procedural-3d-engine/examples/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"
#include "VulkanTexture.hpp"
#include "VulkanBuffer.hpp"
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#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 {
vks::Texture2D fontSDF;
vks::Texture2D fontBitmap;
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} textures;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
vks::Buffer vertexBuffer;
vks::Buffer indexBuffer;
uint32_t indexCount;
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struct {
vks::Buffer vs;
vks::Buffer fs;
} uniformBuffers;
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struct UBOVS {
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glm::mat4 projection;
glm::mat4 model;
} uboVS;
struct UBOFS {
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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 = -2.0f;
title = "Distance field font rendering";
settings.overlay = true;
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}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Clean up texture resources
textures.fontSDF.destroy();
textures.fontBitmap.destroy();
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vkDestroyPipeline(device, pipelines.sdf, nullptr);
vkDestroyPipeline(device, pipelines.bitmap, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vertexBuffer.destroy();
indexBuffer.destroy();
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uniformBuffers.vs.destroy();
uniformBuffers.fs.destroy();
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}
// 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);
}
}
}
void loadAssets()
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{
textures.fontSDF.loadFromFile(getAssetPath() + "textures/font_sdf_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.fontBitmap.loadFromFile(getAssetPath() + "textures/font_bitmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
buildCommandBuffers();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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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)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (splitScreen) ? (float)height / 2.0f : (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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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, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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// 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);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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}
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
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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> vertices;
std::vector<uint32_t> indices;
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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;
vertices.push_back({ { posx + dimx + xo, posy + dimy, 0.0f }, { ue, te } });
vertices.push_back({ { posx + xo, posy + dimy, 0.0f }, { us, te } });
vertices.push_back({ { posx + xo, posy, 0.0f }, { us, ts } });
vertices.push_back({ { posx + dimx + xo, posy, 0.0f }, { ue, ts } });
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std::array<uint32_t, 6> letterIndices = { 0,1,2, 2,3,0 };
for (auto& index : letterIndices)
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{
indices.push_back(indexOffset + index);
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}
indexOffset += 4;
float advance = ((float)(charInfo->xadvance) / 36.0f);
posx += advance;
}
indexCount = indices.size();
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// Center
for (auto& v : vertices)
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{
v.pos[0] -= posx / 2.0f;
v.pos[1] -= 0.5f;
}
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// Generate host accesible buffers for the text vertices and indices and upload the data
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&vertexBuffer,
vertices.size() * sizeof(Vertex),
vertices.data()));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&indexBuffer,
indices.size() * sizeof(uint32_t),
indices.data()));
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}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
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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] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Texture coordinates
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 3);
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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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 =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
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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
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
// Binding 2 : Fragment shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_FRAGMENT_BIT,
2)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
&descriptorSetLayout,
1);
// Signed distance front descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.sdf));
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// Image descriptor for the color map texture
VkDescriptorImageInfo texDescriptor =
vks::initializers::descriptorImageInfo(
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textures.fontSDF.sampler,
textures.fontSDF.view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
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descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.vs.descriptor),
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// Binding 1 : Fragment shader texture sampler
vks::initializers::writeDescriptorSet(
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descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor),
// Binding 2 : Fragment shader uniform buffer
vks::initializers::writeDescriptorSet(
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descriptorSets.sdf,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
2,
&uniformBuffers.fs.descriptor)
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};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Default font rendering descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bitmap));
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// Image descriptor for the color map texture
texDescriptor.sampler = textures.fontBitmap.sampler;
texDescriptor.imageView = textures.fontBitmap.view;
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
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descriptorSets.bitmap,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.vs.descriptor),
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// Binding 1 : Fragment shader texture sampler
vks::initializers::writeDescriptorSet(
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descriptorSets.bitmap,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
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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 =
vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_FALSE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
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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 =
vks::initializers::pipelineCreateInfo(
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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();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sdf));
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// 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);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bitmap));
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}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.vs,
sizeof(uboVS)));
// Fragment sahder uniform buffer block (Contains font rendering parameters)
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.fs,
sizeof(uboFS)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.vs.map());
VK_CHECK_RESULT(uniformBuffers.fs.map());
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updateUniformBuffers();
updateFontSettings();
}
void updateUniformBuffers()
{
// Vertex shader
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glm::mat4 viewMatrix = glm::mat4(1.0f);
uboVS.projection = glm::perspective(glm::radians(splitScreen ? 30.0f : 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(1.0f);
uboVS.model = viewMatrix * glm::translate(uboVS.model, cameraPos);
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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memcpy(uniformBuffers.vs.mapped, &uboVS, sizeof(uboVS));
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}
void updateFontSettings()
{
// Fragment shader
memcpy(uniformBuffers.fs.mapped, &uboFS, sizeof(uboFS));
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}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
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void prepare()
{
VulkanExampleBase::prepare();
parsebmFont();
loadAssets();
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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;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
if (overlay->header("Settings")) {
bool outline = (uboFS.outline == 1.0f);
if (overlay->checkBox("Outline", &outline)) {
uboFS.outline = outline ? 1.0f : 0.0f;
updateFontSettings();
}
if (overlay->checkBox("Splitscreen", &splitScreen)) {
buildCommandBuffers();
updateUniformBuffers();
}
}
}
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};
VULKAN_EXAMPLE_MAIN()