Added post processing pass

This commit is contained in:
saschawillems 2016-05-26 13:58:38 +02:00
parent 9dbf252e27
commit 9ace87aca3
15 changed files with 510 additions and 43 deletions

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@ -0,0 +1,13 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor.rgb = inColor;
}

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@ -0,0 +1,28 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
{
outColor = inColor;
}
gl_Position = ubo.projection * ubo.model * inPos;
}

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@ -1,2 +1,6 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V phongpass.vert -o phongpass.vert.spv
glslangvalidator -V phongpass.frag -o phongpass.frag.spv
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V postprocess.vert -o postprocess.vert.spv
glslangvalidator -V postprocess.frag -o postprocess.frag.spv

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@ -15,11 +15,16 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
// Desaturate color
vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
// High ambient colors because mesh materials are pretty dark
vec3 ambient = color * vec3(1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * inColor;
vec3 diffuse = max(dot(N, L), 0.0) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(diffuse * 1.75 + specular, 1.0);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
}

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@ -0,0 +1,42 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
// Single pass gauss blur
const vec2 texOffset = vec2(0.01, 0.01);
vec2 tc0 = inUV + vec2(-texOffset.s, -texOffset.t);
vec2 tc1 = inUV + vec2( 0.0, -texOffset.t);
vec2 tc2 = inUV + vec2(+texOffset.s, -texOffset.t);
vec2 tc3 = inUV + vec2(-texOffset.s, 0.0);
vec2 tc4 = inUV + vec2( 0.0, 0.0);
vec2 tc5 = inUV + vec2(+texOffset.s, 0.0);
vec2 tc6 = inUV + vec2(-texOffset.s, +texOffset.t);
vec2 tc7 = inUV + vec2( 0.0, +texOffset.t);
vec2 tc8 = inUV + vec2(+texOffset.s, +texOffset.t);
vec4 col0 = texture(samplerColor, tc0);
vec4 col1 = texture(samplerColor, tc1);
vec4 col2 = texture(samplerColor, tc2);
vec4 col3 = texture(samplerColor, tc3);
vec4 col4 = texture(samplerColor, tc4);
vec4 col5 = texture(samplerColor, tc5);
vec4 col6 = texture(samplerColor, tc6);
vec4 col7 = texture(samplerColor, tc7);
vec4 col8 = texture(samplerColor, tc8);
vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
outFragColor = vec4(sum.rgb, 1.0);
}

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@ -0,0 +1,17 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
}

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@ -23,6 +23,11 @@
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Offscreen properties
#define OFFSCREEN_DIM 256
#define OFFSCREEN_FORMAT VK_FORMAT_R8G8B8A8_UNORM
#define OFFSCREEN_FILTER VK_FILTER_LINEAR;
// Setup and functions for the VK_EXT_debug_marker_extension
// Extension spec can be found at https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0-VK_EXT_debug_marker/doc/specs/vulkan/appendices/VK_EXT_debug_marker.txt
// Note that the extension will only be present if run from an offline debugging application
@ -153,10 +158,7 @@ class VulkanExample : public VulkanExampleBase
{
public:
bool wireframe = false;
struct {
vkTools::VulkanTexture colorMap;
} textures;
bool glow = true;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
@ -177,14 +179,35 @@ public:
} uboVS;
struct {
VkPipeline solid;
VkPipeline phong;
VkPipeline color;
VkPipeline wireframe;
VkPipeline postprocess;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
struct {
VkDescriptorSet scene;
VkDescriptorSet fullscreen;
} descriptorSets;
// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image;
VkDeviceMemory mem;
VkImageView view;
};
struct FrameBuffer {
int32_t width, height;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
vkTools::VulkanTexture textureTarget;
} offScreenFrameBuf;
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -8.5f;
@ -200,7 +223,9 @@ public:
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipeline(device, pipelines.phong, nullptr);
vkDestroyPipeline(device, pipelines.color, nullptr);
vkDestroyPipeline(device, pipelines.wireframe, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
@ -211,11 +236,299 @@ public:
vkDestroyBuffer(device, scene.indices.buf, nullptr);
vkFreeMemory(device, scene.indices.mem, nullptr);
textureLoader->destroyTexture(textures.colorMap);
vkTools::destroyUniformData(device, &uniformData.vsScene);
}
// Prepare a texture target and framebuffer for offscreen rendering
void prepareOffscreen()
{
VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkFormatProperties formatProperties;
// Get device properites for the requested texture format
vkGetPhysicalDeviceFormatProperties(physicalDevice, OFFSCREEN_FORMAT, &formatProperties);
// Check if blit destination is supported for the requested format
// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT);
// Texture target
vkTools::VulkanTexture *tex = &offScreenFrameBuf.textureTarget;
// Prepare blit target texture
tex->width = OFFSCREEN_DIM;
tex->height = OFFSCREEN_DIM;
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = OFFSCREEN_FORMAT;
imageCreateInfo.extent = { OFFSCREEN_DIM, OFFSCREEN_DIM, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
// Texture will be sampled in a shader and is also the blit destination
imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
vkGetImageMemoryRequirements(device, tex->image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &(tex->deviceMemory)));
VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
// Transform image layout to transfer destination
tex->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkTools::setImageLayout(
cmdBuffer,
tex->image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PREINITIALIZED,
tex->imageLayout);
// Create sampler
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = OFFSCREEN_FILTER;
sampler.minFilter = OFFSCREEN_FILTER;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
// Create image view
VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = OFFSCREEN_FORMAT;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.image = tex->image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
// Frame buffer
offScreenFrameBuf.width = OFFSCREEN_DIM;
offScreenFrameBuf.height = OFFSCREEN_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// Color attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = OFFSCREEN_FORMAT;
image.extent.width = offScreenFrameBuf.width;
image.extent.height = offScreenFrameBuf.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 of the framebuffer is blit source
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
image.flags = 0;
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = OFFSCREEN_FORMAT;
colorImageView.flags = 0;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.color.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.color.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &offScreenFrameBuf.color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.color.image, offScreenFrameBuf.color.mem, 0));
vkTools::setImageLayout(
cmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
colorImageView.image = offScreenFrameBuf.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
// Depth stencil attachment
image.format = fbDepthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.depth.image));
vkGetImageMemoryRequirements(device, offScreenFrameBuf.depth.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &offScreenFrameBuf.depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
vkTools::setImageLayout(
cmdBuffer,
offScreenFrameBuf.depth.image,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthStencilView.image = offScreenFrameBuf.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
VkImageView attachments[2];
attachments[0] = offScreenFrameBuf.color.view;
attachments[1] = offScreenFrameBuf.depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offScreenFrameBuf.width;
fbufCreateInfo.height = offScreenFrameBuf.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
// Command buffer for offscreen rendering
offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
// Command buffer for rendering color only scene for glow
void buildOffscreenCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.color);
// Draw glow scene
sceneGlow.draw(offScreenCmdBuffer);
vkCmdEndRenderPass(offScreenCmdBuffer);
// Make sure color writes to the framebuffer are finished before using it as transfer source
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Transform texture target to transfer destination
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Blit offscreen color buffer to our texture target
VkImageBlit imgBlit;
imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.srcSubresource.mipLevel = 0;
imgBlit.srcSubresource.baseArrayLayer = 0;
imgBlit.srcSubresource.layerCount = 1;
imgBlit.srcOffsets[0] = { 0, 0, 0 };
imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
imgBlit.srcOffsets[1].z = 1;
imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.dstSubresource.mipLevel = 0;
imgBlit.dstSubresource.baseArrayLayer = 0;
imgBlit.dstSubresource.layerCount = 1;
imgBlit.dstOffsets[0] = { 0, 0, 0 };
imgBlit.dstOffsets[1].x = offScreenFrameBuf.textureTarget.width;
imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
imgBlit.dstOffsets[1].z = 1;
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
vkCmdBlitImage(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&imgBlit,
VK_FILTER_LINEAR
);
// Transform framebuffer color attachment back
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Transform texture target back to shader read
// Makes sure that writes to the texture are finished before
// it's accessed in the shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
}
// Load a model file as separate meshes into a scene
void loadModel(std::string filename, Scene *scene)
{
@ -374,12 +687,7 @@ public:
for (size_t i = 0; i < names.size(); i++)
{
scene.meshes[i].name = names[i];
}
// Glow
std::vector<std::string> namesGlow = { "emeralds", "mushroom stems", "blue mushroom caps", "chest fittings" };
for (size_t i = 0; i < namesGlow.size(); i++)
{
sceneGlow.meshes[i].name = namesGlow[i];
sceneGlow.meshes[i].name = names[i];
}
// Name the buffers for debugging
@ -391,14 +699,6 @@ public:
DebugReportExt::setObjectName(device, (uint64_t)sceneGlow.indices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Glow index buffer");
}
void loadTextures()
{
textureLoader->loadTexture(
getAssetPath() + "models/voyager/voyager.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
@ -444,14 +744,14 @@ public:
VkRect2D scissor = vkTools::initializers::rect2D(wireframe ? width / 2 : width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
// Solid rendering
// Start a new debug marker region
DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Solid draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
scene.draw(drawCmdBuffers[i]);
DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
@ -471,6 +771,19 @@ public:
DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
}
// Post processing
if (glow)
{
DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Post processing", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.postprocess);
// Full screen quad is generated by the vertex shaders, so we reuse four vertices (for four invocations) from current vertex buffer
vkCmdDraw(drawCmdBuffers[i], 4, 1, 0, 0);
DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
}
vkCmdEndRenderPass(drawCmdBuffers[i]);
// End current debug marker region
@ -586,25 +899,25 @@ public:
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
textures.colorMap.sampler,
textures.colorMap.view,
offScreenFrameBuf.textureTarget.sampler,
offScreenFrameBuf.textureTarget.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSet,
descriptorSets.scene,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsScene.descriptor),
// Binding 1 : Color map
vkTools::initializers::writeDescriptorSet(
descriptorSet,
descriptorSets.scene,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor)
@ -662,12 +975,12 @@ public:
dynamicStateEnables.size(),
0);
// Solid rendering pipeline
// Phong lighting pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Name shader moduels for debugging
DebugReportExt::setObjectName(device, (uint64_t)shaderModules[0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Mesh rendering vertex shader");
@ -690,7 +1003,13 @@ public:
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phong));
// Color only pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.color));
// Wire frame rendering pipeline
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
@ -698,9 +1017,32 @@ public:
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe));
// Post processing effect
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/postprocess.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/postprocess.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
depthStencilState.depthTestEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_FALSE;
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
rasterizationState.cullMode = VK_CULL_MODE_NONE;
blendAttachmentState.colorWriteMask = 0xF;
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.postprocess));
// Name pipelines for debugging
DebugReportExt::setObjectName(device, (uint64_t)pipelines.solid, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Solid rendering pipeline");
DebugReportExt::setObjectName(device, (uint64_t)pipelines.phong, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Phong lighting pipeline");
DebugReportExt::setObjectName(device, (uint64_t)pipelines.color, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Color only pipeline");
DebugReportExt::setObjectName(device, (uint64_t)pipelines.wireframe, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Wireframe rendering pipeline");
DebugReportExt::setObjectName(device, (uint64_t)pipelines.postprocess, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Post processing pipeline");
}
// Prepare and initialize uniform buffer containing shader uniforms
@ -742,8 +1084,18 @@ public:
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
std::vector<VkCommandBuffer> submitCmdBuffers;
// Submit offscreen rendering command buffer
// todo : use event to ensure that offscreen result is finished bfore render command buffer is started
if (glow)
{
submitCmdBuffers.push_back(offScreenCmdBuffer);
}
submitCmdBuffers.push_back(drawCmdBuffers[currentBuffer]);
submitInfo.commandBufferCount = submitCmdBuffers.size();
submitInfo.pCommandBuffers = submitCmdBuffers.data();
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
@ -753,8 +1105,8 @@ public:
{
VulkanExampleBase::prepare();
DebugReportExt::setupDebugMarkers(device);
loadTextures();
loadScene();
prepareOffscreen();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
@ -762,6 +1114,7 @@ public:
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
buildOffscreenCommandBuffer();
updateTextOverlay();
prepared = true;
}
@ -783,10 +1136,15 @@ public:
switch (keyCode)
{
case 0x57:
case GAMEPAD_BUTTON_A:
case GAMEPAD_BUTTON_X:
wireframe = !wireframe;
reBuildCommandBuffers();
break;
case 0x47:
case GAMEPAD_BUTTON_A:
glow = !glow;
reBuildCommandBuffers();
break;
}
}