diff --git a/multisampling/multisampling.cpp b/multisampling/multisampling.cpp new file mode 100644 index 00000000..b96a4c9e --- /dev/null +++ b/multisampling/multisampling.cpp @@ -0,0 +1,691 @@ +/* +* Vulkan Example - Multisampling using resolve attachments +* +* todo : add second renderpass without msaa and allow toggle +* +* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de +* +* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) +*/ + +#include +#include +#include +#include +#include + +#define GLM_FORCE_RADIANS +#define GLM_FORCE_DEPTH_ZERO_TO_ONE +#include +#include + +#include +#include "vulkanexamplebase.h" + +#define VERTEX_BUFFER_BIND_ID 0 +#define ENABLE_VALIDATION false +#define SAMPLE_COUNT VK_SAMPLE_COUNT_8_BIT + +struct { + VkImage image; + VkImageView view; + VkDeviceMemory memory; +} multisampleTarget; + +// Vertex layout for this example +std::vector vertexLayout = +{ + vkMeshLoader::VERTEX_LAYOUT_POSITION, + vkMeshLoader::VERTEX_LAYOUT_NORMAL, + vkMeshLoader::VERTEX_LAYOUT_UV, + vkMeshLoader::VERTEX_LAYOUT_COLOR, +}; + +class VulkanExample : public VulkanExampleBase +{ +public: + struct { + vkTools::VulkanTexture colorMap; + } textures; + + struct { + VkPipelineVertexInputStateCreateInfo inputState; + std::vector bindingDescriptions; + std::vector attributeDescriptions; + } vertices; + + struct { + vkMeshLoader::MeshBuffer example; + } meshes; + + struct { + vkTools::UniformData vsScene; + } uniformData; + + struct { + glm::mat4 projection; + glm::mat4 model; + glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f); + } uboVS; + + struct { + VkPipeline solid; + } pipelines; + + VkPipelineLayout pipelineLayout; + VkDescriptorSet descriptorSet; + VkDescriptorSetLayout descriptorSetLayout; + + VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) + { + zoom = -12.0f; + zoomSpeed = 2.5f; + rotation = { 0.0f, -90.0f, 0.0f }; + title = "Vulkan Example - Multisampling"; + } + + ~VulkanExample() + { + // Clean up used Vulkan resources + // Note : Inherited destructor cleans up resources stored in base class + vkDestroyPipeline(device, pipelines.solid, nullptr); + + vkDestroyPipelineLayout(device, pipelineLayout, nullptr); + vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); + + vkMeshLoader::freeMeshBufferResources(device, &meshes.example); + + // Destroy MSAA target + vkDestroyImage(device, multisampleTarget.image, nullptr); + vkDestroyImageView(device, multisampleTarget.view, nullptr); + vkFreeMemory(device, multisampleTarget.memory, nullptr); + + textureLoader->destroyTexture(textures.colorMap); + + vkTools::destroyUniformData(device, &uniformData.vsScene); + } + + // Creates a multi sample render target (image and view) that is used to resolve + // into the visible frame buffer target in the render pass + void setupMultisampleTarget() + { + // Check if device supports requested sample count for color and depth frame buffer + assert((deviceProperties.limits.framebufferColorSampleCounts >= SAMPLE_COUNT) && (deviceProperties.limits.framebufferDepthSampleCounts >= SAMPLE_COUNT)); + + VkImageCreateInfo info = vkTools::initializers::imageCreateInfo(); + info.imageType = VK_IMAGE_TYPE_2D; + info.format = colorformat; + info.extent.width = width; + info.extent.height = height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.samples = SAMPLE_COUNT; + + // This image will only be used as a transient render target. + // Its purpose is only to hold the multisampled data before resolving the render pass. + info.usage = VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + + // Create texture + vkTools::checkResult(vkCreateImage(device, &info, nullptr, &multisampleTarget.image)); + + // Allocate memory for the texture. + VkMemoryRequirements memReqs; + vkGetImageMemoryRequirements(device, multisampleTarget.image, &memReqs); + + VkMemoryAllocateInfo alloc = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO }; + alloc.allocationSize = memReqs.size; + // For multisampled attachments, we will want to use LAZILY allocated if such a type is available. + // Lazily allocated memory is not actually allocated until the memory is actually used. + // This texture will only live on the tile buffer, so it never needs to be backed by actual memory. + VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo(); + // Try to get a lazily allocated memory type + getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &memAlloc.memoryTypeIndex); + vkTools::checkResult(vkAllocateMemory(device, &alloc, nullptr, &multisampleTarget.memory)); + vkBindImageMemory(device, multisampleTarget.image, multisampleTarget.memory, 0); + + // Create an image view for the new texture. + // Note that CreateImageView must happen after BindImageMemory. + VkImageViewCreateInfo viewInfo = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO }; + viewInfo.image = multisampleTarget.image; + viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D; + viewInfo.format = colorformat; + viewInfo.components.r = VK_COMPONENT_SWIZZLE_R; + viewInfo.components.g = VK_COMPONENT_SWIZZLE_G; + viewInfo.components.b = VK_COMPONENT_SWIZZLE_B; + viewInfo.components.a = VK_COMPONENT_SWIZZLE_A; + viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + viewInfo.subresourceRange.levelCount = 1; + viewInfo.subresourceRange.layerCount = 1; + + vkTools::checkResult(vkCreateImageView(device, &viewInfo, nullptr, &multisampleTarget.view)); + } + + // Setup a render pass for using a multi sampled attachment + // and a resolve attachment that the msaa image is resolved + // to at the end of the render pass + void setupRenderPass() + { + // Overrides the virtual function of the base class + + std::array attachments = {}; + + // Multisampled attachment that we render to + attachments[0].format = colorformat; + attachments[0].samples = SAMPLE_COUNT; + attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + // No longer required after resolve, this may save some bandwidth on certain GPUs + attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachments[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + + // This is the frame buffer attachment to where the multisampled image + // will be resolved to and which will be presented to the swapchain + attachments[1].format = colorformat; + attachments[1].samples = VK_SAMPLE_COUNT_1_BIT; + attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachments[1].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachments[1].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + + // Depth attachment + // This needs to use the same number of samples as the msaa attachment + attachments[2].format = depthFormat; + attachments[2].samples = SAMPLE_COUNT; + attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + attachments[2].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + attachments[2].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + VkAttachmentReference colorReference = {}; + colorReference.attachment = 0; + colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + + VkAttachmentReference resolveReference = {}; + resolveReference.attachment = 1; + resolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + + VkAttachmentReference depthReference = {}; + depthReference.attachment = 2; + depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; + + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &colorReference; + subpass.pResolveAttachments = &resolveReference; + subpass.pDepthStencilAttachment = &depthReference; + + VkRenderPassCreateInfo renderPassInfo = vkTools::initializers::renderPassCreateInfo(); + renderPassInfo.attachmentCount = attachments.size(); + renderPassInfo.pAttachments = attachments.data(); + renderPassInfo.subpassCount = 1; + renderPassInfo.pSubpasses = &subpass; + + vkTools::checkResult(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass)); + } + + // Frame buffer attachments must match with render pass setup, + // so we need to adjust frame buffer creation to cover our + // multisample target + void setupFrameBuffer() + { + // Overrides the virtual function of the base class + + std::array attachments; + + setupMultisampleTarget(); + + attachments[0] = multisampleTarget.view; + attachments[2] = depthStencil.view; + + VkFramebufferCreateInfo frameBufferCreateInfo = {}; + frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + frameBufferCreateInfo.pNext = NULL; + frameBufferCreateInfo.renderPass = renderPass; + frameBufferCreateInfo.attachmentCount = attachments.size(); + frameBufferCreateInfo.pAttachments = attachments.data(); + frameBufferCreateInfo.width = width; + frameBufferCreateInfo.height = height; + frameBufferCreateInfo.layers = 1; + + // Create frame buffers for every swap chain image + frameBuffers.resize(swapChain.imageCount); + for (uint32_t i = 0; i < frameBuffers.size(); i++) + { + attachments[1] = swapChain.buffers[i].view; + vkTools::checkResult(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i])); + } + } + + void buildCommandBuffers() + { + VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); + + VkClearValue clearValues[3]; + clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } }; + clearValues[1].color = { { 1.0f, 1.0f, 1.0f, 1.0f } }; + clearValues[2].depthStencil = { 1.0f, 0 }; + + VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo(); + renderPassBeginInfo.renderPass = renderPass; + renderPassBeginInfo.renderArea.extent.width = width; + renderPassBeginInfo.renderArea.extent.height = height; + renderPassBeginInfo.clearValueCount = 3; + renderPassBeginInfo.pClearValues = clearValues; + + for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) + { + // Set target frame buffer + renderPassBeginInfo.framebuffer = frameBuffers[i]; + + vkTools::checkResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); + + // todo : don't transform on each command buffer + vkTools::setImageLayout( + drawCmdBuffers[i], + multisampleTarget.image, + VK_IMAGE_ASPECT_COLOR_BIT, + VK_IMAGE_LAYOUT_UNDEFINED, + VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); + + vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); + + VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); + vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); + + VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0); + vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); + + vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid); + + VkDeviceSize offsets[1] = { 0 }; + vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets); + vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32); + vkCmdDrawIndexed(drawCmdBuffers[i], meshes.example.indexCount, 1, 0, 0, 0); + + vkCmdEndRenderPass(drawCmdBuffers[i]); + + vkTools::checkResult(vkEndCommandBuffer(drawCmdBuffers[i])); + } + } + + void draw() + { + // Get next image in the swap chain (back/front buffer) + vkTools::checkResult(swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer)); + + submitPostPresentBarrier(swapChain.buffers[currentBuffer].image); + + // Command buffer to be sumitted to the queue + submitInfo.commandBufferCount = 1; + submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; + + // Submit to queue + vkTools::checkResult(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); + + submitPrePresentBarrier(swapChain.buffers[currentBuffer].image); + + vkTools::checkResult(swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete)); + + vkTools::checkResult(vkQueueWaitIdle(queue)); + } + + void loadTextures() + { + textureLoader->loadTexture( + getAssetPath() + "models/voyager/voyager.ktx", + VK_FORMAT_BC3_UNORM_BLOCK, + &textures.colorMap); + } + + void loadMeshes() + { + loadMesh(getAssetPath() + "models/voyager/voyager.obj", &meshes.example, vertexLayout, 1.0f); + } + + void setupVertexDescriptions() + { + // Binding description + vertices.bindingDescriptions.resize(1); + vertices.bindingDescriptions[0] = + vkTools::initializers::vertexInputBindingDescription( + VERTEX_BUFFER_BIND_ID, + vkMeshLoader::vertexSize(vertexLayout), + VK_VERTEX_INPUT_RATE_VERTEX); + + // Attribute descriptions + vertices.attributeDescriptions.resize(4); + // Location 0 : Position + vertices.attributeDescriptions[0] = + vkTools::initializers::vertexInputAttributeDescription( + VERTEX_BUFFER_BIND_ID, + 0, + VK_FORMAT_R32G32B32_SFLOAT, + 0); + // Location 1 : Normal + vertices.attributeDescriptions[1] = + vkTools::initializers::vertexInputAttributeDescription( + VERTEX_BUFFER_BIND_ID, + 1, + VK_FORMAT_R32G32B32_SFLOAT, + sizeof(float) * 3); + // Location 2 : Texture coordinates + vertices.attributeDescriptions[2] = + vkTools::initializers::vertexInputAttributeDescription( + VERTEX_BUFFER_BIND_ID, + 2, + VK_FORMAT_R32G32_SFLOAT, + sizeof(float) * 6); + // Location 3 : Color + vertices.attributeDescriptions[3] = + vkTools::initializers::vertexInputAttributeDescription( + VERTEX_BUFFER_BIND_ID, + 3, + VK_FORMAT_R32G32B32_SFLOAT, + sizeof(float) * 8); + + vertices.inputState = vkTools::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 one ubo and one combined image sampler + std::vector poolSizes = + { + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), + }; + + VkDescriptorPoolCreateInfo descriptorPoolInfo = + vkTools::initializers::descriptorPoolCreateInfo( + poolSizes.size(), + poolSizes.data(), + 2); + + vkTools::checkResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); + } + + void setupDescriptorSetLayout() + { + std::vector setLayoutBindings = + { + // Binding 0 : Vertex shader uniform buffer + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + VK_SHADER_STAGE_VERTEX_BIT, + 0), + // Binding 1 : Fragment shader combined sampler + vkTools::initializers::descriptorSetLayoutBinding( + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + VK_SHADER_STAGE_FRAGMENT_BIT, + 1), + }; + + VkDescriptorSetLayoutCreateInfo descriptorLayout = + vkTools::initializers::descriptorSetLayoutCreateInfo( + setLayoutBindings.data(), + setLayoutBindings.size()); + + vkTools::checkResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); + + VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = + vkTools::initializers::pipelineLayoutCreateInfo( + &descriptorSetLayout, + 1); + + vkTools::checkResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); + } + + void setupDescriptorSet() + { + VkDescriptorSetAllocateInfo allocInfo = + vkTools::initializers::descriptorSetAllocateInfo( + descriptorPool, + &descriptorSetLayout, + 1); + + vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); + + VkDescriptorImageInfo texDescriptor = + vkTools::initializers::descriptorImageInfo( + textures.colorMap.sampler, + textures.colorMap.view, + VK_IMAGE_LAYOUT_GENERAL); + + std::vector writeDescriptorSets = + { + // Binding 0 : Vertex shader uniform buffer + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, + 0, + &uniformData.vsScene.descriptor), + // Binding 1 : Color map + vkTools::initializers::writeDescriptorSet( + descriptorSet, + VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, + 1, + &texDescriptor) + }; + + vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); + } + + void preparePipelines() + { + VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = + vkTools::initializers::pipelineInputAssemblyStateCreateInfo( + VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, + 0, + VK_FALSE); + + VkPipelineRasterizationStateCreateInfo rasterizationState = + vkTools::initializers::pipelineRasterizationStateCreateInfo( + VK_POLYGON_MODE_FILL, + VK_CULL_MODE_BACK_BIT, + VK_FRONT_FACE_CLOCKWISE, + 0); + + VkPipelineColorBlendAttachmentState blendAttachmentState = + vkTools::initializers::pipelineColorBlendAttachmentState( + 0xf, + VK_FALSE); + + VkPipelineColorBlendStateCreateInfo colorBlendState = + vkTools::initializers::pipelineColorBlendStateCreateInfo( + 1, + &blendAttachmentState); + + VkPipelineDepthStencilStateCreateInfo depthStencilState = + vkTools::initializers::pipelineDepthStencilStateCreateInfo( + VK_TRUE, + VK_FALSE, + VK_COMPARE_OP_LESS_OR_EQUAL); + + VkPipelineViewportStateCreateInfo viewportState = + vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0); + + VkPipelineMultisampleStateCreateInfo multisampleState = + vkTools::initializers::pipelineMultisampleStateCreateInfo( + SAMPLE_COUNT, + 0); + + std::vector dynamicStateEnables = { + VK_DYNAMIC_STATE_VIEWPORT, + VK_DYNAMIC_STATE_SCISSOR + }; + VkPipelineDynamicStateCreateInfo dynamicState = + vkTools::initializers::pipelineDynamicStateCreateInfo( + dynamicStateEnables.data(), + dynamicStateEnables.size(), + 0); + + // Solid rendering pipeline + // Load shaders + std::array shaderStages; + + shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + + VkGraphicsPipelineCreateInfo pipelineCreateInfo = + vkTools::initializers::pipelineCreateInfo( + pipelineLayout, + renderPass, + 0); + + pipelineCreateInfo.pVertexInputState = &vertices.inputState; + 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(); + + vkTools::checkResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid)); + } + + // Prepare and initialize uniform buffer containing shader uniforms + void prepareUniformBuffers() + { + // Vertex shader uniform buffer block + createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + sizeof(uboVS), + &uboVS, + &uniformData.vsScene.buffer, + &uniformData.vsScene.memory, + &uniformData.vsScene.descriptor); + + updateUniformBuffers(); + } + + void updateUniformBuffers() + { + // Vertex shader + glm::mat4 viewMatrix = glm::mat4(); + uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f); + viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom)); + + float offset = 0.5f; + int uboIndex = 1; + uboVS.model = glm::mat4(); + uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(2.5f, 2.5f, 0.0f)); + uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); + uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); + uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); + + uint8_t *pData; + vkTools::checkResult(vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData)); + memcpy(pData, &uboVS, sizeof(uboVS)); + vkUnmapMemory(device, uniformData.vsScene.memory); + } + + void prepare() + { + VulkanExampleBase::prepare(); + loadTextures(); + loadMeshes(); + setupVertexDescriptions(); + prepareUniformBuffers(); + setupDescriptorSetLayout(); + preparePipelines(); + setupDescriptorPool(); + setupDescriptorSet(); + buildCommandBuffers(); + prepared = true; + } + + virtual void render() + { + if (!prepared) + return; + vkDeviceWaitIdle(device); + draw(); + vkDeviceWaitIdle(device); + updateUniformBuffers(); + } + + virtual void viewChanged() + { + updateUniformBuffers(); + } +}; + +VulkanExample *vulkanExample; + +#if defined(_WIN32) +LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) +{ + if (vulkanExample != NULL) + { + vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam); + } + return (DefWindowProc(hWnd, uMsg, wParam, lParam)); +} +#elif defined(__linux__) && !defined(__ANDROID__) +static void handleEvent(const xcb_generic_event_t *event) +{ + if (vulkanExample != NULL) + { + vulkanExample->handleEvent(event); +} + } +#endif + +// Main entry point +#if defined(_WIN32) +// Windows entry point +int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow) +#elif defined(__ANDROID__) +// Android entry point +void android_main(android_app* state) +#elif defined(__linux__) +// Linux entry point +int main(const int argc, const char *argv[]) +#endif +{ +#if defined(__ANDROID__) + // Removing this may cause the compiler to omit the main entry point + // which would make the application crash at start + app_dummy(); +#endif + vulkanExample = new VulkanExample(); +#if defined(_WIN32) + vulkanExample->setupWindow(hInstance, WndProc); +#elif defined(__ANDROID__) + // Attach vulkan example to global android application state + state->userData = vulkanExample; + state->onAppCmd = VulkanExample::handleAppCommand; + state->onInputEvent = VulkanExample::handleAppInput; + vulkanExample->androidApp = state; +#elif defined(__linux__) + vulkanExample->setupWindow(); +#endif +#if !defined(__ANDROID__) + vulkanExample->initSwapchain(); + vulkanExample->prepare(); +#endif + vulkanExample->renderLoop(); + delete(vulkanExample); +#if !defined(__ANDROID__) + return 0; +#endif +} \ No newline at end of file diff --git a/multisampling/multisampling.vcxproj b/multisampling/multisampling.vcxproj new file mode 100644 index 00000000..d72666ed --- /dev/null +++ b/multisampling/multisampling.vcxproj @@ -0,0 +1,77 @@ + + + + + Debug + x64 + + + Release + x64 + + + + + + + + + + + + + + + {34265930-5C09-447C-9C21-45FD933902FC} + multisampling + 8.1 + + + + v140 + + + v140 + + + + + + + true + $(SolutionDir)\bin\ + $(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName) + + + $(SolutionDir)\bin\ + $(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName) + + + + ..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories) + WIN32;_WINDOWS;_DEBUG;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX + MultiThreadedDebugDLL + Disabled + true + /FS %(AdditionalOptions) + + + ..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies) + true + %(AdditionalLibraryDirectories) + Console + + + + + WIN32;NDEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + ..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories) + + + ..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies) + + + + + + \ No newline at end of file diff --git a/multisampling/multisampling.vcxproj.filters b/multisampling/multisampling.vcxproj.filters new file mode 100644 index 00000000..c159ec3c --- /dev/null +++ b/multisampling/multisampling.vcxproj.filters @@ -0,0 +1,42 @@ + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + + + Source Files + + + Source Files + + + Source Files + + + Source Files + + + + + Header Files + + + Header Files + + + Header Files + + + \ No newline at end of file diff --git a/vulkanExamples.sln b/vulkanExamples.sln index 7518d8fc..d81c17ec 100644 --- a/vulkanExamples.sln +++ b/vulkanExamples.sln @@ -61,6 +61,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "particlefire", "particlefir EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raytracing", "raytracing\raytracing.vcxproj", "{8B1C24E5-CC00-484C-9F6F-8FFCBDA3AA30}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "multisampling", "multisampling\multisampling.vcxproj", "{34265930-5C09-447C-9C21-45FD933902FC}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|x64 = Debug|x64 @@ -183,6 +185,10 @@ Global {8B1C24E5-CC00-484C-9F6F-8FFCBDA3AA30}.Debug|x64.Build.0 = Debug|x64 {8B1C24E5-CC00-484C-9F6F-8FFCBDA3AA30}.Release|x64.ActiveCfg = Release|x64 {8B1C24E5-CC00-484C-9F6F-8FFCBDA3AA30}.Release|x64.Build.0 = Release|x64 + {34265930-5C09-447C-9C21-45FD933902FC}.Debug|x64.ActiveCfg = Debug|x64 + {34265930-5C09-447C-9C21-45FD933902FC}.Debug|x64.Build.0 = Debug|x64 + {34265930-5C09-447C-9C21-45FD933902FC}.Release|x64.ActiveCfg = Release|x64 + {34265930-5C09-447C-9C21-45FD933902FC}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE