diff --git a/data/models/cube.dae b/data/models/cube.dae new file mode 100644 index 00000000..e12d1c64 --- /dev/null +++ b/data/models/cube.dae @@ -0,0 +1,71 @@ + + + + + Blender User + Blender 2.77.0 commit date:2016-03-18, commit time:12:34, hash:22a2853 + + 2016-05-07T10:39:48 + 2016-05-07T10:39:48 + + Z_UP + + + + + + + -1 -1 -1 -1 -1 1 -1 1 -1 -1 1 1 1 -1 -1 1 -1 1 1 1 -1 1 1 1 + + + + + + + + + + -1 0 0 0 1 0 1 0 0 0 -1 0 0 0 -1 0 0 1 + + + + + + + + + + 1 0 0 -1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 0 1 1 0 0 0 0 1 -1 0 0 0 1 0 1 -1 0 -1 1 0 1 -1 0 -1 -1 0 -1 -1 0 -1 -1 0 -1 -1 0 -1 0 1 1 1 1 0 0 1 -1 1 -1 0 + + + + + + + + + + + + + + + 3 3 3 3 3 3 3 3 3 3 3 3 + 3 0 0 0 0 1 1 0 2 7 1 3 2 1 4 3 1 5 5 2 6 6 2 7 7 2 8 1 3 9 4 3 10 5 3 11 2 4 12 4 4 13 0 4 14 7 5 15 1 5 16 5 5 17 3 0 18 2 0 19 0 0 20 7 1 21 6 1 22 2 1 23 5 2 24 4 2 25 6 2 26 1 3 27 0 3 28 4 3 29 2 4 30 6 4 31 4 4 32 7 5 33 3 5 34 1 5 35 + + + + + + + + + 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 + + + + + + + + \ No newline at end of file diff --git a/data/shaders/textoverlay/background.frag b/data/shaders/textoverlay/background.frag new file mode 100644 index 00000000..95fc4f3c --- /dev/null +++ b/data/shaders/textoverlay/background.frag @@ -0,0 +1,15 @@ +#version 450 + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2D samplerColorMap; + +layout (location = 0) in vec2 inUV; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + outFragColor = texture(samplerColorMap, inUV); +} \ No newline at end of file diff --git a/data/shaders/textoverlay/background.frag.spv b/data/shaders/textoverlay/background.frag.spv new file mode 100644 index 00000000..2926f229 Binary files /dev/null and b/data/shaders/textoverlay/background.frag.spv differ diff --git a/data/shaders/textoverlay/background.vert b/data/shaders/textoverlay/background.vert new file mode 100644 index 00000000..e1a60b60 --- /dev/null +++ b/data/shaders/textoverlay/background.vert @@ -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); +} \ No newline at end of file diff --git a/data/shaders/textoverlay/background.vert.spv b/data/shaders/textoverlay/background.vert.spv new file mode 100644 index 00000000..a67317a0 Binary files /dev/null and b/data/shaders/textoverlay/background.vert.spv differ diff --git a/data/shaders/textoverlay/generate-spirv.bat b/data/shaders/textoverlay/generate-spirv.bat index cb22c267..a6282da1 100644 --- a/data/shaders/textoverlay/generate-spirv.bat +++ b/data/shaders/textoverlay/generate-spirv.bat @@ -2,3 +2,5 @@ glslangvalidator -V text.vert -o text.vert.spv glslangvalidator -V text.frag -o text.frag.spv glslangvalidator -V mesh.vert -o mesh.vert.spv glslangvalidator -V mesh.frag -o mesh.frag.spv +glslangvalidator -V background.vert -o background.vert.spv +glslangvalidator -V background.frag -o background.frag.spv diff --git a/data/shaders/textoverlay/mesh.frag b/data/shaders/textoverlay/mesh.frag index a11e501d..802d3862 100644 --- a/data/shaders/textoverlay/mesh.frag +++ b/data/shaders/textoverlay/mesh.frag @@ -6,24 +6,22 @@ layout (binding = 1) uniform sampler2D samplerColorMap; layout (location = 0) in vec3 inNormal; -layout (location = 1) in vec3 inColor; -layout (location = 2) in vec2 inUV; -layout (location = 3) in vec3 inViewVec; -layout (location = 4) in vec3 inLightVec; +layout (location = 1) in vec2 inUV; +layout (location = 2) in vec3 inViewVec; +layout (location = 3) in vec3 inLightVec; +layout (location = 4) in vec3 inEyeNormal; layout (location = 0) out vec4 outFragColor; void main() { - vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0); + vec4 color = texture(samplerColorMap, inUV); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); - vec3 diffuse = max(dot(N, L), 0.0) * inColor; - vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75); - outFragColor = vec4(diffuse * color.rgb + specular, 1.0); - - outFragColor.rgb = vec3(diffuse + specular); + vec3 diffuse = max(dot(N, L), 0.0) * color.rgb; + vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a); + outFragColor = vec4(diffuse + specular, 1.0); } \ No newline at end of file diff --git a/data/shaders/textoverlay/mesh.frag.spv b/data/shaders/textoverlay/mesh.frag.spv index 37023da1..dce04049 100644 Binary files a/data/shaders/textoverlay/mesh.frag.spv and b/data/shaders/textoverlay/mesh.frag.spv differ diff --git a/data/shaders/textoverlay/mesh.vert b/data/shaders/textoverlay/mesh.vert index ab841aa9..80b0a65a 100644 --- a/data/shaders/textoverlay/mesh.vert +++ b/data/shaders/textoverlay/mesh.vert @@ -6,7 +6,6 @@ layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; -layout (location = 3) in vec3 inColor; layout (binding = 0) uniform UBO { @@ -16,10 +15,9 @@ layout (binding = 0) uniform UBO } ubo; layout (location = 0) out vec3 outNormal; -layout (location = 1) out vec3 outColor; -layout (location = 2) out vec2 outUV; -layout (location = 3) out vec3 outViewVec; -layout (location = 4) out vec3 outLightVec; +layout (location = 1) out vec2 outUV; +layout (location = 2) out vec3 outViewVec; +layout (location = 3) out vec3 outLightVec; out gl_PerVertex { @@ -29,13 +27,12 @@ out gl_PerVertex void main() { outNormal = inNormal; - outColor = inColor; outUV = inUV; gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); - outNormal = /*mat3(ubo.model) */ inNormal; - vec3 lPos = /*mat3(ubo.model) */ ubo.lightPos.xyz; + outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal); + vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz; outLightVec = lPos - pos.xyz; - outViewVec = -pos.xyz; + outViewVec = -pos.xyz; } \ No newline at end of file diff --git a/data/shaders/textoverlay/mesh.vert.spv b/data/shaders/textoverlay/mesh.vert.spv index c993b8bc..e6f1db8e 100644 Binary files a/data/shaders/textoverlay/mesh.vert.spv and b/data/shaders/textoverlay/mesh.vert.spv differ diff --git a/data/textures/round_window_bc3.ktx b/data/textures/round_window_bc3.ktx new file mode 100644 index 00000000..5943a677 Binary files /dev/null and b/data/textures/round_window_bc3.ktx differ diff --git a/data/textures/skysphere_bc3.ktx b/data/textures/skysphere_bc3.ktx new file mode 100644 index 00000000..060d3023 Binary files /dev/null and b/data/textures/skysphere_bc3.ktx differ diff --git a/textoverlay/textoverlay.cpp b/textoverlay/textoverlay.cpp index d51eedbb..0c256bce 100644 --- a/textoverlay/textoverlay.cpp +++ b/textoverlay/textoverlay.cpp @@ -46,7 +46,7 @@ std::vector vertexLayout = #define STB_NUM_CHARS STB_FONT_consolas_24_latin1_NUM_CHARS // Max. number of chars the text overlay buffer can hold -#define MAX_CHAR_COUNT 1024 +#define MAX_CHAR_COUNT 2048 // Mostly self-contained text overlay class // todo : comment @@ -106,6 +106,8 @@ public: enum TextAlign { alignLeft, alignCenter, alignRight }; + bool visible = true; + VulkanTextOverlay( VkPhysicalDevice physicalDevice, VkDevice device, @@ -675,6 +677,11 @@ public: // Does a queue wait idle void submit(VkQueue queue, uint32_t bufferindex) { + if (!visible) + { + return; + } + VkSubmitInfo submitInfo = {}; submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &cmdBuffers[bufferindex]; @@ -691,7 +698,8 @@ public: VulkanTextOverlay *textOverlay = nullptr; struct { - vkTools::VulkanTexture colorMap; + vkTools::VulkanTexture background; + vkTools::VulkanTexture cube; } textures; struct { @@ -701,7 +709,7 @@ public: } vertices; struct { - vkMeshLoader::MeshBuffer example; + vkMeshLoader::MeshBuffer cube; } meshes; struct { @@ -711,32 +719,40 @@ public: struct { glm::mat4 projection; glm::mat4 model; - glm::vec4 lightPos = glm::vec4(5.0f, -50.0f, 5.0f, 1.0f); + glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); } uboVS; struct { VkPipeline solid; + VkPipeline background; } pipelines; VkPipelineLayout pipelineLayout; - VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; + struct { + VkDescriptorSet background; + VkDescriptorSet cube; + } descriptorSets; + + VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { - zoom = -7.5f; + zoom = -4.5f; zoomSpeed = 2.5f; - rotation = { -5.0f, -35.0f, 0.0f }; + rotation = { -25.0f, 0.0f, 0.0f }; title = "Vulkan Example - Text overlay"; } ~VulkanExample() { vkDestroyPipeline(device, pipelines.solid, nullptr); + vkDestroyPipeline(device, pipelines.background, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); - vkMeshLoader::freeMeshBufferResources(device, &meshes.example); - textureLoader->destroyTexture(textures.colorMap); + vkMeshLoader::freeMeshBufferResources(device, &meshes.cube); + textureLoader->destroyTexture(textures.background); + textureLoader->destroyTexture(textures.cube); vkTools::destroyUniformData(device, &uniformData.vsScene); delete(textOverlay); } @@ -772,13 +788,21 @@ public: 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); + vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.background, 0, NULL); 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); + vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.cube.vertices.buf, offsets); + vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.cube.indices.buf, 0, VK_INDEX_TYPE_UINT32); + + // Background + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.background); + // Vertices are generated by the vertex shader + vkCmdDraw(drawCmdBuffers[i], 4, 1, 0, 0); + + // Cube + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid); + vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.cube, 0, NULL); + vkCmdDrawIndexed(drawCmdBuffers[i], meshes.cube.indexCount, 1, 0, 0, 0); vkCmdEndRenderPass(drawCmdBuffers[i]); @@ -794,18 +818,47 @@ public: textOverlay->beginTextUpdate(); textOverlay->addText(title, 5.0f, 5.0f, VulkanTextOverlay::alignLeft); - textOverlay->addText(deviceProperties.deviceName, 5.0f, 30.0f, VulkanTextOverlay::alignLeft); std::stringstream ss; ss << std::fixed << std::setprecision(2) << (frameTimer * 1000.0f) << "ms (" << lastFPS << " fps)"; - textOverlay->addText(ss.str(), width, 5.0f, VulkanTextOverlay::alignRight); + textOverlay->addText(ss.str(), 5.0f, 25.0f, VulkanTextOverlay::alignLeft); + + textOverlay->addText(deviceProperties.deviceName, 5.0f, 45.0f, VulkanTextOverlay::alignLeft); + + textOverlay->addText("Press \"space\" to toggle text overlay", 5.0f, height - 20.0f, VulkanTextOverlay::alignLeft); + + // Display projected cube vertices + for (int32_t x = -1; x <= 1; x += 2) + { + for (int32_t y = -1; y <= 1; y += 2) + { + for (int32_t z = -1; z <= 1; z += 2) + { + glm::vec3 projected = glm::project(glm::vec3((float)x, (float)z, (float)y), uboVS.model, uboVS.projection, glm::vec4(0, 0, (float)width, (float)height)); + textOverlay->addText(std::to_string(x) + "/" + std::to_string(y), projected.x, projected.y, VulkanTextOverlay::alignCenter); + } + } + } + + // Display current model view matrix + textOverlay->addText("model view matrix", width, 5.0f, VulkanTextOverlay::alignRight); + + for (uint32_t i = 0; i < 4; i++) + { + ss.str(""); + ss << std::fixed << std::setprecision(2) << std::showpos; + ss << uboVS.model[0][i] << " " << uboVS.model[1][i] << " " << uboVS.model[2][i] << " " << uboVS.model[3][i]; + textOverlay->addText(ss.str(), width, 25.0f + (float)i * 20.0f, VulkanTextOverlay::alignRight); + } - // Put some text on top of object - // Project object position into screen space glm::vec3 projected = glm::project(glm::vec3(0.0f), uboVS.model, uboVS.projection, glm::vec4(0, 0, (float)width, (float)height)); + textOverlay->addText("Uniform cube", projected.x, projected.y, VulkanTextOverlay::alignCenter); - textOverlay->addText("Look ma I'm a teapot!", projected.x, projected.y, VulkanTextOverlay::alignCenter); - +#if defined(__ANDROID__) + // toto +#else + textOverlay->addText("Hold middle mouse button and drag to move", 5.0f, height - 40.0f, VulkanTextOverlay::alignLeft); +#endif textOverlay->endTextUpdate(); } @@ -835,15 +888,13 @@ public: void loadTextures() { - textureLoader->loadTexture( - getAssetPath() + "textures/crate_bc3.ktx", - VK_FORMAT_BC3_UNORM_BLOCK, - &textures.colorMap); + textureLoader->loadTexture(getAssetPath() + "textures/skysphere_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background); + textureLoader->loadTexture(getAssetPath() + "textures/round_window_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.cube); } void loadMeshes() { - loadMesh(getAssetPath() + "models/box.obj", &meshes.example, vertexLayout, 0.15f); + loadMesh(getAssetPath() + "models/cube.dae", &meshes.cube, vertexLayout, 1.0f); } void setupVertexDescriptions() @@ -896,11 +947,10 @@ public: 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), + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), + vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = @@ -951,31 +1001,42 @@ public: &descriptorSetLayout, 1); - vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); + // Background + vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.background)); VkDescriptorImageInfo texDescriptor = vkTools::initializers::descriptorImageInfo( - textures.colorMap.sampler, - textures.colorMap.view, + textures.background.sampler, + textures.background.view, VK_IMAGE_LAYOUT_GENERAL); - std::vector writeDescriptorSets = - { - // Binding 0 : Vertex shader uniform buffer + std::vector writeDescriptorSets; + + // Binding 0 : Vertex shader uniform buffer + writeDescriptorSets.push_back( vkTools::initializers::writeDescriptorSet( - descriptorSet, + descriptorSets.background, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, - &uniformData.vsScene.descriptor), - // Binding 1 : Color map + &uniformData.vsScene.descriptor)); + + // Binding 1 : Color map + writeDescriptorSets.push_back( vkTools::initializers::writeDescriptorSet( - descriptorSet, + descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, - &texDescriptor) - }; + &texDescriptor)); vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); + + // Cube + vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.cube)); + texDescriptor.sampler = textures.cube.sampler; + texDescriptor.imageView = textures.cube.view; + writeDescriptorSets[0].dstSet = descriptorSets.cube; + writeDescriptorSets[1].dstSet = descriptorSets.cube; + vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() @@ -989,7 +1050,7 @@ public: VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, - VK_CULL_MODE_NONE, + VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); @@ -1027,8 +1088,7 @@ public: dynamicStateEnables.size(), 0); - // Solid rendering pipeline - // Load shaders + // Wire frame rendering pipeline std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/textoverlay/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); @@ -1052,6 +1112,17 @@ public: pipelineCreateInfo.pStages = shaderStages.data(); vkTools::checkResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid)); + + // Background rendering pipeline + depthStencilState.depthTestEnable = VK_FALSE; + depthStencilState.depthWriteEnable = VK_FALSE; + + rasterizationState.polygonMode = VK_POLYGON_MODE_FILL; + + shaderStages[0] = loadShader(getAssetPath() + "shaders/textoverlay/background.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); + shaderStages[1] = loadShader(getAssetPath() + "shaders/textoverlay/background.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); + + vkTools::checkResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.background)); } // Prepare and initialize uniform buffer containing shader uniforms @@ -1147,6 +1218,16 @@ public: { updateTextOverlay(); } + + virtual void keyPressed(uint32_t keyCode) + { + switch (keyCode) + { + case 0x6B: + case 0x20: + textOverlay->visible = !textOverlay->visible; + } + } }; VulkanExample *vulkanExample;
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