block
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VK_CHECK_RESULT ( vulkanDevice - > createBuffer (
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT ,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT ,
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& uniformBuffers . debug ,
sizeof ( uboVSscene ) ) ) ;
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// Offscreen vertex shader uniform buffer block
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VK_CHECK_RESULT ( vulkanDevice - > createBuffer (
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT ,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT ,
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& uniformBuffers . offscreen ,
sizeof ( uboOffscreenVS ) ) ) ;
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// Scene vertex shader uniform buffer block
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VK_CHECK_RESULT ( vulkanDevice - > createBuffer (
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT ,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT ,
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& uniformBuffers . scene ,
sizeof ( uboVSscene ) ) ) ;
// Map persistent
VK_CHECK_RESULT ( uniformBuffers . debug . map ( ) ) ;
VK_CHECK_RESULT ( uniformBuffers . offscreen . map ( ) ) ;
VK_CHECK_RESULT ( uniformBuffers . scene . map ( ) ) ;
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updateLight ( ) ;
updateUniformBufferOffscreen ( ) ;
updateUniformBuffers ( ) ;
}
void updateLight ( )
{
// Animate the light source
lightPos . x = cos ( glm : : radians ( timer * 360.0f ) ) * 40.0f ;
lightPos . y = - 50.0f + sin ( glm : : radians ( timer * 360.0f ) ) * 20.0f ;
lightPos . z = 25.0f + sin ( glm : : radians ( timer * 360.0f ) ) * 5.0f ;
}
void updateUniformBuffers ( )
{
// Shadow map debug quad
float AR = ( float ) height / ( float ) width ;
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uboVSquad . projection = glm : : ortho ( 2.5f / AR , 0.0f , 0.0f , 2.5f , - 1.0f , 1.0f ) ;
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uboVSquad . model = glm : : mat4 ( ) ;
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memcpy ( uniformBuffers . debug . mapped , & uboVSquad , sizeof ( uboVSquad ) ) ;
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// 3D scene
uboVSscene . projection = glm : : perspective ( glm : : radians ( 45.0f ) , ( float ) width / ( float ) height , zNear , zFar ) ;
uboVSscene . view = glm : : translate ( glm : : mat4 ( ) , glm : : vec3 ( 0.0f , 0.0f , zoom ) ) ;
uboVSscene . view = glm : : rotate ( uboVSscene . view , glm : : radians ( rotation . x ) , glm : : vec3 ( 1.0f , 0.0f , 0.0f ) ) ;
uboVSscene . view = glm : : rotate ( uboVSscene . view , glm : : radians ( rotation . y ) , glm : : vec3 ( 0.0f , 1.0f , 0.0f ) ) ;
uboVSscene . view = glm : : rotate ( uboVSscene . view , glm : : radians ( rotation . z ) , glm : : vec3 ( 0.0f , 0.0f , 1.0f ) ) ;
uboVSscene . model = glm : : mat4 ( ) ;
uboVSscene . lightPos = lightPos ;
// Render scene from light's point of view
if ( lightPOV )
{
uboVSscene . projection = glm : : perspective ( glm : : radians ( lightFOV ) , ( float ) width / ( float ) height , zNear , zFar ) ;
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uboVSscene . view = glm : : lookAt ( lightPos , glm : : vec3 ( 0.0f ) , glm : : vec3 ( 0.0f , 1.0f , 0.0f ) ) ;
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}
uboVSscene . depthBiasMVP = uboOffscreenVS . depthMVP ;
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memcpy ( uniformBuffers . scene . mapped , & uboVSscene , sizeof ( uboVSscene ) ) ;
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}
void updateUniformBufferOffscreen ( )
{
// Matrix from light's point of view
glm : : mat4 depthProjectionMatrix = glm : : perspective ( glm : : radians ( lightFOV ) , 1.0f , zNear , zFar ) ;
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glm : : mat4 depthViewMatrix = glm : : lookAt ( lightPos , glm : : vec3 ( 0.0f ) , glm : : vec3 ( 0 , 1 , 0 ) ) ;
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glm : : mat4 depthModelMatrix = glm : : mat4 ( ) ;
uboOffscreenVS . depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix ;
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memcpy ( uniformBuffers . offscreen . mapped , & uboOffscreenVS , sizeof ( uboOffscreenVS ) ) ;
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}
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void draw ( )
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{
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VulkanExampleBase : : prepareFrame ( ) ;
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// The scene render command buffer has to wait for the offscreen rendering (and transfer) to be finished before using the shadow map
// Therefore we synchronize using an additional semaphore
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// Offscreen rendering
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// Wait for swap chain presentation to finish
submitInfo . pWaitSemaphores = & semaphores . presentComplete ;
// Signal ready with offscreen semaphore
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submitInfo . pSignalSemaphores = & offscreenPass . semaphore ;
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// Submit work
submitInfo . commandBufferCount = 1 ;
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submitInfo . pCommandBuffers = & offscreenPass . commandBuffer ;
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VK_CHECK_RESULT ( vkQueueSubmit ( queue , 1 , & submitInfo , VK_NULL_HANDLE ) ) ;
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// Scene rendering
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// Wait for offscreen semaphore
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submitInfo . pWaitSemaphores = & offscreenPass . semaphore ; ;
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// Signal ready with render complete semaphpre
submitInfo . pSignalSemaphores = & semaphores . renderComplete ;
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// Submit work
submitInfo . pCommandBuffers = & drawCmdBuffers [ currentBuffer ] ;
VK_CHECK_RESULT ( vkQueueSubmit ( queue , 1 , & submitInfo , VK_NULL_HANDLE ) ) ;
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VulkanExampleBase : : submitFrame ( ) ;
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}
void prepare ( )
{
VulkanExampleBase : : prepare ( ) ;
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loadAssets ( ) ;
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generateQuad ( ) ;
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prepareOffscreenFramebuffer ( ) ;
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setupVertexDescriptions ( ) ;
prepareUniformBuffers ( ) ;
setupDescriptorSetLayout ( ) ;
preparePipelines ( ) ;
setupDescriptorPool ( ) ;
setupDescriptorSets ( ) ;
buildCommandBuffers ( ) ;
buildOffscreenCommandBuffer ( ) ;
prepared = true ;
}
virtual void render ( )
{
if ( ! prepared )
return ;
draw ( ) ;
if ( ! paused )
{
updateLight ( ) ;
updateUniformBufferOffscreen ( ) ;
updateUniformBuffers ( ) ;
}
}
virtual void viewChanged ( )
{
updateUniformBufferOffscreen ( ) ;
updateUniformBuffers ( ) ;
}
void toggleShadowMapDisplay ( )
{
displayShadowMap = ! displayShadowMap ;
buildCommandBuffers ( ) ;
}
void toogleLightPOV ( )
{
lightPOV = ! lightPOV ;
viewChanged ( ) ;
}
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virtual void keyPressed ( uint32_t keyCode )
{
switch ( keyCode )
{
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case KEY_S :
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case GAMEPAD_BUTTON_A :
toggleShadowMapDisplay ( ) ;
break ;
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case KEY_L :
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case GAMEPAD_BUTTON_X :
toogleLightPOV ( ) ;
break ;
}
}
virtual void getOverlayText ( VulkanTextOverlay * textOverlay )
{
# if defined(__ANDROID__)
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textOverlay - > addText ( " \" Button A \" to toggle shadow map " , 5.0f , 85.0f , VulkanTextOverlay : : alignLeft ) ;
textOverlay - > addText ( " \" Button X \" to toggle light's pov " , 5.0f , 100.0f , VulkanTextOverlay : : alignLeft ) ;
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# else
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textOverlay - > addText ( " \" s \" to toggle shadow map " , 5.0f , 85.0f , VulkanTextOverlay : : alignLeft ) ;
textOverlay - > addText ( " \" l \" to toggle light's pov " , 5.0f , 100.0f , VulkanTextOverlay : : alignLeft ) ;
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# endif
}
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} ;
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VULKAN_EXAMPLE_MAIN ( )