Moved example source files into sub folder
This commit is contained in:
parent
a17e3924b3
commit
94a076e1ae
69 changed files with 685 additions and 164 deletions
947
examples/shadowmapping/shadowmapping.cpp
Normal file
947
examples/shadowmapping/shadowmapping.cpp
Normal file
|
|
@ -0,0 +1,947 @@
|
|||
/*
|
||||
* Vulkan Example - Shadow mapping for directional light sources
|
||||
*
|
||||
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
|
||||
*
|
||||
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
|
||||
*/
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#include <vector>
|
||||
|
||||
#define GLM_FORCE_RADIANS
|
||||
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <vulkan/vulkan.h>
|
||||
#include "vulkanexamplebase.h"
|
||||
#include "VulkanBuffer.hpp"
|
||||
#include "VulkanModel.hpp"
|
||||
|
||||
#define VERTEX_BUFFER_BIND_ID 0
|
||||
#define ENABLE_VALIDATION false
|
||||
|
||||
// 16 bits of depth is enough for such a small scene
|
||||
#define DEPTH_FORMAT VK_FORMAT_D16_UNORM
|
||||
|
||||
// Shadowmap properties
|
||||
#if defined(__ANDROID__)
|
||||
#define SHADOWMAP_DIM 1024
|
||||
#else
|
||||
#define SHADOWMAP_DIM 2048
|
||||
#endif
|
||||
#define SHADOWMAP_FILTER VK_FILTER_LINEAR
|
||||
|
||||
// Offscreen frame buffer properties
|
||||
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
|
||||
|
||||
class VulkanExample : public VulkanExampleBase
|
||||
{
|
||||
public:
|
||||
bool displayShadowMap = false;
|
||||
bool filterPCF = true;
|
||||
|
||||
// Keep depth range as small as possible
|
||||
// for better shadow map precision
|
||||
float zNear = 1.0f;
|
||||
float zFar = 96.0f;
|
||||
|
||||
// Depth bias (and slope) are used to avoid shadowing artefacts
|
||||
// Constant depth bias factor (always applied)
|
||||
float depthBiasConstant = 1.25f;
|
||||
// Slope depth bias factor, applied depending on polygon's slope
|
||||
float depthBiasSlope = 1.75f;
|
||||
|
||||
glm::vec3 lightPos = glm::vec3();
|
||||
float lightFOV = 45.0f;
|
||||
|
||||
// Vertex layout for the models
|
||||
vks::VertexLayout vertexLayout = vks::VertexLayout({
|
||||
vks::VERTEX_COMPONENT_POSITION,
|
||||
vks::VERTEX_COMPONENT_UV,
|
||||
vks::VERTEX_COMPONENT_COLOR,
|
||||
vks::VERTEX_COMPONENT_NORMAL,
|
||||
});
|
||||
|
||||
struct {
|
||||
vks::Model quad;
|
||||
} models;
|
||||
|
||||
std::vector<vks::Model> scenes;
|
||||
std::vector<std::string> sceneNames;
|
||||
int32_t sceneIndex = 0;
|
||||
|
||||
struct {
|
||||
VkPipelineVertexInputStateCreateInfo inputState;
|
||||
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
|
||||
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
|
||||
} vertices;
|
||||
|
||||
struct {
|
||||
vks::Buffer scene;
|
||||
vks::Buffer offscreen;
|
||||
vks::Buffer debug;
|
||||
} uniformBuffers;
|
||||
|
||||
struct {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 model;
|
||||
} uboVSquad;
|
||||
|
||||
struct {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 view;
|
||||
glm::mat4 model;
|
||||
glm::mat4 depthBiasMVP;
|
||||
glm::vec3 lightPos;
|
||||
} uboVSscene;
|
||||
|
||||
struct {
|
||||
glm::mat4 depthMVP;
|
||||
} uboOffscreenVS;
|
||||
|
||||
struct {
|
||||
VkPipeline quad;
|
||||
VkPipeline offscreen;
|
||||
VkPipeline sceneShadow;
|
||||
VkPipeline sceneShadowPCF;
|
||||
} pipelines;
|
||||
|
||||
struct {
|
||||
VkPipelineLayout quad;
|
||||
VkPipelineLayout offscreen;
|
||||
} pipelineLayouts;
|
||||
|
||||
struct {
|
||||
VkDescriptorSet offscreen;
|
||||
VkDescriptorSet scene;
|
||||
} descriptorSets;
|
||||
|
||||
VkDescriptorSet descriptorSet;
|
||||
VkDescriptorSetLayout descriptorSetLayout;
|
||||
|
||||
// Framebuffer for offscreen rendering
|
||||
struct FrameBufferAttachment {
|
||||
VkImage image;
|
||||
VkDeviceMemory mem;
|
||||
VkImageView view;
|
||||
};
|
||||
struct OffscreenPass {
|
||||
int32_t width, height;
|
||||
VkFramebuffer frameBuffer;
|
||||
FrameBufferAttachment depth;
|
||||
VkRenderPass renderPass;
|
||||
VkSampler depthSampler;
|
||||
VkDescriptorImageInfo descriptor;
|
||||
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
|
||||
// Semaphore used to synchronize between offscreen and final scene render pass
|
||||
VkSemaphore semaphore = VK_NULL_HANDLE;
|
||||
} offscreenPass;
|
||||
|
||||
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||
{
|
||||
zoom = -20.0f;
|
||||
rotation = { -15.0f, -390.0f, 0.0f };
|
||||
title = "Projected shadow mapping";
|
||||
timerSpeed *= 0.5f;
|
||||
settings.overlay = true;
|
||||
}
|
||||
|
||||
~VulkanExample()
|
||||
{
|
||||
// Clean up used Vulkan resources
|
||||
// Note : Inherited destructor cleans up resources stored in base class
|
||||
|
||||
// Frame buffer
|
||||
vkDestroySampler(device, offscreenPass.depthSampler, nullptr);
|
||||
|
||||
// Depth attachment
|
||||
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
|
||||
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
|
||||
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
|
||||
|
||||
vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
|
||||
|
||||
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
|
||||
|
||||
vkDestroyPipeline(device, pipelines.quad, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.sceneShadow, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.sceneShadowPCF, nullptr);
|
||||
|
||||
vkDestroyPipelineLayout(device, pipelineLayouts.quad, nullptr);
|
||||
vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
|
||||
|
||||
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
|
||||
|
||||
// Meshes
|
||||
for (auto scene : scenes) {
|
||||
scene.destroy();
|
||||
}
|
||||
models.quad.destroy();
|
||||
|
||||
// Uniform buffers
|
||||
uniformBuffers.offscreen.destroy();
|
||||
uniformBuffers.scene.destroy();
|
||||
uniformBuffers.debug.destroy();
|
||||
|
||||
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
|
||||
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
|
||||
}
|
||||
|
||||
// Set up a separate render pass for the offscreen frame buffer
|
||||
// This is necessary as the offscreen frame buffer attachments use formats different to those from the example render pass
|
||||
void prepareOffscreenRenderpass()
|
||||
{
|
||||
VkAttachmentDescription attachmentDescription{};
|
||||
attachmentDescription.format = DEPTH_FORMAT;
|
||||
attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; // Clear depth at beginning of the render pass
|
||||
attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE; // We will read from depth, so it's important to store the depth attachment results
|
||||
attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; // We don't care about initial layout of the attachment
|
||||
attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;// Attachment will be transitioned to shader read at render pass end
|
||||
|
||||
VkAttachmentReference depthReference = {};
|
||||
depthReference.attachment = 0;
|
||||
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; // Attachment will be used as depth/stencil during render pass
|
||||
|
||||
VkSubpassDescription subpass = {};
|
||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpass.colorAttachmentCount = 0; // No color attachments
|
||||
subpass.pDepthStencilAttachment = &depthReference; // Reference to our depth attachment
|
||||
|
||||
// Use subpass dependencies for layout transitions
|
||||
std::array<VkSubpassDependency, 2> dependencies;
|
||||
|
||||
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
|
||||
dependencies[0].dstSubpass = 0;
|
||||
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
|
||||
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
|
||||
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
dependencies[1].srcSubpass = 0;
|
||||
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
|
||||
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
|
||||
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
VkRenderPassCreateInfo renderPassCreateInfo = vks::initializers::renderPassCreateInfo();
|
||||
renderPassCreateInfo.attachmentCount = 1;
|
||||
renderPassCreateInfo.pAttachments = &attachmentDescription;
|
||||
renderPassCreateInfo.subpassCount = 1;
|
||||
renderPassCreateInfo.pSubpasses = &subpass;
|
||||
renderPassCreateInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
|
||||
renderPassCreateInfo.pDependencies = dependencies.data();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offscreenPass.renderPass));
|
||||
}
|
||||
|
||||
// Setup the offscreen framebuffer for rendering the scene from light's point-of-view to
|
||||
// The depth attachment of this framebuffer will then be used to sample from in the fragment shader of the shadowing pass
|
||||
void prepareOffscreenFramebuffer()
|
||||
{
|
||||
offscreenPass.width = SHADOWMAP_DIM;
|
||||
offscreenPass.height = SHADOWMAP_DIM;
|
||||
|
||||
VkFormat fbColorFormat = FB_COLOR_FORMAT;
|
||||
|
||||
// For shadow mapping we only need a depth attachment
|
||||
VkImageCreateInfo image = vks::initializers::imageCreateInfo();
|
||||
image.imageType = VK_IMAGE_TYPE_2D;
|
||||
image.extent.width = offscreenPass.width;
|
||||
image.extent.height = offscreenPass.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.format = DEPTH_FORMAT; // Depth stencil attachment
|
||||
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT; // We will sample directly from the depth attachment for the shadow mapping
|
||||
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
|
||||
|
||||
VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
|
||||
VkMemoryRequirements memReqs;
|
||||
vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
|
||||
memAlloc.allocationSize = memReqs.size;
|
||||
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
||||
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
|
||||
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
|
||||
|
||||
VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
|
||||
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
|
||||
depthStencilView.format = DEPTH_FORMAT;
|
||||
depthStencilView.subresourceRange = {};
|
||||
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
depthStencilView.subresourceRange.baseMipLevel = 0;
|
||||
depthStencilView.subresourceRange.levelCount = 1;
|
||||
depthStencilView.subresourceRange.baseArrayLayer = 0;
|
||||
depthStencilView.subresourceRange.layerCount = 1;
|
||||
depthStencilView.image = offscreenPass.depth.image;
|
||||
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
|
||||
|
||||
// Create sampler to sample from to depth attachment
|
||||
// Used to sample in the fragment shader for shadowed rendering
|
||||
VkSamplerCreateInfo sampler = vks::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 = 1.0f;
|
||||
sampler.minLod = 0.0f;
|
||||
sampler.maxLod = 1.0f;
|
||||
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
|
||||
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.depthSampler));
|
||||
|
||||
prepareOffscreenRenderpass();
|
||||
|
||||
// Create frame buffer
|
||||
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
|
||||
fbufCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
fbufCreateInfo.attachmentCount = 1;
|
||||
fbufCreateInfo.pAttachments = &offscreenPass.depth.view;
|
||||
fbufCreateInfo.width = offscreenPass.width;
|
||||
fbufCreateInfo.height = offscreenPass.height;
|
||||
fbufCreateInfo.layers = 1;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
|
||||
}
|
||||
|
||||
void buildOffscreenCommandBuffer()
|
||||
{
|
||||
if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
|
||||
{
|
||||
offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
|
||||
}
|
||||
if (offscreenPass.semaphore == VK_NULL_HANDLE)
|
||||
{
|
||||
// Create a semaphore used to synchronize offscreen rendering and usage
|
||||
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
|
||||
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
|
||||
}
|
||||
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
||||
|
||||
VkClearValue clearValues[1];
|
||||
clearValues[0].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
|
||||
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.offset.x = 0;
|
||||
renderPassBeginInfo.renderArea.offset.y = 0;
|
||||
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
|
||||
renderPassBeginInfo.clearValueCount = 2;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
|
||||
|
||||
VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
|
||||
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
|
||||
|
||||
// Set depth bias (aka "Polygon offset")
|
||||
// Required to avoid shadow mapping artefacts
|
||||
vkCmdSetDepthBias(
|
||||
offscreenPass.commandBuffer,
|
||||
depthBiasConstant,
|
||||
0.0f,
|
||||
depthBiasSlope);
|
||||
|
||||
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offscreenPass.commandBuffer, scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
|
||||
}
|
||||
|
||||
void buildCommandBuffers()
|
||||
{
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
||||
|
||||
VkClearValue clearValues[2];
|
||||
clearValues[0].color = defaultClearColor;
|
||||
clearValues[1].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = renderPass;
|
||||
renderPassBeginInfo.renderArea.offset.x = 0;
|
||||
renderPassBeginInfo.renderArea.offset.y = 0;
|
||||
renderPassBeginInfo.renderArea.extent.width = width;
|
||||
renderPassBeginInfo.renderArea.extent.height = height;
|
||||
renderPassBeginInfo.clearValueCount = 2;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
||||
{
|
||||
// Set target frame buffer
|
||||
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
||||
|
||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
|
||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
// Visualize shadow map
|
||||
if (displayShadowMap) {
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSet, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.quad);
|
||||
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);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 0);
|
||||
}
|
||||
|
||||
// 3D scene
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void loadAssets()
|
||||
{
|
||||
scenes.resize(2);
|
||||
scenes[0].loadFromFile(getAssetPath() + "models/vulkanscene_shadow.dae", vertexLayout, 4.0f, vulkanDevice, queue);
|
||||
scenes[1].loadFromFile(getAssetPath() + "models/samplescene.dae", vertexLayout, 0.25f, vulkanDevice, queue);
|
||||
sceneNames = {"Vulkan scene", "Teapots and pillars" };
|
||||
}
|
||||
|
||||
void generateQuad()
|
||||
{
|
||||
// Setup vertices for a single uv-mapped quad
|
||||
struct Vertex {
|
||||
float pos[3];
|
||||
float uv[2];
|
||||
float col[3];
|
||||
float normal[3];
|
||||
};
|
||||
|
||||
#define QUAD_COLOR_NORMAL { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f }
|
||||
std::vector<Vertex> vertexBuffer =
|
||||
{
|
||||
{ { 1.0f, 1.0f, 0.0f },{ 1.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 0.0f, 1.0f, 0.0f },{ 0.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 0.0f, 0.0f, 0.0f },{ 0.0f, 0.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 1.0f, 0.0f, 0.0f },{ 1.0f, 0.0f }, QUAD_COLOR_NORMAL }
|
||||
};
|
||||
#undef QUAD_COLOR_NORMAL
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
vertexBuffer.size() * sizeof(Vertex),
|
||||
&models.quad.vertices.buffer,
|
||||
&models.quad.vertices.memory,
|
||||
vertexBuffer.data()));
|
||||
|
||||
// Setup indices
|
||||
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
|
||||
models.quad.indexCount = indexBuffer.size();
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
indexBuffer.size() * sizeof(uint32_t),
|
||||
&models.quad.indices.buffer,
|
||||
&models.quad.indices.memory,
|
||||
indexBuffer.data()));
|
||||
|
||||
models.quad.device = device;
|
||||
}
|
||||
|
||||
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
|
||||
vertices.attributeDescriptions.resize(4);
|
||||
// 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 : Color
|
||||
vertices.attributeDescriptions[2] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 5);
|
||||
// Location 3 : Normal
|
||||
vertices.attributeDescriptions[3] =
|
||||
vks::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
3,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 8);
|
||||
|
||||
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()
|
||||
{
|
||||
// Example uses three ubos and two image samplers
|
||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
||||
{
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||
vks::initializers::descriptorPoolCreateInfo(
|
||||
poolSizes.size(),
|
||||
poolSizes.data(),
|
||||
3);
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||
}
|
||||
|
||||
void setupDescriptorSetLayout()
|
||||
{
|
||||
// Textured quad pipeline layout
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0),
|
||||
// Binding 1 : Fragment shader image sampler
|
||||
vks::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
1)
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.quad));
|
||||
|
||||
// Offscreen pipeline layout
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
|
||||
}
|
||||
|
||||
void setupDescriptorSets()
|
||||
{
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
||||
|
||||
// Textured quad descriptor set
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||
|
||||
// Image descriptor for the shadow map attachment
|
||||
VkDescriptorImageInfo texDescriptor =
|
||||
vks::initializers::descriptorImageInfo(
|
||||
offscreenPass.depthSampler,
|
||||
offscreenPass.depth.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
|
||||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.debug.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Offscreen
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
|
||||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.offscreen,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.offscreen.descriptor),
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// 3D scene
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
||||
|
||||
// Image descriptor for the shadow map attachment
|
||||
texDescriptor.sampler = offscreenPass.depthSampler;
|
||||
texDescriptor.imageView = offscreenPass.depth.view;
|
||||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformBuffers.scene.descriptor),
|
||||
// Binding 1 : Fragment shader shadow sampler
|
||||
vks::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vks::initializers::pipelineColorBlendAttachmentState(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
||||
1,
|
||||
&blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
||||
VK_TRUE,
|
||||
VK_TRUE,
|
||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(
|
||||
pipelineLayouts.quad,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
// Shadow mapping debug quad display
|
||||
rasterizationState.cullMode = VK_CULL_MODE_NONE;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Empty vertex input state
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.quad));
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
|
||||
// Scene rendering with shadows applied
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Use specialization constants to select between horizontal and vertical blur
|
||||
uint32_t enablePCF = 0;
|
||||
VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
|
||||
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &enablePCF);
|
||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||
// No filtering
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadow));
|
||||
// PCF filtering
|
||||
enablePCF = 1;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
|
||||
|
||||
// Offscreen pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// No blend attachment states (no color attachments used)
|
||||
colorBlendState.attachmentCount = 0;
|
||||
// Cull front faces
|
||||
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
// Enable depth bias
|
||||
rasterizationState.depthBiasEnable = VK_TRUE;
|
||||
// Add depth bias to dynamic state, so we can change it at runtime
|
||||
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
|
||||
dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Debug quad vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.debug,
|
||||
sizeof(uboVSscene)));
|
||||
|
||||
// Offscreen vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.offscreen,
|
||||
sizeof(uboOffscreenVS)));
|
||||
|
||||
// Scene vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.scene,
|
||||
sizeof(uboVSscene)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBuffers.debug.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.scene.map());
|
||||
|
||||
updateLight();
|
||||
updateUniformBufferOffscreen();
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateLight()
|
||||
{
|
||||
// Animate the light source
|
||||
lightPos.x = cos(glm::radians(timer * 360.0f)) * 40.0f;
|
||||
lightPos.y = -50.0f + sin(glm::radians(timer * 360.0f)) * 20.0f;
|
||||
lightPos.z = 25.0f + sin(glm::radians(timer * 360.0f)) * 5.0f;
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// Shadow map debug quad
|
||||
float AR = (float)height / (float)width;
|
||||
|
||||
uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
|
||||
uboVSquad.model = glm::mat4(1.0f);
|
||||
|
||||
memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
|
||||
|
||||
// 3D scene
|
||||
uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
|
||||
|
||||
uboVSscene.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
|
||||
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVSscene.view = glm::rotate(uboVSscene.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
uboVSscene.model = glm::mat4(1.0f);
|
||||
|
||||
uboVSscene.lightPos = lightPos;
|
||||
|
||||
uboVSscene.depthBiasMVP = uboOffscreenVS.depthMVP;
|
||||
|
||||
memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene));
|
||||
}
|
||||
|
||||
void updateUniformBufferOffscreen()
|
||||
{
|
||||
// Matrix from light's point of view
|
||||
glm::mat4 depthProjectionMatrix = glm::perspective(glm::radians(lightFOV), 1.0f, zNear, zFar);
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthModelMatrix = glm::mat4(1.0f);
|
||||
|
||||
uboOffscreenVS.depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix;
|
||||
|
||||
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// The scene render command buffer has to wait for the offscreen rendering (and transfer) to be finished before using the shadow map
|
||||
// Therefore we synchronize using an additional semaphore
|
||||
|
||||
// Offscreen rendering
|
||||
|
||||
// Wait for swap chain presentation to finish
|
||||
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
||||
// Signal ready with offscreen semaphore
|
||||
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
||||
|
||||
// Submit work
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Scene rendering
|
||||
|
||||
// Wait for offscreen semaphore
|
||||
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;;
|
||||
// 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();
|
||||
loadAssets();
|
||||
generateQuad();
|
||||
prepareOffscreenFramebuffer();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSets();
|
||||
buildCommandBuffers();
|
||||
buildOffscreenCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (!paused)
|
||||
{
|
||||
updateLight();
|
||||
updateUniformBufferOffscreen();
|
||||
updateUniformBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferOffscreen();
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->comboBox("Scenes", &sceneIndex, sceneNames)) {
|
||||
buildCommandBuffers();
|
||||
buildOffscreenCommandBuffer();
|
||||
}
|
||||
if (overlay->checkBox("Display shadow render target", &displayShadowMap)) {
|
||||
buildCommandBuffers();
|
||||
}
|
||||
if (overlay->checkBox("PCF filtering", &filterPCF)) {
|
||||
buildCommandBuffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue