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
392
examples/viewportarray/viewportarray.cpp
Normal file
392
examples/viewportarray/viewportarray.cpp
Normal file
|
|
@ -0,0 +1,392 @@
|
|||
/*
|
||||
* Vulkan Example - Viewport array with single pass rendering using geometry shaders
|
||||
*
|
||||
* Copyright (C) 2017 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 "VulkanModel.hpp"
|
||||
|
||||
#define ENABLE_VALIDATION false
|
||||
|
||||
class VulkanExample : public VulkanExampleBase
|
||||
{
|
||||
public:
|
||||
// Vertex layout for the models
|
||||
vks::VertexLayout vertexLayout = vks::VertexLayout({
|
||||
vks::VERTEX_COMPONENT_POSITION,
|
||||
vks::VERTEX_COMPONENT_NORMAL,
|
||||
vks::VERTEX_COMPONENT_COLOR,
|
||||
});
|
||||
|
||||
vks::Model scene;
|
||||
|
||||
struct UBOGS {
|
||||
glm::mat4 projection[2];
|
||||
glm::mat4 modelview[2];
|
||||
glm::vec4 lightPos = glm::vec4(-2.5f, -3.5f, 0.0f, 1.0f);
|
||||
} uboGS;
|
||||
|
||||
vks::Buffer uniformBufferGS;
|
||||
|
||||
VkPipeline pipeline;
|
||||
VkPipelineLayout pipelineLayout;
|
||||
VkDescriptorSet descriptorSet;
|
||||
VkDescriptorSetLayout descriptorSetLayout;
|
||||
|
||||
// Camera and view properties
|
||||
float eyeSeparation = 0.08f;
|
||||
const float focalLength = 0.5f;
|
||||
const float fov = 90.0f;
|
||||
const float zNear = 0.1f;
|
||||
const float zFar = 256.0f;
|
||||
|
||||
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
|
||||
{
|
||||
title = "Viewport arrays";
|
||||
camera.type = Camera::CameraType::firstperson;
|
||||
camera.setRotation(glm::vec3(0.0f, 90.0f, 0.0f));
|
||||
camera.setTranslation(glm::vec3(7.0f, 3.2f, 0.0f));
|
||||
camera.movementSpeed = 5.0f;
|
||||
settings.overlay = true;
|
||||
}
|
||||
|
||||
~VulkanExample()
|
||||
{
|
||||
vkDestroyPipeline(device, pipeline, nullptr);
|
||||
|
||||
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
|
||||
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
|
||||
|
||||
scene.destroy();
|
||||
|
||||
uniformBufferGS.destroy();
|
||||
}
|
||||
|
||||
// Enable physical device features required for this example
|
||||
virtual void getEnabledFeatures()
|
||||
{
|
||||
// Geometry shader support is required for this example
|
||||
if (deviceFeatures.geometryShader) {
|
||||
enabledFeatures.geometryShader = VK_TRUE;
|
||||
}
|
||||
else {
|
||||
vks::tools::exitFatal("Selected GPU does not support geometry shaders!", "Feature not supported");
|
||||
}
|
||||
// Multiple viewports must be supported
|
||||
if (deviceFeatures.multiViewport) {
|
||||
enabledFeatures.multiViewport = VK_TRUE;
|
||||
}
|
||||
else {
|
||||
vks::tools::exitFatal("Selected GPU does not support multi viewports!", "Feature not supported");
|
||||
}
|
||||
}
|
||||
|
||||
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 viewports[2];
|
||||
// Left
|
||||
viewports[0] = { 0, 0, (float)width / 2.0f, (float)height, 0.0, 1.0f };
|
||||
// Right
|
||||
viewports[1] = { (float)width / 2.0f, 0, (float)width / 2.0f, (float)height, 0.0, 1.0f };
|
||||
|
||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 2, viewports);
|
||||
|
||||
VkRect2D scissorRects[2] = {
|
||||
vks::initializers::rect2D(width/2, height, 0, 0),
|
||||
vks::initializers::rect2D(width/2, height, width / 2, 0),
|
||||
};
|
||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 2, scissorRects);
|
||||
|
||||
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
|
||||
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scene.vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scene.indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void loadAssets()
|
||||
{
|
||||
scene.loadFromFile(getAssetPath() + "models/sampleroom.dae", vertexLayout, 0.25f, vulkanDevice, queue);
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
{
|
||||
// Example uses two ubos
|
||||
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||
vks::initializers::descriptorPoolCreateInfo(static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), 1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||
}
|
||||
|
||||
void setupDescriptorSetLayout()
|
||||
{
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_GEOMETRY_BIT, 0) // Binding 1: Geometry shader ubo
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||
}
|
||||
|
||||
void setupDescriptorSet()
|
||||
{
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferGS.descriptor), // Binding 0 :Geometry shader ubo
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
// We use two viewports
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vks::initializers::pipelineViewportStateCreateInfo(2, 2, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR,
|
||||
VK_DYNAMIC_STATE_LINE_WIDTH
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||
|
||||
|
||||
// Tessellation pipeline
|
||||
// Load shaders
|
||||
std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
|
||||
|
||||
// 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(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normals
|
||||
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Color
|
||||
|
||||
};
|
||||
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();
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/viewportarray/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/viewportarray/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// A geometry shader is used to output geometry to multiple viewports in one single pass
|
||||
// See the "invoctations" decorator of the layout input in the shader
|
||||
shaderStages[2] = loadShader(getAssetPath() + "shaders/viewportarray/multiview.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Geometry 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,
|
||||
&uniformBufferGS,
|
||||
sizeof(uboGS)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBufferGS.map());
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// Geometry shader matrices for the two viewports
|
||||
// See http://paulbourke.net/stereographics/stereorender/
|
||||
|
||||
// Calculate some variables
|
||||
float aspectRatio = (float)(width * 0.5f) / (float)height;
|
||||
float wd2 = zNear * tan(glm::radians(fov / 2.0f));
|
||||
float ndfl = zNear / focalLength;
|
||||
float left, right;
|
||||
float top = wd2;
|
||||
float bottom = -wd2;
|
||||
|
||||
glm::vec3 camFront;
|
||||
camFront.x = -cos(glm::radians(rotation.x)) * sin(glm::radians(rotation.y));
|
||||
camFront.y = sin(glm::radians(rotation.x));
|
||||
camFront.z = cos(glm::radians(rotation.x)) * cos(glm::radians(rotation.y));
|
||||
camFront = glm::normalize(camFront);
|
||||
glm::vec3 camRight = glm::normalize(glm::cross(camFront, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
|
||||
glm::mat4 rotM = glm::mat4(1.0f);
|
||||
glm::mat4 transM;
|
||||
|
||||
rotM = glm::rotate(rotM, glm::radians(camera.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
rotM = glm::rotate(rotM, glm::radians(camera.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
rotM = glm::rotate(rotM, glm::radians(camera.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
// Left eye
|
||||
left = -aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
|
||||
right = aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
|
||||
|
||||
transM = glm::translate(glm::mat4(1.0f), camera.position - camRight * (eyeSeparation / 2.0f));
|
||||
|
||||
uboGS.projection[0] = glm::frustum(left, right, bottom, top, zNear, zFar);
|
||||
uboGS.modelview[0] = rotM * transM;
|
||||
|
||||
// Right eye
|
||||
left = -aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
|
||||
right = aspectRatio * wd2 - 0.5f * eyeSeparation * ndfl;
|
||||
|
||||
transM = glm::translate(glm::mat4(1.0f), camera.position + camRight * (eyeSeparation / 2.0f));
|
||||
|
||||
uboGS.projection[1] = glm::frustum(left, right, bottom, top, zNear, zFar);
|
||||
uboGS.modelview[1] = rotM * transM;
|
||||
|
||||
memcpy(uniformBufferGS.mapped, &uboGS, sizeof(uboGS));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->sliderFloat("Eye separation", &eyeSeparation, -1.0f, 1.0f)) {
|
||||
updateUniformBuffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue