Different scene, toon shading and separate parameters for color input attachment

This commit is contained in:
saschawillems 2018-07-19 11:01:15 +02:00
parent bdb9af7ef7
commit 0fb88d5467
8 changed files with 74 additions and 31 deletions

View file

@ -6,7 +6,7 @@ buildscript {
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.1.1'
classpath 'com.android.tools.build:gradle:3.1.3'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}

View file

@ -4,16 +4,30 @@ layout (input_attachment_index = 0, binding = 0) uniform subpassInput inputColor
layout (input_attachment_index = 1, binding = 1) uniform subpassInput inputDepth;
layout (binding = 2) uniform UBO {
vec2 brightnessContrast;
vec2 range;
int attachmentIndex;
} ubo;
layout (location = 0) out vec4 outColor;
vec3 brightnessContrast(vec3 color, float brightness, float contrast) {
return (color - 0.5) * contrast + 0.5 + brightness;
}
void main()
{
// Read values from previous sub pass
vec3 col = ubo.attachmentIndex == 0 ? subpassLoad(inputColor).rgb : subpassLoad(inputDepth).rrr;
outColor.rgb = ((col - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
// Apply brightness and contrast filer to color input
if (ubo.attachmentIndex == 0) {
// Read color from previous color input attachment
vec3 color = subpassLoad(inputColor).rgb;
outColor.rgb = brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]);
}
// Visualize depth input range
if (ubo.attachmentIndex == 1) {
// Read depth from previous depth input attachment
float depth = subpassLoad(inputDepth).r;
outColor.rgb = vec3((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]));
}
}

View file

@ -1,11 +1,23 @@
#version 450
layout (location = 0) in vec3 inColor;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outColor;
void main()
{
outColor = vec4(inColor, 0.0);
// Toon shading color attachment output
float intensity = dot(normalize(inNormal), normalize(inLightVec));
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
outColor.rgb = inColor * 3.0 * shade;
// Depth attachment does not need to be explicitly written
}

View file

@ -1,9 +1,6 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
@ -14,6 +11,9 @@ layout (binding = 0) uniform UBO {
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex {
vec4 gl_Position;
@ -21,6 +21,9 @@ out gl_PerVertex {
void main()
{
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
outColor = inColor;
outNormal = inNormal;
outLightVec = vec3(0.0f, 5.0f, 15.0f) - inPos;
outViewVec = -inPos.xyz;
}

View file

@ -36,7 +36,6 @@ public:
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_UV,
});
vks::Model scene;
@ -48,6 +47,7 @@ public:
} uboMatrices;
struct UBOParams {
glm::vec2 brightnessContrast = glm::vec2(0.5f, 1.8f);
glm::vec2 range = glm::vec2(0.6f, 1.0f);
int32_t attachmentIndex = 1;
} uboParams;
@ -68,7 +68,6 @@ public:
} pipelineLayouts;
struct {
VkDescriptorSet attachmentWrite;
VkDescriptorSet attachmentRead;
} descriptorSets;
@ -93,12 +92,9 @@ public:
{
title = "Input attachments";
camera.type = Camera::CameraType::firstperson;
camera.movementSpeed = 5.0f;
#ifndef __ANDROID__
camera.rotationSpeed = 0.25f;
#endif
camera.setPosition(glm::vec3(-3.2f, 1.0f, 5.9f));
camera.setRotation(glm::vec3(0.5f, 210.05f, 0.0f));
camera.movementSpeed = 2.5f;
camera.setPosition(glm::vec3(1.65f, 1.75f, -6.15f));
camera.setRotation(glm::vec3(-12.75f, 380.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
settings.overlay = true;
}
@ -219,6 +215,7 @@ public:
std::array<VkAttachmentDescription, 3> attachments{};
// Swap chain image color attachment
// Will be transitioned to present layout
attachments[0].format = swapChain.colorFormat;
attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
@ -229,6 +226,9 @@ public:
attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
// Input attachments
// These will be written in the first subpass, transitioned to input attachments
// and then read in the secod subpass
// Color
attachments[1].format = this->attachments.color.format;
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
@ -380,7 +380,7 @@ public:
/*
Second sub pass
Reads from the attachments via input attachments
Render a full screen quad, reading from the previously written attachments via input attachments
*/
{
vks::debugmarker::beginRegion(drawCmdBuffers[i], "Subpass 1: Reading attachments", glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
@ -402,7 +402,7 @@ public:
void loadAssets()
{
scene.loadFromFile(getAssetPath() + "models/samplebuilding.dae", vertexLayout, 1.0f, vulkanDevice, queue);
scene.loadFromFile(getAssetPath() + "models/treasure_smooth.dae", vertexLayout, 1.0f, vulkanDevice, queue);
}
void setupDescriptors()
@ -521,7 +521,6 @@ public:
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Normal
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 9), // Location 3: UV
};
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
@ -624,9 +623,22 @@ public:
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->comboBox("Attachment", &uboParams.attachmentIndex, { "color", "depth" })) {
overlay->text("Input attachment");
if (overlay->comboBox("##attachment", &uboParams.attachmentIndex, { "color", "depth" })) {
updateUniformBuffers();
}
switch (uboParams.attachmentIndex) {
case 0:
overlay->text("Brightness");
if (overlay->sliderFloat("##b", &uboParams.brightnessContrast[0], 0.0f, 2.0f)) {
updateUniformBuffers();
}
overlay->text("Contrast");
if (overlay->sliderFloat("##c", &uboParams.brightnessContrast[1], 0.0f, 4.0f)) {
updateUniformBuffers();
}
break;
case 1:
overlay->text("Visible range");
if (overlay->sliderFloat("min", &uboParams.range[0], 0.0f, uboParams.range[1])) {
updateUniformBuffers();
@ -634,6 +646,8 @@ public:
if (overlay->sliderFloat("max", &uboParams.range[1], uboParams.range[0], 1.0f)) {
updateUniformBuffers();
}
break;
}
}
}
};