Overhauled parallax mapping example with multiple modes
This commit is contained in:
parent
182ff9e72d
commit
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12 changed files with 245 additions and 475 deletions
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glslangvalidator -V parallax.vert -o parallax.vert.spv
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glslangvalidator -V parallax.frag -o parallax.frag.spv
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glslangvalidator -V normalmap.vert -o normalmap.vert.spv
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glslangvalidator -V normalmap.frag -o normalmap.frag.spv
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 3) uniform UBO
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{
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float scale;
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float bias;
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float lightRadius;
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int usePom;
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int displayNormalMap;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inLightVec;
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layout (location = 2) in vec3 inLightVecB;
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layout (location = 3) in vec3 inSpecular;
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layout (location = 4) in vec3 inEyeVec;
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layout (location = 5) in vec3 inLightDir;
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layout (location = 6) in vec3 inViewVec;
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layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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vec3 specularColor = vec3(0.0, 0.0, 0.0);
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float invRadius = 1.0/ubo.lightRadius;
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float ambient = 0.5;
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vec3 rgb, normal;
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rgb = (ubo.displayNormalMap == 0) ? texture(sColorMap, inUV).rgb : texture(sNormalHeightMap, inUV).rgb;
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normal = normalize((texture(sNormalHeightMap, inUV).rgb - 0.5) * 2.0);
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float distSqr = dot(inLightVecB, inLightVecB);
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vec3 lVec = inLightVecB * inversesqrt(distSqr);
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vec3 nvViewVec = normalize(inViewVec);
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float specular = pow(clamp(dot(reflect(-nvViewVec, normal), lVec), 0.0, 1.0), 4.0);
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float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
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float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
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outFragColor = vec4((rgb * ambient + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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@ -1,65 +0,0 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inTangent;
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layout (location = 4) in vec3 inBiTangent;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 normal;
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vec4 lightPos;
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vec4 cameraPos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 3) out vec3 outSpecular;
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layout (location = 4) out vec3 outEyeVec;
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layout (location = 5) out vec3 outLightDir;
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layout (location = 6) out vec3 outViewVec;
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void main(void)
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{
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vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
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outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
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// object coordinates into tangent space
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mat3 tbnMatrix;
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tbnMatrix[0] = mat3(ubo.normal) * inTangent;
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tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
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tbnMatrix[2] = mat3(ubo.normal) * inNormal;
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outEyeVec = vec3(-vertexPosition) * tbnMatrix;
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outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
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vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
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outLightVecB.x = dot(inTangent.xyz, lightDist);
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outLightVecB.y = dot(inBiTangent.xyz, lightDist);
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outLightVecB.z = dot(inNormal, lightDist);
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vec3 camPos = vec3(ubo.normal * ubo.cameraPos);
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vec3 camVec = camPos - inPos.xyz;
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outViewVec.x = dot(inTangent, camVec);
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outViewVec.y = dot(inBiTangent, camVec);
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outViewVec.z = dot(inNormal, camVec);
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vec3 reflectVec = reflect(-camVec, inNormal);
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vec3 outViewVec = outLightDir;
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float specIntensity = pow(max(dot(reflectVec, outViewVec), 0.0), 8.0);
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outSpecular = vec3(specIntensity * 0.3);
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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}
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@ -1,66 +1,143 @@
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#version 450
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 1) uniform sampler2D sColorMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (binding = 3) uniform UBO
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layout (binding = 3) uniform UBO
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{
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{
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float scale;
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float heightScale;
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float bias;
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float parallaxBias;
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float lightRadius;
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float numLayers;
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int usePom;
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int mappingMode;
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int displayNormalMap;
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} ubo;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inLightVec;
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layout (location = 1) in vec3 inTangentLightPos;
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layout (location = 2) in vec3 inLightVecB;
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layout (location = 2) in vec3 inTangentViewPos;
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layout (location = 3) in vec3 inSpecular;
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layout (location = 3) in vec3 inTangentFragPos;
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layout (location = 4) in vec3 inEyeVec;
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layout (location = 5) in vec3 inLightDir;
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layout (location = 6) in vec3 inViewVec;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outColor;
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vec2 parallax_uv(vec2 uv, vec3 view_dir, int type)
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{
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if (type == 2) {
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// Parallax mapping
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float depth = 1.0 - texture(sNormalHeightMap, uv).a;
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vec2 p = view_dir.xy * (depth * (ubo.heightScale * 0.5) + ubo.parallaxBias) / view_dir.z;
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return uv - p;
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} else {
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float layer_depth = 1.0 / ubo.numLayers;
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float cur_layer_depth = 0.0;
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vec2 delta_uv = view_dir.xy * ubo.heightScale / (view_dir.z * ubo.numLayers);
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vec2 cur_uv = uv;
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float depth_from_tex = 1.0 - texture(sNormalHeightMap, cur_uv).a;
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for (int i = 0; i < 32; i++) {
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cur_layer_depth += layer_depth;
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cur_uv -= delta_uv;
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depth_from_tex = 1.0 - texture(sNormalHeightMap, cur_uv).a;
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if (depth_from_tex < cur_layer_depth) {
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break;
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}
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}
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if (type == 3) {
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// Steep parallax mapping
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return cur_uv;
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} else {
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// Parallax occlusion mapping
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vec2 prev_uv = cur_uv + delta_uv;
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float next = depth_from_tex - cur_layer_depth;
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float prev = 1.0 - texture(sNormalHeightMap, prev_uv).a - cur_layer_depth + layer_depth;
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float weight = next / (next - prev);
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return mix(cur_uv, prev_uv, weight);
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}
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}
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}
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vec2 parallaxMapping(vec2 uv, vec3 viewDir)
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{
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float height = 1.0 - texture(sNormalHeightMap, uv).a;
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vec2 p = viewDir.xy * (height * (ubo.heightScale * 0.5) + ubo.parallaxBias) / viewDir.z;
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return uv - p;
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}
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vec2 steepParallaxMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - texture(sNormalHeightMap, currUV).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - texture(sNormalHeightMap, currUV).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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return currUV;
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}
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vec2 parallaxOcclusionMapping(vec2 uv, vec3 viewDir)
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{
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float layerDepth = 1.0 / ubo.numLayers;
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float currLayerDepth = 0.0;
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vec2 deltaUV = viewDir.xy * ubo.heightScale / (viewDir.z * ubo.numLayers);
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vec2 currUV = uv;
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float height = 1.0 - texture(sNormalHeightMap, currUV).a;
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for (int i = 0; i < ubo.numLayers; i++) {
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currLayerDepth += layerDepth;
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currUV -= deltaUV;
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height = 1.0 - texture(sNormalHeightMap, currUV).a;
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if (height < currLayerDepth) {
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break;
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}
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}
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vec2 prevUV = currUV + deltaUV;
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float nextDepth = height - currLayerDepth;
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float prevDepth = 1.0 - texture(sNormalHeightMap, prevUV).a - currLayerDepth + layerDepth;
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return mix(currUV, prevUV, nextDepth / (nextDepth - prevDepth));
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}
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void main(void)
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void main(void)
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{
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{
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vec3 specularColor = vec3(0.0, 0.0, 0.0);
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vec3 V = normalize(inTangentViewPos - inTangentFragPos);
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vec2 uv = inUV;
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float invRadius = 1.0/ubo.lightRadius;
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if (ubo.mappingMode == 0) {
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float ambient = 0.5;
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// Color only
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outColor = texture(sColorMap, inUV);
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} else {
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switch(ubo.mappingMode) {
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case 2:
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uv = parallaxMapping(inUV, V);
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break;
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case 3:
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uv = steepParallaxMapping(inUV, V);
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break;
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case 4:
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uv = parallaxOcclusionMapping(inUV, V);
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break;
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}
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vec3 rgb, normal, eyeVecTs;
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// Discard fragments at texture border
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vec2 UV = inUV;
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if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
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discard;
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}
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// Get new scaled and biased texture coordinates
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vec3 N = normalize(texture(sNormalHeightMap, uv).rgb * 2.0 - 1.0);
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// Height info is stored in alpha channel of normal map
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vec3 L = normalize(inTangentLightPos - inTangentFragPos);
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vec2 height_bump = vec2(texture(sNormalHeightMap, inUV).a * ubo.scale + ubo.bias, 0.0);
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vec3 R = reflect(-L, N);
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vec3 H = normalize(L + V);
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vec3 color = texture(sColorMap, uv).rgb;
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vec3 ambient = 0.2 * color;
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vec3 diffuse = max(dot(L, N), 0.0) * color;
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vec3 specular = vec3(0.15) * pow(max(dot(N, H), 0.0), 32.0);
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// If parallax mapping is enabled, offset texture coordinates
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outColor = vec4(ambient + diffuse + specular, 1.0f);
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if (ubo.usePom == 1)
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}
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{
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UV = inUV + (height_bump.x * normalize(inEyeVec).xy);
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}
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rgb = (ubo.displayNormalMap == 0) ? texture(sColorMap, UV).rgb : texture(sNormalHeightMap, UV).rgb;
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normal = normalize((texture(sNormalHeightMap, UV).rgb - 0.5) * 2.0);
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eyeVecTs = normalize(inLightVec).xyz;
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height_bump.y = min(dot(normal, eyeVecTs.xyz), 1.0);
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height_bump.y = pow(height_bump.y, 8.0);
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float distSqr = dot(inLightVecB, inLightVecB);
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vec3 lVec = inLightVecB * inversesqrt(distSqr);
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vec3 nvViewVec = normalize(inViewVec);
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float specular = pow(clamp(dot(reflect(-nvViewVec, normal), lVec), 0.0, 1.0), 4.0);
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float atten = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
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float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
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outFragColor = vec4((rgb * ambient + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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}
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#version 450
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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layout (binding = 0) uniform UBO
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{
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{
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mat4 projection;
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mat4 projection;
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mat4 view;
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mat4 model;
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mat4 model;
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mat4 normal;
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vec4 lightPos;
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vec4 lightPos;
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vec4 cameraPos;
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vec4 cameraPos;
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} ubo;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 1) out vec3 outTangentLightPos;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 2) out vec3 outTangentViewPos;
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layout (location = 3) out vec3 outSpecular;
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layout (location = 3) out vec3 outTangentFragPos;
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layout (location = 4) out vec3 outEyeVec;
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layout (location = 5) out vec3 outLightDir;
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layout (location = 6) out vec3 outViewVec;
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void main(void)
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void main(void)
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{
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{
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vec3 vertexPosition = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0f);
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outLightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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outTangentFragPos = vec3(ubo.model * vec4(inPos, 1.0));
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outUV = inUV;
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vec3 T = normalize(mat3(ubo.model) * inTangent);
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vec3 B = normalize(mat3(ubo.model) * inBiTangent);
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||||||
|
vec3 N = normalize(mat3(ubo.model) * inNormal);
|
||||||
|
mat3 TBN = transpose(mat3(T, B, N));
|
||||||
|
|
||||||
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
|
outTangentLightPos = TBN * ubo.lightPos.xyz;
|
||||||
// object coordinates into tangent space
|
outTangentViewPos = TBN * ubo.cameraPos.xyz;
|
||||||
mat3 tbnMatrix;
|
outTangentFragPos = TBN * outTangentFragPos;
|
||||||
tbnMatrix[0] = mat3(ubo.normal) * inTangent;
|
|
||||||
tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
|
|
||||||
tbnMatrix[2] = mat3(ubo.normal) * inNormal;
|
|
||||||
|
|
||||||
outEyeVec = vec3(-vertexPosition) * tbnMatrix;
|
|
||||||
|
|
||||||
outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
|
|
||||||
|
|
||||||
vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
|
|
||||||
outLightVecB.x = dot(inTangent.xyz, lightDist);
|
|
||||||
outLightVecB.y = dot(inBiTangent.xyz, lightDist);
|
|
||||||
outLightVecB.z = dot(inNormal, lightDist);
|
|
||||||
|
|
||||||
vec3 camPos = vec3(ubo.normal * ubo.cameraPos);
|
|
||||||
|
|
||||||
vec3 camVec = camPos - inPos.xyz;
|
|
||||||
outViewVec.x = dot(inTangent, camVec);
|
|
||||||
outViewVec.y = dot(inBiTangent, camVec);
|
|
||||||
outViewVec.z = dot(inNormal, camVec);
|
|
||||||
|
|
||||||
vec3 reflectVec = reflect(-camVec, inNormal);
|
|
||||||
vec3 outViewVec = outLightDir;
|
|
||||||
float specIntensity = pow(max(dot(reflectVec, outViewVec), 0.0), 8.0);
|
|
||||||
outSpecular = vec3(specIntensity * 0.3);
|
|
||||||
|
|
||||||
outUV = inUV;
|
|
||||||
|
|
||||||
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -30,20 +30,12 @@
|
||||||
class VulkanExample : public VulkanExampleBase
|
class VulkanExample : public VulkanExampleBase
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
bool splitScreen = false;
|
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
vks::Texture2D colorMap;
|
vks::Texture2D colorMap;
|
||||||
// Normals and height are combined in one texture (height = alpha channel)
|
// Normals and height are combined into one texture (height = alpha channel)
|
||||||
vks::Texture2D normalHeightMap;
|
vks::Texture2D normalHeightMap;
|
||||||
} textures;
|
} textures;
|
||||||
|
|
||||||
struct {
|
|
||||||
VkPipelineVertexInputStateCreateInfo inputState;
|
|
||||||
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
|
|
||||||
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
|
|
||||||
} vertices;
|
|
||||||
|
|
||||||
// Vertex layout for the models
|
// Vertex layout for the models
|
||||||
vks::VertexLayout vertexLayout = vks::VertexLayout({
|
vks::VertexLayout vertexLayout = vks::VertexLayout({
|
||||||
vks::VERTEX_COMPONENT_POSITION,
|
vks::VERTEX_COMPONENT_POSITION,
|
||||||
|
|
@ -66,52 +58,44 @@ public:
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
glm::mat4 projection;
|
glm::mat4 projection;
|
||||||
|
glm::mat4 view;
|
||||||
glm::mat4 model;
|
glm::mat4 model;
|
||||||
glm::mat4 normal;
|
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 1.0f);
|
||||||
glm::vec4 lightPos = glm::vec4(0.0f);
|
|
||||||
glm::vec4 cameraPos;
|
glm::vec4 cameraPos;
|
||||||
} vertexShader;
|
} vertexShader;
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
// Scale and bias control the parallax offset effect
|
float heightScale = 0.1f;
|
||||||
// They need to be tweaked for each material
|
// Basic parallax mapping needs a bias to look any good (and is hard to tweak)
|
||||||
// Getting them wrong destroys the depth effect
|
float parallaxBias = -0.02f;
|
||||||
float scale = 0.06f;
|
// Number of layers for steep parallax and parallax occlusion (more layer = better result for less performance)
|
||||||
float bias = -0.04f;
|
float numLayers = 48.0f;
|
||||||
float lightRadius = 1.0f;
|
// (Parallax) mapping mode to use
|
||||||
int32_t usePom = 1;
|
int32_t mappingMode = 4;
|
||||||
int32_t displayNormalMap = 0;
|
|
||||||
} fragmentShader;
|
} fragmentShader;
|
||||||
|
|
||||||
} ubos;
|
} ubos;
|
||||||
|
|
||||||
struct {
|
|
||||||
VkPipeline parallaxMapping;
|
|
||||||
VkPipeline normalMapping;
|
|
||||||
} pipelines;
|
|
||||||
|
|
||||||
VkPipelineLayout pipelineLayout;
|
VkPipelineLayout pipelineLayout;
|
||||||
VkDescriptorSet descriptorSet;
|
VkPipeline pipeline;
|
||||||
VkDescriptorSetLayout descriptorSetLayout;
|
VkDescriptorSetLayout descriptorSetLayout;
|
||||||
|
VkDescriptorSet descriptorSet;
|
||||||
|
|
||||||
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||||
{
|
{
|
||||||
zoom = -2.7f;
|
|
||||||
rotation = glm::vec3(56.0f, 0.0f, 0.0f);
|
|
||||||
rotationSpeed = 0.25f;
|
|
||||||
enableTextOverlay = true;
|
|
||||||
timerSpeed *= 0.25f;
|
|
||||||
paused = true;
|
|
||||||
title = "Vulkan Example - Parallax Mapping";
|
title = "Vulkan Example - Parallax Mapping";
|
||||||
|
enableTextOverlay = true;
|
||||||
|
timerSpeed *= 0.5f;
|
||||||
|
camera.type = Camera::CameraType::firstperson;
|
||||||
|
camera.setPosition(glm::vec3(0.0f, 1.25f, 1.5f));
|
||||||
|
camera.setRotation(glm::vec3(-45.0f, 180.0f, 0.0f));
|
||||||
|
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
~VulkanExample()
|
~VulkanExample()
|
||||||
{
|
{
|
||||||
// Clean up used Vulkan resources
|
vkDestroyPipeline(device, pipeline, nullptr);
|
||||||
// Note : Inherited destructor cleans up resources stored in base class
|
|
||||||
vkDestroyPipeline(device, pipelines.parallaxMapping, nullptr);
|
|
||||||
vkDestroyPipeline(device, pipelines.normalMapping, nullptr);
|
|
||||||
|
|
||||||
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
|
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
|
||||||
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
|
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
|
||||||
|
|
||||||
|
|
@ -127,6 +111,7 @@ public:
|
||||||
void loadAssets()
|
void loadAssets()
|
||||||
{
|
{
|
||||||
models.quad.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 0.1f, vulkanDevice, queue);
|
models.quad.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 0.1f, vulkanDevice, queue);
|
||||||
|
|
||||||
// Textures
|
// Textures
|
||||||
textures.normalHeightMap.loadFromFile(getAssetPath() + "textures/rocks_normal_height_rgba.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
textures.normalHeightMap.loadFromFile(getAssetPath() + "textures/rocks_normal_height_rgba.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
||||||
if (vulkanDevice->features.textureCompressionBC) {
|
if (vulkanDevice->features.textureCompressionBC) {
|
||||||
|
|
@ -141,17 +126,6 @@ public:
|
||||||
else {
|
else {
|
||||||
vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
|
vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void reBuildCommandBuffers()
|
|
||||||
{
|
|
||||||
if (!checkCommandBuffers())
|
|
||||||
{
|
|
||||||
destroyCommandBuffers();
|
|
||||||
createCommandBuffers();
|
|
||||||
}
|
|
||||||
buildCommandBuffers();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void buildCommandBuffers()
|
void buildCommandBuffers()
|
||||||
|
|
@ -180,7 +154,7 @@ public:
|
||||||
|
|
||||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||||
|
|
||||||
VkViewport viewport = vks::initializers::viewport((splitScreen) ? (float)width / 2.0f : (float)width, (float)height, 0.0f, 1.0f);
|
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||||
|
|
||||||
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
|
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
|
||||||
|
|
@ -192,82 +166,16 @@ public:
|
||||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
|
||||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||||
|
|
||||||
// Parallax enabled
|
|
||||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.parallaxMapping);
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
|
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
|
||||||
|
|
||||||
// Normal mapping
|
|
||||||
if (splitScreen)
|
|
||||||
{
|
|
||||||
viewport.x = (float)width / 2.0f;
|
|
||||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
|
||||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.normalMapping);
|
|
||||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupVertexDescriptions()
|
|
||||||
{
|
|
||||||
// Binding description
|
|
||||||
vertices.bindingDescriptions.resize(1);
|
|
||||||
vertices.bindingDescriptions[0] =
|
|
||||||
vks::initializers::vertexInputBindingDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
vertexLayout.stride(),
|
|
||||||
VK_VERTEX_INPUT_RATE_VERTEX);
|
|
||||||
|
|
||||||
// Attribute descriptions
|
|
||||||
// Describes memory layout and shader positions
|
|
||||||
vertices.attributeDescriptions.resize(5);
|
|
||||||
// Location 0 : Position
|
|
||||||
vertices.attributeDescriptions[0] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
0,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
0);
|
|
||||||
// Location 1 : Texture coordinates
|
|
||||||
vertices.attributeDescriptions[1] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
1,
|
|
||||||
VK_FORMAT_R32G32_SFLOAT,
|
|
||||||
sizeof(float) * 3);
|
|
||||||
// Location 2 : Normal
|
|
||||||
vertices.attributeDescriptions[2] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
2,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
sizeof(float) * 5);
|
|
||||||
// Location 3 : Tangent
|
|
||||||
vertices.attributeDescriptions[3] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
3,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
sizeof(float) * 8);
|
|
||||||
// Location 4 : Bitangent
|
|
||||||
vertices.attributeDescriptions[4] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
4,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
sizeof(float) * 11);
|
|
||||||
|
|
||||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
||||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
|
||||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
|
||||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
|
||||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
|
||||||
}
|
|
||||||
|
|
||||||
void setupDescriptorPool()
|
void setupDescriptorPool()
|
||||||
{
|
{
|
||||||
// Example uses two ubos and two image sampler
|
// Example uses two ubos and two image sampler
|
||||||
|
|
@ -278,44 +186,22 @@ public:
|
||||||
};
|
};
|
||||||
|
|
||||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||||
vks::initializers::descriptorPoolCreateInfo(
|
vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
|
||||||
poolSizes.size(),
|
|
||||||
poolSizes.data(),
|
|
||||||
4);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupDescriptorSetLayout()
|
void setupDescriptorSetLayout()
|
||||||
{
|
{
|
||||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
{
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1: Fragment shader color map image sampler
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2: Fragment combined normal and heightmap
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), // Binding 3: Fragment shader uniform buffer
|
||||||
VK_SHADER_STAGE_VERTEX_BIT,
|
|
||||||
0),
|
|
||||||
// Binding 1 : Fragment shader color map image sampler
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
||||||
1),
|
|
||||||
// Binding 2 : Fragment combined normal and heightmap
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
||||||
2),
|
|
||||||
// Binding 3 : Fragment shader uniform buffer
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
||||||
3)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
setLayoutBindings.data(),
|
|
||||||
setLayoutBindings.size());
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||||
|
|
||||||
|
|
@ -337,99 +223,52 @@ public:
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||||
|
|
||||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||||
{
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vertexShader.descriptor), // Binding 0: Vertex shader uniform buffer
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colorMap.descriptor), // Binding 1: Fragment shader image sampler
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.normalHeightMap.descriptor), // Binding 2: Combined normal and heightmap
|
||||||
descriptorSet,
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3, &uniformBuffers.fragmentShader.descriptor), // Binding 3: Fragment shader uniform buffer
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformBuffers.vertexShader.descriptor),
|
|
||||||
// Binding 1 : Fragment shader image sampler
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
1,
|
|
||||||
&textures.colorMap.descriptor),
|
|
||||||
// Binding 2 : Combined normal and heightmap
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
2,
|
|
||||||
&textures.normalHeightMap.descriptor),
|
|
||||||
// Binding 3 : Fragment shader uniform buffer
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
3,
|
|
||||||
&uniformBuffers.fragmentShader.descriptor)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
void preparePipelines()
|
void preparePipelines()
|
||||||
{
|
{
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
|
||||||
0,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE);
|
||||||
VK_POLYGON_MODE_FILL,
|
|
||||||
VK_CULL_MODE_NONE,
|
|
||||||
VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
|
||||||
0);
|
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||||
vks::initializers::pipelineColorBlendAttachmentState(
|
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||||
0xf,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||||
1,
|
|
||||||
&blendAttachmentState);
|
|
||||||
|
|
||||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||||
VK_TRUE,
|
|
||||||
VK_TRUE,
|
|
||||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
||||||
|
|
||||||
VkPipelineViewportStateCreateInfo viewportState =
|
VkPipelineViewportStateCreateInfo viewportState =
|
||||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||||
|
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
||||||
VK_SAMPLE_COUNT_1_BIT,
|
|
||||||
0);
|
|
||||||
|
|
||||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||||
VK_DYNAMIC_STATE_VIEWPORT,
|
VK_DYNAMIC_STATE_VIEWPORT,
|
||||||
VK_DYNAMIC_STATE_SCISSOR
|
VK_DYNAMIC_STATE_SCISSOR
|
||||||
};
|
};
|
||||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||||
dynamicStateEnables.data(),
|
|
||||||
dynamicStateEnables.size(),
|
|
||||||
0);
|
|
||||||
|
|
||||||
// Parallax mapping pipeline
|
|
||||||
// Load shaders
|
// Load shaders
|
||||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/parallax.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/parallax.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||||
vks::initializers::pipelineCreateInfo(
|
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
|
||||||
pipelineLayout,
|
|
||||||
renderPass,
|
|
||||||
0);
|
|
||||||
|
|
||||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
|
||||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||||
|
|
@ -437,15 +276,32 @@ public:
|
||||||
pipelineCreateInfo.pViewportState = &viewportState;
|
pipelineCreateInfo.pViewportState = &viewportState;
|
||||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||||
pipelineCreateInfo.pStages = shaderStages.data();
|
pipelineCreateInfo.pStages = shaderStages.data();
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.parallaxMapping));
|
// Vertex bindings an attributes
|
||||||
|
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||||
|
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||||
|
};
|
||||||
|
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||||
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
||||||
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: Texture coordinates
|
||||||
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
|
||||||
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
|
||||||
|
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangent
|
||||||
|
};
|
||||||
|
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||||
|
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||||
|
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||||
|
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||||
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||||
|
|
||||||
// Normal mapping (no parallax effect)
|
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
||||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
// Parallax mapping modes pipeline
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.normalMapping));
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/parallax.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/parallax.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepareUniformBuffers()
|
void prepareUniformBuffers()
|
||||||
|
|
@ -474,25 +330,17 @@ public:
|
||||||
void updateUniformBuffers()
|
void updateUniformBuffers()
|
||||||
{
|
{
|
||||||
// Vertex shader
|
// Vertex shader
|
||||||
glm::mat4 viewMatrix = glm::mat4();
|
ubos.vertexShader.projection = camera.matrices.perspective;
|
||||||
ubos.vertexShader.projection = glm::perspective(glm::radians(45.0f), (float)(width* ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.001f, 256.0f);
|
ubos.vertexShader.view = camera.matrices.view;
|
||||||
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
|
ubos.vertexShader.model = glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));;
|
||||||
|
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));;
|
||||||
|
|
||||||
ubos.vertexShader.model = glm::mat4();
|
if (!paused) {
|
||||||
ubos.vertexShader.model = viewMatrix * glm::translate(ubos.vertexShader.model, cameraPos);
|
ubos.vertexShader.lightPos.x = sin(glm::radians(timer * 360.0f)) * 1.5f;
|
||||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
ubos.vertexShader.lightPos.z = cos(glm::radians(timer * 360.0f)) * 1.5f;
|
||||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
||||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
||||||
|
|
||||||
ubos.vertexShader.normal = glm::inverseTranspose(ubos.vertexShader.model);
|
|
||||||
|
|
||||||
if (!paused)
|
|
||||||
{
|
|
||||||
ubos.vertexShader.lightPos.x = sin(glm::radians(timer * 360.0f)) * 0.5f;
|
|
||||||
ubos.vertexShader.lightPos.y = cos(glm::radians(timer * 360.0f)) * 0.5f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ubos.vertexShader.cameraPos = glm::vec4(0.0, 0.0, zoom, 0.0);
|
ubos.vertexShader.cameraPos = glm::vec4(camera.position, -1.0f) * -1.0f;
|
||||||
|
|
||||||
memcpy(uniformBuffers.vertexShader.mapped, &ubos.vertexShader, sizeof(ubos.vertexShader));
|
memcpy(uniformBuffers.vertexShader.mapped, &ubos.vertexShader, sizeof(ubos.vertexShader));
|
||||||
|
|
||||||
|
|
@ -503,14 +351,9 @@ public:
|
||||||
void draw()
|
void draw()
|
||||||
{
|
{
|
||||||
VulkanExampleBase::prepareFrame();
|
VulkanExampleBase::prepareFrame();
|
||||||
|
|
||||||
// Command buffer to be sumitted to the queue
|
|
||||||
submitInfo.commandBufferCount = 1;
|
submitInfo.commandBufferCount = 1;
|
||||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||||
|
|
||||||
// Submit to queue
|
|
||||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||||
|
|
||||||
VulkanExampleBase::submitFrame();
|
VulkanExampleBase::submitFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -518,7 +361,6 @@ public:
|
||||||
{
|
{
|
||||||
VulkanExampleBase::prepare();
|
VulkanExampleBase::prepare();
|
||||||
loadAssets();
|
loadAssets();
|
||||||
setupVertexDescriptions();
|
|
||||||
prepareUniformBuffers();
|
prepareUniformBuffers();
|
||||||
setupDescriptorSetLayout();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelines();
|
||||||
|
|
@ -544,54 +386,36 @@ public:
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
void toggleParallaxOffset()
|
void toggleMappingMode()
|
||||||
{
|
{
|
||||||
ubos.fragmentShader.usePom = !ubos.fragmentShader.usePom;
|
ubos.fragmentShader.mappingMode++;
|
||||||
|
if (ubos.fragmentShader.mappingMode > 4) {
|
||||||
|
ubos.fragmentShader.mappingMode = 0;
|
||||||
|
};
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
updateTextOverlay();
|
||||||
|
|
||||||
void toggleNormalMapDisplay()
|
|
||||||
{
|
|
||||||
ubos.fragmentShader.displayNormalMap = !ubos.fragmentShader.displayNormalMap;
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
|
||||||
|
|
||||||
void toggleSplitScreen()
|
|
||||||
{
|
|
||||||
splitScreen = !splitScreen;
|
|
||||||
updateUniformBuffers();
|
|
||||||
reBuildCommandBuffers();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void keyPressed(uint32_t keyCode)
|
virtual void keyPressed(uint32_t keyCode)
|
||||||
{
|
{
|
||||||
switch (keyCode)
|
switch (keyCode)
|
||||||
{
|
{
|
||||||
case KEY_O:
|
case KEY_SPACE:
|
||||||
case GAMEPAD_BUTTON_A:
|
case GAMEPAD_BUTTON_A:
|
||||||
toggleParallaxOffset();
|
toggleMappingMode();
|
||||||
break;
|
|
||||||
case KEY_N:
|
|
||||||
case GAMEPAD_BUTTON_X:
|
|
||||||
toggleNormalMapDisplay();
|
|
||||||
break;
|
|
||||||
case KEY_S:
|
|
||||||
case GAMEPAD_BUTTON_Y:
|
|
||||||
toggleSplitScreen();
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
||||||
{
|
{
|
||||||
|
const std::vector<std::string> mappingModes = {
|
||||||
|
"Color only", "Normal mapping", "Parallax mapping", "Steep parallax mapping", "Parallax occlusion mapping",
|
||||||
|
};
|
||||||
#if defined(__ANDROID__)
|
#if defined(__ANDROID__)
|
||||||
textOverlay->addText("Press \"Button A\" to toggle parallax", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Button A\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||||
textOverlay->addText("Press \"Button X\" to toggle normals", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
#else
|
||||||
textOverlay->addText("Press \"Button Y\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
|
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Space\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||||
#else
|
|
||||||
textOverlay->addText("Press \"o\" to toggle parallax", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
||||||
textOverlay->addText("Press \"n\" to toggle normals", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
|
||||||
textOverlay->addText("Press \"s\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -21,6 +21,10 @@
|
||||||
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
||||||
<ClInclude Include="..\base\vulkantools.h" />
|
<ClInclude Include="..\base\vulkantools.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\parallax\parallax.frag" />
|
||||||
|
<None Include="..\data\shaders\parallax\parallax.vert" />
|
||||||
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<ProjectGuid>{3DB08441-72C9-4172-8BA9-ECEE032387BA}</ProjectGuid>
|
<ProjectGuid>{3DB08441-72C9-4172-8BA9-ECEE032387BA}</ProjectGuid>
|
||||||
<RootNamespace>parallaxmapping</RootNamespace>
|
<RootNamespace>parallaxmapping</RootNamespace>
|
||||||
|
|
@ -54,6 +58,7 @@
|
||||||
<Optimization>Disabled</Optimization>
|
<Optimization>Disabled</Optimization>
|
||||||
<OpenMPSupport>true</OpenMPSupport>
|
<OpenMPSupport>true</OpenMPSupport>
|
||||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<Link>
|
<Link>
|
||||||
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
|
|
||||||
|
|
@ -13,6 +13,9 @@
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
</Filter>
|
</Filter>
|
||||||
|
<Filter Include="Shaders">
|
||||||
|
<UniqueIdentifier>{d4e5cf47-9778-4a8e-8ef1-632080b554d6}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="..\base\vulkandebug.cpp">
|
<ClCompile Include="..\base\vulkandebug.cpp">
|
||||||
|
|
@ -39,4 +42,12 @@
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\parallax\parallax.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\parallax\parallax.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
Loading…
Add table
Add a link
Reference in a new issue