From 0112aa034de9be528dbdff8c783d03791ff0c67c Mon Sep 17 00:00:00 2001 From: saschawillems Date: Thu, 14 Jul 2016 23:45:52 +0200 Subject: [PATCH] Initial commit for deferred shadow example (wip) --- deferredshadows/deferredshadows.cpp | 1584 +++++++++++++++++ deferredshadows/deferredshadows.vcxproj | 95 + .../deferredshadows.vcxproj.filters | 42 + vulkanExamples.sln | 6 + 4 files changed, 1727 insertions(+) create mode 100644 deferredshadows/deferredshadows.cpp create mode 100644 deferredshadows/deferredshadows.vcxproj create mode 100644 deferredshadows/deferredshadows.vcxproj.filters diff --git a/deferredshadows/deferredshadows.cpp b/deferredshadows/deferredshadows.cpp new file mode 100644 index 00000000..2864b6a2 --- /dev/null +++ b/deferredshadows/deferredshadows.cpp @@ -0,0 +1,1584 @@ +/* +* Vulkan Example - Deferred shading with shadows from multiple light sources using geometry shader instancing +* +* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de +* +* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) +*/ + +#include +#include +#include +#include +#include + +#define GLM_FORCE_RADIANS +#define GLM_FORCE_DEPTH_ZERO_TO_ONE +#include +#include +#include + +#include +#include "vulkanexamplebase.h" + +#define VERTEX_BUFFER_BIND_ID 0 +#define ENABLE_VALIDATION false + +// Shadowmap properties +#define SHADOWMAP_DIM 2048 +#define SHADOWMAP_FILTER VK_FILTER_LINEAR +// 16 bits of depth is enough for such a small scene +#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT + +#define FB_DIM 2048 + +// Must match the LIGHT_COUNT define in the shadow and deferred shaders +#define LIGHT_COUNT 3 + +// Vertex layout for this example +// todo: create class for vertex layout +std::vector vertexLayout = +{ + vkMeshLoader::VERTEX_LAYOUT_POSITION, + vkMeshLoader::VERTEX_LAYOUT_UV, + vkMeshLoader::VERTEX_LAYOUT_COLOR, + vkMeshLoader::VERTEX_LAYOUT_NORMAL, + vkMeshLoader::VERTEX_LAYOUT_TANGENT +}; + +class VulkanExample : public VulkanExampleBase +{ +public: + bool debugDisplay = false; + + // Keep depth range as small as possible + // for better shadow map precision + float zNear = 0.1f; + float zFar = 64.0f; + float lightFOV = 75.0f; + + // Depth bias (and slope) are used to avoid shadowing artefacts + float depthBiasConstant = 1.25f; + float depthBiasSlope = 1.75f; + + struct { + struct { + vkTools::VulkanTexture colorMap; + vkTools::VulkanTexture normalMap; + } model; + struct { + vkTools::VulkanTexture colorMap; + vkTools::VulkanTexture normalMap; + } background; + } textures; + + struct { + vkMeshLoader::MeshBuffer model; + vkMeshLoader::MeshBuffer background; + vkMeshLoader::MeshBuffer quad; + } meshes; + + struct { + VkPipelineVertexInputStateCreateInfo inputState; + std::vector bindingDescriptions; + std::vector attributeDescriptions; + } vertices; + + struct { + glm::mat4 projection; + glm::mat4 model; + glm::mat4 view; + glm::vec4 instancePos[3]; + int layer; + } uboVS, uboOffscreenVS; + + // This UBO stores the shadow matrices for all of the light sources + // The matrices are indexed using geometry shader instancing + // The instancePos is used to place the models using instanced draws + struct { + glm::mat4 mvp[LIGHT_COUNT]; + glm::vec4 instancePos[3]; + } uboShadowGS; + + struct Light { + glm::vec4 position; + glm::vec4 target; + glm::vec4 color; + glm::mat4 viewMatrix; + }; + + struct { + glm::vec4 viewPos; + Light lights[LIGHT_COUNT]; + } uboFragmentLights; + + struct { + vkTools::UniformData vsFullScreen; + vkTools::UniformData vsOffscreen; + vkTools::UniformData fsLights; + vkTools::UniformData uboShadowGS; + } uniformData; + + struct { + VkPipeline deferred; + VkPipeline offscreen; + VkPipeline debug; + VkPipeline shadowpass; + } pipelines; + + struct { + //todo: rename, shared with deferred and shadow pass + VkPipelineLayout deferred; + VkPipelineLayout offscreen; + } pipelineLayouts; + + struct { + VkDescriptorSet model; + VkDescriptorSet background; + VkDescriptorSet shadow; + } descriptorSets; + + VkDescriptorSet descriptorSet; + VkDescriptorSetLayout descriptorSetLayout; + + // todo : move to vktools (or separate unit) + struct FrameBufferAttachment + { + VkImage image; + VkDeviceMemory mem; + VkImageView view; + VkFormat format; + bool isDepth = false; + }; + + // todo : move to vktools (or separate unit) and turn into class + struct FrameBuffer + { + uint32_t width, height; + VkFramebuffer frameBuffer; + std::vector attachments; + VkRenderPass renderPass; + VkSampler sampler; + void FreeResources(VkDevice device) + { + for (auto attachment : attachments) + { + vkDestroyImage(device, attachment.image, nullptr); + vkDestroyImageView(device, attachment.view, nullptr); + vkFreeMemory(device, attachment.mem, nullptr); + } + vkDestroySampler(device, sampler, nullptr); + vkDestroyRenderPass(device, renderPass, nullptr); + vkDestroyFramebuffer(device, frameBuffer, nullptr); + } + }; + + struct + { + // Framebuffer resources for the deferred pass + FrameBuffer deferred; + // Framebuffer resources for the shadow pass + FrameBuffer shadow; + } frameBuffers; + + struct { + VkCommandBuffer deferred = VK_NULL_HANDLE; + } commandBuffers; + + // Semaphore used to synchronize between offscreen and final scene rendering + VkSemaphore offscreenSemaphore = VK_NULL_HANDLE; + + // Device features to be enabled for this example + static VkPhysicalDeviceFeatures getEnabledFeatures() + { + VkPhysicalDeviceFeatures enabledFeatures = {}; + enabledFeatures.geometryShader = VK_TRUE; + enabledFeatures.shaderClipDistance = VK_TRUE; + enabledFeatures.shaderCullDistance = VK_TRUE; + enabledFeatures.shaderTessellationAndGeometryPointSize = VK_TRUE; + return enabledFeatures; + } + + VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION, getEnabledFeatures) + { + enableTextOverlay = true; + title = "Vulkan Example - Deferred shading with shadow mapping"; + camera.type = Camera::CameraType::firstperson; + camera.movementSpeed = 5.0f; + camera.rotationSpeed = 0.25f; + camera.position = { 2.15f, 0.3f, -8.75f }; + camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f)); + camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar); + } + + ~VulkanExample() + { + // Frame buffers + frameBuffers.shadow.FreeResources(device); + frameBuffers.deferred.FreeResources(device); + + vkDestroyPipeline(device, pipelines.deferred, nullptr); + vkDestroyPipeline(device, pipelines.offscreen, nullptr); + vkDestroyPipeline(device, pipelines.shadowpass, nullptr); + vkDestroyPipeline(device, pipelines.debug, nullptr); + + vkDestroyPipelineLayout(device, pipelineLayouts.deferred, nullptr); + vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr); + + vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); + + // Meshes + vkMeshLoader::freeMeshBufferResources(device, &meshes.model); + vkMeshLoader::freeMeshBufferResources(device, &meshes.background); + vkMeshLoader::freeMeshBufferResources(device, &meshes.quad); + + // Uniform buffers + vkTools::destroyUniformData(device, &uniformData.vsOffscreen); + vkTools::destroyUniformData(device, &uniformData.vsFullScreen); + vkTools::destroyUniformData(device, &uniformData.fsLights); + vkTools::destroyUniformData(device, &uniformData.uboShadowGS); + + vkFreeCommandBuffers(device, cmdPool, 1, &commandBuffers.deferred); + + // Textures + textureLoader->destroyTexture(textures.model.colorMap); + textureLoader->destroyTexture(textures.model.normalMap); + textureLoader->destroyTexture(textures.background.colorMap); + textureLoader->destroyTexture(textures.background.normalMap); + + vkDestroySemaphore(device, offscreenSemaphore, nullptr); + } + + // Create a frame buffer attachment + // todo : move into frame buffer class + void createAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, VkCommandBuffer layoutCmd, bool depthSample = false) + { + VkImageAspectFlags aspectMask = 0; + VkImageLayout imageLayout; + + attachment->format = format; + + if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) + { + aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + } + if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) + { + aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; + imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + attachment->isDepth = true; + } + + assert(aspectMask > 0); + + VkImageCreateInfo image = vkTools::initializers::imageCreateInfo(); + image.imageType = VK_IMAGE_TYPE_2D; + image.format = format; + image.extent.width = frameBuffers.deferred.width; + image.extent.height = frameBuffers.deferred.height; + image.extent.depth = 1; + image.mipLevels = 1; + image.arrayLayers = 1; + image.samples = VK_SAMPLE_COUNT_1_BIT; + image.tiling = VK_IMAGE_TILING_OPTIMAL; + image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT; + + VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo(); + VkMemoryRequirements memReqs; + + VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image)); + vkGetImageMemoryRequirements(device, attachment->image, &memReqs); + memAlloc.allocationSize = memReqs.size; + memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); + VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem)); + VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0)); + + if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) + { + // Set the initial layout to shader read instead of attachment + // This is done as the render loop does the actualy image layout transitions + vkTools::setImageLayout( + layoutCmd, + attachment->image, + aspectMask, + VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + } + else + { + vkTools::setImageLayout( + layoutCmd, + attachment->image, + aspectMask, + VK_IMAGE_LAYOUT_UNDEFINED, + imageLayout); + } + + VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo(); + imageView.viewType = VK_IMAGE_VIEW_TYPE_2D; + imageView.format = format; + imageView.subresourceRange = {}; + imageView.subresourceRange.aspectMask = aspectMask; + imageView.subresourceRange.baseMipLevel = 0; + imageView.subresourceRange.levelCount = 1; + imageView.subresourceRange.baseArrayLayer = 0; + imageView.subresourceRange.layerCount = 1; + imageView.image = attachment->image; + VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view)); + } + + // Create a layered attachment + // todo: not used yet, move into framebuffer class + void createLayeredAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, uint32_t layerCount, VkCommandBuffer layoutCmd, bool depthSample = false) + { + VkImageAspectFlags aspectMask = 0; + VkImageLayout imageLayout; + + attachment->format = format; + + if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) + { + aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + } + if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) + { + aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; + imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + } + + assert(aspectMask > 0); + + VkImageCreateInfo image = vkTools::initializers::imageCreateInfo(); + image.imageType = VK_IMAGE_TYPE_2D; + image.format = format; + image.extent.width = frameBuffers.deferred.width; + image.extent.height = frameBuffers.deferred.height; + image.extent.depth = 1; + image.mipLevels = 1; + image.arrayLayers = layerCount; + image.samples = VK_SAMPLE_COUNT_1_BIT; + image.tiling = VK_IMAGE_TILING_OPTIMAL; + image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT; + + VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo(); + VkMemoryRequirements memReqs; + + VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image)); + vkGetImageMemoryRequirements(device, attachment->image, &memReqs); + memAlloc.allocationSize = memReqs.size; + memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); + VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem)); + VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0)); + + VkImageSubresourceRange subresourceRange = {}; + subresourceRange.aspectMask = aspectMask; + subresourceRange.baseMipLevel = 0; + subresourceRange.levelCount = 1; + subresourceRange.layerCount = layerCount; + + if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT) + { + // Set the initial layout to shader read instead of attachment + // This is done as the render loop does the actualy image layout transitions + vkTools::setImageLayout( + layoutCmd, + attachment->image, + aspectMask, + VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, + subresourceRange); + } + else + { + vkTools::setImageLayout( + layoutCmd, + attachment->image, + aspectMask, + VK_IMAGE_LAYOUT_UNDEFINED, + imageLayout, + subresourceRange); + } + + VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo(); + imageView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY; + imageView.format = format; + imageView.subresourceRange = subresourceRange; + imageView.image = attachment->image; + VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view)); + } + + + // Prepare a layered shadow map with each layer containing depth from a light's point of view + // The shadow mapping pass uses geometry shader instancing to output the scene from the different + // light sources' point of view to the layers of the depth attachment in one single pass + void shadowSetup() + { + VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); + + frameBuffers.shadow.width = SHADOWMAP_DIM; + frameBuffers.shadow.height = SHADOWMAP_DIM; + // One layered (depth) attachment + frameBuffers.shadow.attachments.resize(1); + + // Color attachment + VkImageCreateInfo image = vkTools::initializers::imageCreateInfo(); + image.imageType = VK_IMAGE_TYPE_2D; + image.format = SHADOWMAP_FORMAT; + image.extent.width = frameBuffers.shadow.width; + image.extent.height = frameBuffers.shadow.height; + image.extent.depth = 1; + image.mipLevels = 1; + // Use a layererd attachment with one layer per light + image.arrayLayers = LIGHT_COUNT; + image.samples = VK_SAMPLE_COUNT_1_BIT; + image.tiling = VK_IMAGE_TILING_OPTIMAL; + // Sample directly from the depth attachment for the shadow mapping + image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; + + VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo(); + depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY; + depthStencilView.format = SHADOWMAP_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 = LIGHT_COUNT; + VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuffers.shadow.attachments[0].image)); + + VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo(); + VkMemoryRequirements memReqs; + vkGetImageMemoryRequirements(device, frameBuffers.shadow.attachments[0].image, &memReqs); + memAlloc.allocationSize = memReqs.size; + memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT); + VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuffers.shadow.attachments[0].mem)); + VK_CHECK_RESULT(vkBindImageMemory(device, frameBuffers.shadow.attachments[0].image, frameBuffers.shadow.attachments[0].mem, 0)); + + // Set the initial layout to shader read instead of attachment + // This is done as the render loop does the actualy image layout transitions + + VkImageSubresourceRange subresourceRange = {}; + subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; + subresourceRange.baseMipLevel = 0; + subresourceRange.levelCount = 1; + subresourceRange.layerCount = LIGHT_COUNT; + + vkTools::setImageLayout( + layoutCmd, + frameBuffers.shadow.attachments[0].image, + VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, + VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, + subresourceRange); + + VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true); + + depthStencilView.image = frameBuffers.shadow.attachments[0].image; + VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuffers.shadow.attachments[0].view)); + + // Create sampler to sample from to depth attachment + // Used to sample in the fragment shader for shadowed rendering + 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; + VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &frameBuffers.shadow.sampler)); + + VkAttachmentDescription attachmentDescription = {}; + attachmentDescription.format = SHADOWMAP_FORMAT; + attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT; + attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + VkAttachmentReference attachmentReference = {}; + attachmentReference.attachment = 0; + attachmentReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 0; + subpass.pColorAttachments = nullptr; + subpass.pDepthStencilAttachment = &attachmentReference; + + VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo(); + renderPassCreateInfo.attachmentCount = 1; + renderPassCreateInfo.pAttachments = &attachmentDescription; + renderPassCreateInfo.subpassCount = 1; + renderPassCreateInfo.pSubpasses = &subpass; + + VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &frameBuffers.shadow.renderPass)); + + // Create frame buffer + VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo(); + fbufCreateInfo.renderPass = frameBuffers.shadow.renderPass; + // Only one (layered depth) attachment + fbufCreateInfo.attachmentCount = 1; + fbufCreateInfo.pAttachments = &frameBuffers.shadow.attachments[0].view; + fbufCreateInfo.width = frameBuffers.shadow.width; + fbufCreateInfo.height = frameBuffers.shadow.height; + fbufCreateInfo.layers = LIGHT_COUNT; + VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.shadow.frameBuffer)); + } + + // Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders + void deferredSetup() + { + VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); + + frameBuffers.deferred.width = FB_DIM; + frameBuffers.deferred.height = FB_DIM; + + // Four attachments (3 color, 1 depth) + frameBuffers.deferred.attachments.resize(4); + + // Color attachments + // Attachment 0: (World space) Positions + createAttachment( + VK_FORMAT_R16G16B16A16_SFLOAT, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, + &frameBuffers.deferred.attachments[0], + layoutCmd); + + // Attachment 1: (World space) Normals + createAttachment( + VK_FORMAT_R16G16B16A16_SFLOAT, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, + &frameBuffers.deferred.attachments[1], + layoutCmd); + + // Attachment 1: Albedo (color) + createAttachment( + VK_FORMAT_R8G8B8A8_UNORM, + VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, + &frameBuffers.deferred.attachments[2], + layoutCmd); + + // Depth attachment + // Find a suitable depth format + VkFormat attDepthFormat; + VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &attDepthFormat); + assert(validDepthFormat); + + createAttachment( + attDepthFormat, + VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, + &frameBuffers.deferred.attachments[3], + layoutCmd); + + VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true); + + // Set up separate renderpass with references + // to the color and depth attachments + + std::array attachmentDescs = {}; + + // Init attachment properties + for (uint32_t i = 0; i < 4; ++i) + { + attachmentDescs[i].samples = VK_SAMPLE_COUNT_1_BIT; + attachmentDescs[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentDescs[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentDescs[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachmentDescs[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachmentDescs[i].format = frameBuffers.deferred.attachments[i].format; + if (i == 3) + { + attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + } + else + { + attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + } + } + + std::vector colorReferences; + colorReferences.push_back({ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }); + colorReferences.push_back({ 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }); + colorReferences.push_back({ 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL }); + + VkAttachmentReference depthReference = {}; + depthReference.attachment = 3; + depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.pColorAttachments = colorReferences.data(); + subpass.colorAttachmentCount = static_cast(colorReferences.size()); + subpass.pDepthStencilAttachment = &depthReference; + + VkRenderPassCreateInfo renderPassInfo = {}; + renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + renderPassInfo.pAttachments = attachmentDescs.data(); + renderPassInfo.attachmentCount = static_cast(attachmentDescs.size()); + renderPassInfo.subpassCount = 1; + renderPassInfo.pSubpasses = &subpass; + VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.deferred.renderPass)); + + std::vector attachments; + for (auto attachment : frameBuffers.deferred.attachments) + { + attachments.push_back(attachment.view); + } + + VkFramebufferCreateInfo fbufCreateInfo = {}; + fbufCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + fbufCreateInfo.pNext = NULL; + fbufCreateInfo.renderPass = frameBuffers.deferred.renderPass; + fbufCreateInfo.pAttachments = attachments.data(); + fbufCreateInfo.attachmentCount = static_cast(attachments.size()); + fbufCreateInfo.width = frameBuffers.deferred.width; + fbufCreateInfo.height = frameBuffers.deferred.height; + fbufCreateInfo.layers = LIGHT_COUNT; + + VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.deferred.frameBuffer)); + // Create sampler to sample from the color attachments + VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo(); + sampler.magFilter = VK_FILTER_LINEAR; + sampler.minFilter = VK_FILTER_LINEAR; + 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; + VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &frameBuffers.deferred.sampler)); + } + + // Put render commands for the scene into the given command buffer + void renderScene(VkCommandBuffer cmdBuffer, bool shadow) + { + VkDeviceSize offsets[1] = { 0 }; + + // Background + vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, shadow ? &descriptorSets.shadow : &descriptorSets.background, 0, NULL); + vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.background.vertices.buf, offsets); + vkCmdBindIndexBuffer(cmdBuffer, meshes.background.indices.buf, 0, VK_INDEX_TYPE_UINT32); + vkCmdDrawIndexed(cmdBuffer, meshes.background.indexCount, 1, 0, 0, 0); + + // Objects + vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, shadow ? &descriptorSets.shadow : &descriptorSets.model, 0, NULL); + vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.model.vertices.buf, offsets); + vkCmdBindIndexBuffer(cmdBuffer, meshes.model.indices.buf, 0, VK_INDEX_TYPE_UINT32); + vkCmdDrawIndexed(cmdBuffer, meshes.model.indexCount, 3, 0, 0, 0); + } + + // Build a secondary command buffer for rendering the scene values to the offscreen frame buffer attachments + void buildDeferredCommandBuffer() + { + if (commandBuffers.deferred == VK_NULL_HANDLE) + { + commandBuffers.deferred = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false); + } + + // Create a semaphore used to synchronize offscreen rendering and usage + VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo(); + VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore)); + + VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); + + VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo(); + std::array clearValues = {}; + VkViewport viewport; + VkRect2D scissor; + + // Shadow map generation pass first + + clearValues[0].depthStencil = { 1.0f, 0 }; + + renderPassBeginInfo.renderPass = frameBuffers.shadow.renderPass; + renderPassBeginInfo.framebuffer = frameBuffers.shadow.frameBuffer; + renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow.width; + renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow.height; + renderPassBeginInfo.clearValueCount = 1; + renderPassBeginInfo.pClearValues = clearValues.data(); + + VK_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers.deferred, &cmdBufInfo)); + + // Change back layout of the depth attachment after sampling in the fragment shader + // todo: replace with subpass dependency + VkImageSubresourceRange subresourceRange = {}; + subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT; + subresourceRange.baseMipLevel = 0; + subresourceRange.levelCount = 1; + subresourceRange.layerCount = LIGHT_COUNT; + + vkTools::setImageLayout( + commandBuffers.deferred, + frameBuffers.shadow.attachments[0].image, + VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + subresourceRange); + + viewport = vkTools::initializers::viewport((float)frameBuffers.shadow.width, (float)frameBuffers.shadow.height, 0.0f, 1.0f); + vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport); + + scissor = vkTools::initializers::rect2D(frameBuffers.shadow.width, frameBuffers.shadow.height, 0, 0); + vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor); + + // Set depth bias (aka "Polygon offset") + vkCmdSetDepthBias( + commandBuffers.deferred, + depthBiasConstant, + 0.0f, + depthBiasSlope); + + vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); + vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadowpass); + renderScene(commandBuffers.deferred, true); + vkCmdEndRenderPass(commandBuffers.deferred); + + // Change layout of the depth attachment for sampling in the fragment shader + // todo: replace with subpass dependency + vkTools::setImageLayout( + commandBuffers.deferred, + frameBuffers.shadow.attachments[0].image, + VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT, + VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, + subresourceRange); + + // Deferred pass second + // ------------------------------------------------------------------------------------------------------- + + // Change back layout of the color attachments after sampling in the fragment shader + // todo: replace with subpass dependency + for (auto attachment : frameBuffers.deferred.attachments) + { + if (!attachment.isDepth) + { + vkTools::setImageLayout( + commandBuffers.deferred, + attachment.image, + VK_IMAGE_ASPECT_COLOR_BIT, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, + VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); + } + } + + // Clear values for all attachments written in the fragment sahder + clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } }; + clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } }; + clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } }; + clearValues[3].depthStencil = { 1.0f, 0 }; + + renderPassBeginInfo.renderPass = frameBuffers.deferred.renderPass; + renderPassBeginInfo.framebuffer = frameBuffers.deferred.frameBuffer; + renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred.width; + renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred.height; + renderPassBeginInfo.clearValueCount = static_cast(clearValues.size()); + renderPassBeginInfo.pClearValues = clearValues.data(); + + vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); + + viewport = vkTools::initializers::viewport((float)frameBuffers.deferred.width, (float)frameBuffers.deferred.height, 0.0f, 1.0f); + vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport); + + scissor = vkTools::initializers::rect2D(frameBuffers.deferred.width, frameBuffers.deferred.height, 0, 0); + vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor); + + vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen); + renderScene(commandBuffers.deferred, false); + vkCmdEndRenderPass(commandBuffers.deferred); + + // Change back layout of the color attachments after sampling in the fragment shader + // todo: replace with subpass dependency + for (auto attachment : frameBuffers.deferred.attachments) + { + if (!attachment.isDepth) + { + vkTools::setImageLayout( + commandBuffers.deferred, + attachment.image, + VK_IMAGE_ASPECT_COLOR_BIT, + VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, + VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + } + } + + VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffers.deferred)); + } + + void loadTextures() + { + textureLoader->loadTexture(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.colorMap); + textureLoader->loadTexture(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.normalMap); + textureLoader->loadTexture(getAssetPath() + "textures/pattern57_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.colorMap); + textureLoader->loadTexture(getAssetPath() + "textures/pattern57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.normalMap); + } + + void reBuildCommandBuffers() + { + if (!checkCommandBuffers()) + { + destroyCommandBuffers(); + createCommandBuffers(); + } + buildCommandBuffers(); + } + + void buildCommandBuffers() + { + VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); + + VkClearValue clearValues[2]; + clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 0.0f } }; + 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 = VulkanExampleBase::frameBuffers[i]; + + VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); + + 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.deferred, 0, 1, &descriptorSet, 0, NULL); + + if (debugDisplay) + { + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debug); + 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, 1); + // Move viewport to display final composition in lower right corner + viewport.x = viewport.width * 0.5f; + viewport.y = viewport.height * 0.5f; + vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); + } + + // Final composition as full screen quad + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.deferred); + 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], 6, 1, 0, 0, 1); + + vkCmdEndRenderPass(drawCmdBuffers[i]); + + VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); + } + } + + void loadMeshes() + { + loadMesh(getAssetPath() + "models/armor/armor.dae", &meshes.model, vertexLayout, 1.0f); + + vkMeshLoader::MeshCreateInfo meshCreateInfo; + meshCreateInfo.scale = glm::vec3(15.0f); + meshCreateInfo.uvscale = glm::vec2(2.0f); + meshCreateInfo.center = glm::vec3(0.0f, 2.3f, 0.0f); + loadMesh(getAssetPath() + "models/openbox.dae", &meshes.background, vertexLayout, &meshCreateInfo); + } + + void generateQuads() + { + // Setup vertices for multiple screen aligned quads + // Used for displaying final result and debug + struct Vertex { + float pos[3]; + float uv[2]; + float col[3]; + float normal[3]; + float tangent[3]; + }; + + std::vector vertexBuffer; + + float x = 0.0f; + float y = 0.0f; + for (uint32_t i = 0; i < 3; i++) + { + // Last component of normal is used for debug display sampler index + vertexBuffer.push_back({ { x + 1.0f, y + 1.0f, 0.0f },{ 1.0f, 1.0f },{ 1.0f, 1.0f, 1.0f },{ 0.0f, 0.0f, (float)i } }); + vertexBuffer.push_back({ { x, y + 1.0f, 0.0f },{ 0.0f, 1.0f },{ 1.0f, 1.0f, 1.0f },{ 0.0f, 0.0f, (float)i } }); + vertexBuffer.push_back({ { x, y, 0.0f },{ 0.0f, 0.0f },{ 1.0f, 1.0f, 1.0f },{ 0.0f, 0.0f, (float)i } }); + vertexBuffer.push_back({ { x + 1.0f, y, 0.0f },{ 1.0f, 0.0f },{ 1.0f, 1.0f, 1.0f },{ 0.0f, 0.0f, (float)i } }); + x += 1.0f; + if (x > 1.0f) + { + x = 0.0f; + y += 1.0f; + } + } + + 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 indexBuffer = { 0,1,2, 2,3,0 }; + for (uint32_t i = 0; i < 3; ++i) + { + uint32_t indices[6] = { 0,1,2, 2,3,0 }; + for (auto index : indices) + { + indexBuffer.push_back(i * 4 + index); + } + } + meshes.quad.indexCount = static_cast(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.clear(); + vkMeshLoader::getVertexInputAttributeDescriptions( + vertexLayout, + vertices.attributeDescriptions, + VERTEX_BUFFER_BIND_ID); + + vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); + vertices.inputState.vertexBindingDescriptionCount = static_cast(vertices.bindingDescriptions.size()); + vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); + vertices.inputState.vertexAttributeDescriptionCount = static_cast(vertices.attributeDescriptions.size()); + vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); + } + + void setupDescriptorPool() + { + std::vector poolSizes = + { + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 12), //todo: separate set layouts + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 16) + }; + + VkDescriptorPoolCreateInfo descriptorPoolInfo = + vkTools::initializers::descriptorPoolCreateInfo( + static_cast(poolSizes.size()), + poolSizes.data(), + 4); + + VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); + } + + void setupDescriptorSetLayout() + { + // todo: split for clarity, esp. with GS instancing + // Deferred shading layout (Shared with debug display) + std::vector setLayoutBindings = + { + // Binding 0: Vertex shader uniform buffer + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT, + 0), + // Binding 1: Position texture + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 1), + // Binding 2: Normals texture + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 2), + // Binding 3: Albedo texture + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 3), + // Binding 4: Fragment shader uniform buffer + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 4), + // Binding 5: Shadow map + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 5), + }; + + VkDescriptorSetLayoutCreateInfo descriptorLayout = + vkTools::initializers::descriptorSetLayoutCreateInfo( + setLayoutBindings.data(), + static_cast(setLayoutBindings.size())); + + VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); + + VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = + vkTools::initializers::pipelineLayoutCreateInfo( + &descriptorSetLayout, + 1); + + VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.deferred)); + + // Offscreen (scene) rendering pipeline layout + VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen)); + } + + void setupDescriptorSet() + { + std::vector writeDescriptorSets; + + // Textured quad descriptor set + VkDescriptorSetAllocateInfo allocInfo = + vkTools::initializers::descriptorSetAllocateInfo( + descriptorPool, + &descriptorSetLayout, + 1); + + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); + + // Image descriptors for the offscreen color attachments + VkDescriptorImageInfo texDescriptorPosition = + vkTools::initializers::descriptorImageInfo( + frameBuffers.deferred.sampler, + frameBuffers.deferred.attachments[0].view, + VK_IMAGE_LAYOUT_GENERAL); + + VkDescriptorImageInfo texDescriptorNormal = + vkTools::initializers::descriptorImageInfo( + frameBuffers.deferred.sampler, + frameBuffers.deferred.attachments[1].view, + VK_IMAGE_LAYOUT_GENERAL); + + VkDescriptorImageInfo texDescriptorAlbedo = + vkTools::initializers::descriptorImageInfo( + frameBuffers.deferred.sampler, + frameBuffers.deferred.attachments[2].view, + VK_IMAGE_LAYOUT_GENERAL); + + VkDescriptorImageInfo texDescriptorShadowMap = + vkTools::initializers::descriptorImageInfo( + frameBuffers.shadow.sampler, + frameBuffers.shadow.attachments[0].view, + VK_IMAGE_LAYOUT_GENERAL); + + writeDescriptorSets = { + // Binding 0: Vertex shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 0, + &uniformData.vsFullScreen.descriptor), + // Binding 1: World space position texture + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 1, + &texDescriptorPosition), + // Binding 2: World space normals texture + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 2, + &texDescriptorNormal), + // Binding 3: Albedo texture + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 3, + &texDescriptorAlbedo), + // Binding 4: Fragment shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 4, + &uniformData.fsLights.descriptor), + // Binding 5: Shadow map + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 5, + &texDescriptorShadowMap), + }; + + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); + + // Offscreen (scene) + + // Model + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model)); + writeDescriptorSets = + { + // Binding 0: Vertex shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSets.model, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 0, + &uniformData.vsOffscreen.descriptor), + // Binding 1: Color map + vkTools::initializers::writeDescriptorSet( + descriptorSets.model, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 1, + &textures.model.colorMap.descriptor), + // Binding 2: Normal map + vkTools::initializers::writeDescriptorSet( + descriptorSets.model, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 2, + &textures.model.normalMap.descriptor) + }; + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); + + // Background + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.background)); + writeDescriptorSets = + { + // Binding 0: Vertex shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSets.background, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 0, + &uniformData.vsOffscreen.descriptor), + // Binding 1: Color map + vkTools::initializers::writeDescriptorSet( + descriptorSets.background, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 1, + &textures.background.colorMap.descriptor), + // Binding 2: Normal map + vkTools::initializers::writeDescriptorSet( + descriptorSets.background, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 2, + &textures.background.normalMap.descriptor) + }; + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); + + // Shadow mapping + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.shadow)); + writeDescriptorSets = + { + // Binding 0: Vertex shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSets.shadow, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 0, + &uniformData.uboShadowGS.descriptor), + }; + vkUpdateDescriptorSets(device, static_cast(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_BACK_BIT, + 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 dynamicStateEnables = { + VK_DYNAMIC_STATE_VIEWPORT, + VK_DYNAMIC_STATE_SCISSOR + }; + VkPipelineDynamicStateCreateInfo dynamicState = + vkTools::initializers::pipelineDynamicStateCreateInfo( + dynamicStateEnables.data(), + static_cast(dynamicStateEnables.size()), + 0); + + // Final fullscreen pass pipeline + std::array shaderStages; + + shaderStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/deferred.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + + VkGraphicsPipelineCreateInfo pipelineCreateInfo = + vkTools::initializers::pipelineCreateInfo( + pipelineLayouts.deferred, + 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 = static_cast(shaderStages.size()); + pipelineCreateInfo.pStages = shaderStages.data(); + + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.deferred)); + + // Debug display pipeline + shaderStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/debug.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/debug.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.debug)); + + // Offscreen pipeline + shaderStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/mrt.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + + // Separate render pass + pipelineCreateInfo.renderPass = frameBuffers.deferred.renderPass; + + // Separate layout + pipelineCreateInfo.layout = pipelineLayouts.offscreen; + + // Blend attachment states required for all color attachments + // This is important, as color write mask will otherwise be 0x0 and you + // won't see anything rendered to the attachment + std::array blendAttachmentStates = + { + vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE), + vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE), + vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE) + }; + + colorBlendState.attachmentCount = static_cast(blendAttachmentStates.size()); + colorBlendState.pAttachments = blendAttachmentStates.data(); + + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen)); + + // Shadow mapping pipeline + // The shadow mapping pipeline uses geometry shader instancing (invoctations layout modifier) to output + // shadow maps for multiple lights sources into the different shadiw map layers in one single render pass + std::array shadowStages; + shadowStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + shadowStages[2] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT); + + pipelineCreateInfo.pStages = shadowStages.data(); + pipelineCreateInfo.stageCount = static_cast(shadowStages.size()); + + // Shadow pass doesn't use a color attachment + colorBlendState.attachmentCount = 0; + colorBlendState.pAttachments = nullptr; + // Cull front faces + rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; + 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); + // Reset blend attachment state + colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); + pipelineCreateInfo.renderPass = frameBuffers.shadow.renderPass; + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadowpass)); + } + + // Prepare and initialize uniform buffer containing shader uniforms + void prepareUniformBuffers() + { + // Fullscreen vertex shader + createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + sizeof(uboVS), + nullptr, + &uniformData.vsFullScreen.buffer, + &uniformData.vsFullScreen.memory, + &uniformData.vsFullScreen.descriptor); + + // Deferred vertex shader + createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + sizeof(uboOffscreenVS), + nullptr, + &uniformData.vsOffscreen.buffer, + &uniformData.vsOffscreen.memory, + &uniformData.vsOffscreen.descriptor); + + // Deferred fragment shader + createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + sizeof(uboFragmentLights), + nullptr, + &uniformData.fsLights.buffer, + &uniformData.fsLights.memory, + &uniformData.fsLights.descriptor); + + // Shadow map vertex shader (matrices from shadow's pov) + createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + sizeof(uboShadowGS), + nullptr, + &uniformData.uboShadowGS.buffer, + &uniformData.uboShadowGS.memory, + &uniformData.uboShadowGS.descriptor); + + // Init some values + uboOffscreenVS.instancePos[0] = glm::vec4(0.0f); + uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f); + uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f); + + // Update + updateUniformBuffersScreen(); + updateUniformBufferDeferredMatrices(); + updateUniformBufferDeferredLights(); + } + + void updateUniformBuffersScreen() + { + if (debugDisplay) + { + uboVS.projection = glm::ortho(0.0f, 2.0f, 0.0f, 2.0f, -1.0f, 1.0f); + } + else + { + uboVS.projection = glm::ortho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f); + } + uboVS.model = glm::mat4(); + + uint8_t *pData; + VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsFullScreen.memory, 0, sizeof(uboVS), 0, (void **)&pData)); + memcpy(pData, &uboVS, sizeof(uboVS)); + vkUnmapMemory(device, uniformData.vsFullScreen.memory); + } + + void updateUniformBufferDeferredMatrices() + { + uboOffscreenVS.projection = camera.matrices.perspective; + uboOffscreenVS.view = camera.matrices.view; + uboOffscreenVS.model = glm::mat4(); + + uint8_t *pData; + VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsOffscreen.memory, 0, sizeof(uboOffscreenVS), 0, (void **)&pData)); + memcpy(pData, &uboOffscreenVS, sizeof(uboOffscreenVS)); + vkUnmapMemory(device, uniformData.vsOffscreen.memory); + } + + // Update fragment shader light position uniform block + void updateUniformBufferDeferredLights() + { + std::vector lightPositions = + { + glm::vec4(-14.0f, -0.0f, 15.0f, 0.0f), + glm::vec4(14.0f, -4.0f, 12.0f, 0.0f), + glm::vec4(0.0f, -10.0f, 4.0f, 0.0f) + }; + std::vector lightColors = + { + glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), + glm::vec4(0.0f, 0.0f, 1.0f, 0.0f), + glm::vec4(1.0f, 1.0f, 1.0f, 0.0f), + }; + std::vector lightTargets = + { + glm::vec4(-2.0f, 0.0f, 0.0f, 0.0f), + glm::vec4(2.0f, 0.0f, 0.0f, 0.0f), + glm::vec4(0.0f, 0.0f, 0.0f, 0.0f), + }; + + for (uint32_t i = 0; i < static_cast(lightPositions.size()); i++) + { + Light *light = &uboFragmentLights.lights[i]; + + light->position = lightPositions[i]; + light->color = lightColors[i]; + light->target = lightTargets[i]; + + // mvp from light's pov (for shadows) + glm::mat4 shadowProj = glm::perspective(glm::radians(lightFOV), 1.0f, zNear, zFar); + glm::mat4 shadowView = glm::lookAt(glm::vec3(light->position), glm::vec3(light->target), glm::vec3(0.0f, 1.0f, 0.0f)); + glm::mat4 shadowModel = glm::mat4(); + + uboShadowGS.mvp[i] = shadowProj * shadowView * shadowModel; + light->viewMatrix = uboShadowGS.mvp[i]; + } + + uint8_t *pData; + + memcpy(uboShadowGS.instancePos, uboOffscreenVS.instancePos, sizeof(uboOffscreenVS.instancePos)); + + VK_CHECK_RESULT(vkMapMemory(device, uniformData.uboShadowGS.memory, 0, sizeof(uboShadowGS), 0, (void **)&pData)); + memcpy(pData, &uboShadowGS, sizeof(uboShadowGS)); + vkUnmapMemory(device, uniformData.uboShadowGS.memory); + + uboFragmentLights.viewPos = glm::vec4(uboOffscreenVS.view[3]); + + VK_CHECK_RESULT(vkMapMemory(device, uniformData.fsLights.memory, 0, sizeof(uboFragmentLights), 0, (void **)&pData)); + memcpy(pData, &uboFragmentLights, sizeof(uboFragmentLights)); + vkUnmapMemory(device, uniformData.fsLights.memory); + } + + void draw() + { + VulkanExampleBase::prepareFrame(); + + // Offscreen rendering + + // Wait for swap chain presentation to finish + submitInfo.pWaitSemaphores = &semaphores.presentComplete; + // Signal ready with offscreen semaphore + submitInfo.pSignalSemaphores = &offscreenSemaphore; + + // Submit work + + // Shadow map pass + submitInfo.commandBufferCount = 1; + submitInfo.pCommandBuffers = &commandBuffers.deferred; + VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); + + // Scene rendering + + // Wait for offscreen semaphore + submitInfo.pWaitSemaphores = &offscreenSemaphore; + // Signal ready with render complete semaphpre + submitInfo.pSignalSemaphores = &semaphores.renderComplete; + + // Submit work + submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; + VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); + + VulkanExampleBase::submitFrame(); + } + + void prepare() + { + VulkanExampleBase::prepare(); + loadTextures(); + generateQuads(); + loadMeshes(); + setupVertexDescriptions(); + deferredSetup(); + shadowSetup(); + prepareUniformBuffers(); + setupDescriptorSetLayout(); + preparePipelines(); + setupDescriptorPool(); + setupDescriptorSet(); + buildCommandBuffers(); + buildDeferredCommandBuffer(); + prepared = true; + } + + virtual void render() + { + if (!prepared) + return; + draw(); + //updateUniformBufferDeferredLights(); + } + + virtual void viewChanged() + { + updateUniformBufferDeferredMatrices(); + } + + void toggleDebugDisplay() + { + debugDisplay = !debugDisplay; + reBuildCommandBuffers(); + updateUniformBuffersScreen(); + } + + virtual void keyPressed(uint32_t keyCode) + { + switch (keyCode) + { + case 0x70: + case GAMEPAD_BUTTON_A: + toggleDebugDisplay(); + updateTextOverlay(); + break; + } + } + + virtual void getOverlayText(VulkanTextOverlay *textOverlay) + { +#if defined(__ANDROID__) + textOverlay->addText("Press \"Button A\" to toggle debug display", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); +#else + textOverlay->addText("Press \"F1\" to toggle debug display", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); +#endif + // Render targets + if (debugDisplay) + { + textOverlay->addText("World space position", (float)width * 0.25f, (float)height * 0.5f - 25.0f, VulkanTextOverlay::alignCenter); + textOverlay->addText("World space normals", (float)width * 0.75f, (float)height * 0.5f - 25.0f, VulkanTextOverlay::alignCenter); + textOverlay->addText("Albedo", (float)width * 0.25f, (float)height - 25.0f, VulkanTextOverlay::alignCenter); + textOverlay->addText("Final image", (float)width * 0.75f, (float)height - 25.0f, VulkanTextOverlay::alignCenter); + } + } +}; + +VULKAN_EXAMPLE_MAIN() \ No newline at end of file diff --git a/deferredshadows/deferredshadows.vcxproj b/deferredshadows/deferredshadows.vcxproj new file mode 100644 index 00000000..d788d7e1 --- /dev/null +++ b/deferredshadows/deferredshadows.vcxproj @@ -0,0 +1,95 @@ + + + + + Debug + x64 + + + Release + x64 + + + + {BFEB15A3-D252-4AF7-8CA8-B9396F374DDB} + Win32Proj + 8.1 + + + + Application + true + v140 + + + Application + false + v140 + + + + + + + + + + + + + true + $(SolutionDir)\bin\ + $(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName) + + + true + $(SolutionDir)\bin\ + $(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName) + + + + WIN32;_DEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;%(PreprocessorDefinitions) + MultiThreadedDebugDLL + Level3 + ProgramDatabase + Disabled + ..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories) + /FS %(AdditionalOptions) + + + true + Windows + ..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies) + + + + + WIN32;NDEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + MultiThreadedDLL + Level3 + ProgramDatabase + ..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories) + + + true + Windows + true + true + ..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies) + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/deferredshadows/deferredshadows.vcxproj.filters b/deferredshadows/deferredshadows.vcxproj.filters new file mode 100644 index 00000000..61df589e --- /dev/null +++ b/deferredshadows/deferredshadows.vcxproj.filters @@ -0,0 +1,42 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + + + Header Files + + + Header Files + + + Header Files + + + \ No newline at end of file diff --git a/vulkanExamples.sln b/vulkanExamples.sln index 25f4eea8..b99e9e0e 100644 --- a/vulkanExamples.sln +++ b/vulkanExamples.sln @@ -71,6 +71,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "scenerendering", "scenerend EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "terraintessellation", "terraintessellation\terraintessellation.vcxproj", "{6C6E48B1-5946-4754-9E31-E1C989EC25FE}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "deferredshadows", "deferredshadows\deferredshadows.vcxproj", "{BFEB15A3-D252-4AF7-8CA8-B9396F374DDB}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|x64 = Debug|x64 @@ -213,6 +215,10 @@ Global {6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Debug|x64.Build.0 = Debug|x64 {6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Release|x64.ActiveCfg = Release|x64 {6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Release|x64.Build.0 = Release|x64 + {BFEB15A3-D252-4AF7-8CA8-B9396F374DDB}.Debug|x64.ActiveCfg = Debug|x64 + {BFEB15A3-D252-4AF7-8CA8-B9396F374DDB}.Debug|x64.Build.0 = Debug|x64 + {BFEB15A3-D252-4AF7-8CA8-B9396F374DDB}.Release|x64.ActiveCfg = Release|x64 + {BFEB15A3-D252-4AF7-8CA8-B9396F374DDB}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE