Added PBR image based lighting example

This commit is contained in:
saschawillems 2017-02-25 19:13:43 +01:00
parent 1d0938a001
commit d1c07df7c0
15 changed files with 944 additions and 0 deletions

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// Phyiscally based rendering using IBL
// Based on http://www.trentreed.net/blog/physically-based-shading-and-image-based-lighting/
#version 450
layout (location = 0) in vec3 inWorldPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO {
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (binding = 1) uniform UBOShared {
float exposure;
float gamma;
} uboShared;
layout(push_constant) uniform PushConsts {
layout(offset = 12) float roughness;
layout(offset = 16) float metallic;
layout(offset = 20) float specular;
layout(offset = 24) float r;
layout(offset = 28) float g;
layout(offset = 32) float b;
} material;
layout (binding = 2) uniform samplerCube radianceMap;
layout (binding = 3) uniform samplerCube irradianceMap;
layout (location = 0) out vec4 outColor;
// From http://filmicgames.com/archives/75
vec3 Uncharted2Tonemap( vec3 x )
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
// Environment BRDF approximation from https://www.unrealengine.com/blog/physically-based-shading-on-mobile
vec3 EnvBRDFApprox(vec3 SpecularColor, float Roughness, float NoV)
{
vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);
vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);
vec4 r = Roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;
return SpecularColor * AB.x + AB.y;
}
void main()
{
vec3 N = normalize(inNormal);
vec3 V = normalize(ubo.camPos - inWorldPos);
vec3 R = reflect(-V, N);
vec3 baseColor = vec3(material.r, material.g, material.b);
// Diffuse and specular color from material color and metallic factor
vec3 diffuseColor = baseColor - baseColor * material.metallic;
vec3 specularColor = mix(vec3(material.specular), baseColor, material.metallic);
// Cube map sampling
ivec2 cubedim = textureSize(radianceMap, 0);
int numMipLevels = int(log2(max(cubedim.s, cubedim.y)));
float mipLevel = numMipLevels - 1.0 + log2(material.roughness);
vec3 radianceSample = pow(textureLod(radianceMap, R, mipLevel).rgb, vec3(2.2f));
vec3 irradianceSample = pow(texture(irradianceMap, N).rgb, vec3(2.2f));
vec3 reflection = EnvBRDFApprox(specularColor, pow(material.roughness, 1.0f), clamp(dot(N, V), 0.0, 1.0));
// Combine specular IBL and BRDF
vec3 diffuse = diffuseColor * irradianceSample;
vec3 specular = radianceSample * reflection;
vec3 color = diffuse + specular;
// Tone mapping
color = Uncharted2Tonemap( color * uboShared.exposure );
color = color * (1.0f / Uncharted2Tonemap(vec3(11.2f)));
// Gamma correction
color = pow(color, vec3(1.0f / uboShared.gamma));
outColor = vec4( color, 1.0 );
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec3 camPos;
} ubo;
layout (location = 0) out vec3 outWorldPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec2 outUV;
layout(push_constant) uniform PushConsts {
vec3 objPos;
} pushConsts;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
outWorldPos = locPos + pushConsts.objPos;
outNormal = mat3(ubo.model) * inNormal;
outUV = inUV;
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
}

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#version 450
layout (binding = 2) uniform samplerCube samplerEnv;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outColor;
layout (binding = 1) uniform UBOShared {
float exposure;
float gamma;
} uboShared;
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
vec3 Uncharted2Tonemap(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}
void main()
{
vec3 color = pow(texture(samplerEnv, inUVW).rgb, vec3(2.2));
color = Uncharted2Tonemap(color * uboShared.exposure);
color = color * (1.0 / Uncharted2Tonemap(vec3(11.2)));
// gamma correction
color = pow(color, vec3(1.0 / uboShared.gamma));
outColor = vec4(color, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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/*
* Vulkan Example - Physical based rendering with image based lighting
*
* 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 <gli/gli.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanTexture.hpp"
#include "VulkanModel.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
#define GRID_DIM 7
#define OBJ_DIM 0.05f
struct Material {
float roughness;
float metallic;
float specular;
float r,g,b; // Color components as single floats because we use push constants
std::string name;
Material() {};
Material(std::string n, glm::vec3 c, float r, float m) : name(n), roughness(r), metallic(m), r(c.r), g(c.g), b(c.b) { specular = 0.8f; };
};
class VulkanExample : public VulkanExampleBase
{
public:
bool displaySkybox = true;
struct Textures {
vks::TextureCubeMap radianceMap;
vks::TextureCubeMap irradianceMap;
} textures;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_UV,
});
struct Meshes {
vks::Model skybox;
std::vector<vks::Model> objects;
uint32_t objectIndex = 3;
} models;
struct {
vks::Buffer object;
vks::Buffer skybox;
vks::Buffer params;
} uniformBuffers;
struct UBOMatrices {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec3 camPos;
} uboMatrices;
struct UBOParams {
float exposure = 10.0f;
float gamma = 2.2f;
} uboParams;
struct {
VkPipeline skybox;
VkPipeline pbr;
} pipelines;
struct {
VkDescriptorSet object;
VkDescriptorSet skybox;
} descriptorSets;
VkPipelineLayout pipelineLayout;
VkDescriptorSetLayout descriptorSetLayout;
// Default materials to select from
std::vector<Material> materials;
int32_t materialIndex = 0;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Vulkan Example - Physical based rendering";
enableTextOverlay = true;
camera.type = Camera::CameraType::firstperson;
camera.setPosition(glm::vec3(13.0f, 8.0f, -10.0f));
camera.setRotation(glm::vec3(-31.75f, 45.0f, 0.0f));
camera.movementSpeed = 4.0f;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
camera.rotationSpeed = 0.25f;
width = 1920;
height = 1080;
// Setup some default materials (source: https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/)
materials.push_back(Material("Gold", glm::vec3(1.0f, 0.765557f, 0.336057f), 0.1f, 1.0f));
materials.push_back(Material("Copper", glm::vec3(0.955008f, 0.637427f, 0.538163f), 0.1f, 1.0f));
materials.push_back(Material("Chromium", glm::vec3(0.549585f, 0.556114f, 0.554256f), 0.1f, 1.0f));
materials.push_back(Material("Nickel", glm::vec3(0.659777f, 0.608679f, 0.525649f), 0.1f, 1.0f));
materials.push_back(Material("Titanium", glm::vec3(0.541931f, 0.496791f, 0.449419f), 0.1f, 1.0f));
materials.push_back(Material("Cobalt", glm::vec3(0.662124f, 0.654864f, 0.633732f), 0.1f, 1.0f));
materials.push_back(Material("Platinum", glm::vec3(0.672411f, 0.637331f, 0.585456f), 0.1f, 1.0f));
// Testing materials
materials.push_back(Material("White", glm::vec3(1.0f), 0.1f, 1.0f));
materials.push_back(Material("Red", glm::vec3(1.0f, 0.0f, 0.0f), 0.1f, 1.0f));
materials.push_back(Material("Blue", glm::vec3(0.0f, 0.0f, 1.0f), 0.1f, 1.0f));
materials.push_back(Material("Black", glm::vec3(0.0f), 0.1f, 1.0f));
materialIndex = 4;
}
~VulkanExample()
{
vkDestroyPipeline(device, pipelines.skybox, nullptr);
vkDestroyPipeline(device, pipelines.pbr, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
for (auto& model : models.objects) {
model.destroy();
}
models.skybox.destroy();
uniformBuffers.object.destroy();
uniformBuffers.skybox.destroy();
uniformBuffers.params.destroy();
textures.radianceMap.destroy();
textures.irradianceMap.destroy();
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
buildCommandBuffers();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.1f, 0.1f, 0.1f, 1.0f } };
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 };
// Skybox
if (displaySkybox)
{
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.skybox, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.skybox.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.skybox.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
vkCmdDrawIndexed(drawCmdBuffers[i], models.skybox.indexCount, 1, 0, 0, 0);
}
// Objects
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.object, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.objects[models.objectIndex].vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.objects[models.objectIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.pbr);
Material mat = materials[materialIndex];
//#define SINGLE_MESH 1
#ifdef SINGLE_MESH
mat.metallic = 1.0;
mat.roughness = 0.1;
uint32_t objcount = 10;
for (uint32_t x = 0; x < objcount; x++) {
glm::vec3 pos = glm::vec3(float(x - (objcount / 2.0f)) * 2.5f, 0.0f, 0.0f);
mat.roughness = glm::clamp((float)x / (float)objcount, 0.005f, 1.0f);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material), &mat);
vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
}
#else
for (uint32_t y = 0; y < GRID_DIM; y++) {
for (uint32_t x = 0; x < GRID_DIM; x++) {
glm::vec3 pos = glm::vec3(float(x - (GRID_DIM / 2.0f)) * 2.5f, 0.0f, float(y - (GRID_DIM / 2.0f)) * 2.5f);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
mat.metallic = (float)x / (float)(GRID_DIM - 1);
mat.roughness = (float)y / (float)(GRID_DIM - 1);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material), &mat);
vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
}
}
#endif
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
// Skybox
models.skybox.loadFromFile(getAssetPath() + "models/cube.obj", vertexLayout, 1.0f, vulkanDevice, queue);
// Objects
std::vector<std::string> filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx" };
for (auto file : filenames) {
vks::Model model;
model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "venus.fbx" ? 3.0f : 1.0f), vulkanDevice, queue);
models.objects.push_back(model);
}
// Radiance and irradiance cube maps for image-based-lighting
// HDR images from http://www.hdrlabs.com/sibl/archive.html, converted to radiance and irradiance maps with https://github.com/dariomanesku/cmft
textures.radianceMap.loadFromFile(getAssetPath() + "textures/hamarikyu_bridge_radiance_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
textures.irradianceMap.loadFromFile(getAssetPath() + "textures/hamarikyu_bridge_irradiance_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
std::vector<VkPushConstantRange> pushConstantRanges = {
vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
vks::initializers::pushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(Material), sizeof(glm::vec3)),
};
pipelineLayoutCreateInfo.pushConstantRangeCount = 2;
pipelineLayoutCreateInfo.pPushConstantRanges = pushConstantRanges.data();
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSets()
{
// Descriptor Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Descriptor sets
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// 3D object descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.object));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.params.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.radianceMap.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &textures.irradianceMap.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// Sky box descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skybox));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.skybox.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.params.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.radianceMap.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(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_COUNTER_CLOCKWISE);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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();
// Vertex bindings an attributes
// Binding description
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
// Attribute descriptions
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV
};
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;
// Skybox pipeline (background cube)
shaderStages[0] = loadShader(getAssetPath() + "shaders/pbribl/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/pbribl/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
// PBR pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/pbribl/pbribl.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/pbribl/pbribl.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable depth test and write
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthTestEnable = VK_TRUE;
// Flip cull mode
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.pbr));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Objact vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.object,
sizeof(uboMatrices)));
// Skybox vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.skybox,
sizeof(uboMatrices)));
// Shared parameter uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.params,
sizeof(uboParams)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.object.map());
VK_CHECK_RESULT(uniformBuffers.skybox.map());
VK_CHECK_RESULT(uniformBuffers.params.map());
updateUniformBuffers();
updateParams();
}
void updateUniformBuffers()
{
// 3D object
uboMatrices.projection = camera.matrices.perspective;
uboMatrices.view = camera.matrices.view;
uboMatrices.model = glm::rotate(glm::mat4(), glm::radians(-90.0f + (models.objectIndex == 1 ? 45.0f : 0.0f)), glm::vec3(0.0f, 1.0f, 0.0f));
uboMatrices.camPos = camera.position * -1.0f;
memcpy(uniformBuffers.object.mapped, &uboMatrices, sizeof(uboMatrices));
// Skybox
uboMatrices.model = glm::mat4(glm::mat3(camera.matrices.view));
memcpy(uniformBuffers.skybox.mapped, &uboMatrices, sizeof(uboMatrices));
}
void updateParams()
{
memcpy(uniformBuffers.params.mapped, &uboParams, sizeof(uboParams));
}
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();
setupDescriptorSets();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
updateTextOverlay();
}
void toggleSkyBox()
{
displaySkybox = !displaySkybox;
reBuildCommandBuffers();
}
void toggleObject()
{
models.objectIndex++;
if (models.objectIndex >= static_cast<uint32_t>(models.objects.size()))
{
models.objectIndex = 0;
}
updateUniformBuffers();
reBuildCommandBuffers();
}
void toggleMaterial(int32_t dir)
{
materialIndex += dir;
if (materialIndex < 0) {
materialIndex = static_cast<int32_t>(materials.size()) - 1;
}
if (materialIndex > static_cast<int32_t>(materials.size()) - 1) {
materialIndex = 0;
}
reBuildCommandBuffers();
updateTextOverlay();
}
void changeExposure(float delta)
{
uboParams.exposure += delta;
if (uboParams.exposure < 0.01f) {
uboParams.exposure = 0.01f;
}
updateParams();
updateTextOverlay();
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_F2:
case GAMEPAD_BUTTON_A:
toggleSkyBox();
break;
case KEY_SPACE:
case GAMEPAD_BUTTON_X:
toggleObject();
break;
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
toggleMaterial(1);
break;
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
toggleMaterial(-1);
break;
case KEY_F3:
changeExposure(-0.1f);
break;
case KEY_F4:
changeExposure(0.1f);
break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
#if defined(__ANDROID__)
textOverlay->addText("\"Button A\" to toggle skybox", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("\"Button X\" to toggle object", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("Base material: " + materials[materialIndex].name + " (+/-)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
textOverlay->addText("Exposure = " + std::to_string(uboParams.exposure) + " (F3/F4)", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
//textOverlay->addText("\"F2\" to toggle skybox", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
//textOverlay->addText("\"space\" to toggle object", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
#endif
}
};
VULKAN_EXAMPLE_MAIN()

101
pbribl/pbribl.vcxproj Normal file
View file

@ -0,0 +1,101 @@
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@ -139,6 +139,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "hdr", "hdr\hdr.vcxproj", "{
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pbr", "pbr\pbr.vcxproj", "{92B2640A-0CC5-48EA-B34C-520BA13938D1}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pbr", "pbr\pbr.vcxproj", "{92B2640A-0CC5-48EA-B34C-520BA13938D1}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pbribl", "pbribl\pbribl.vcxproj", "{659987E9-863C-4B9B-A3D4-CBA7D67A9516}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64 Debug|x64 = Debug|x64
@ -341,6 +343,10 @@ Global
{92B2640A-0CC5-48EA-B34C-520BA13938D1}.Debug|x64.Build.0 = Debug|x64 {92B2640A-0CC5-48EA-B34C-520BA13938D1}.Debug|x64.Build.0 = Debug|x64
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{92B2640A-0CC5-48EA-B34C-520BA13938D1}.Release|x64.Build.0 = Release|x64 {92B2640A-0CC5-48EA-B34C-520BA13938D1}.Release|x64.Build.0 = Release|x64
{659987E9-863C-4B9B-A3D4-CBA7D67A9516}.Debug|x64.ActiveCfg = Debug|x64
{659987E9-863C-4B9B-A3D4-CBA7D67A9516}.Debug|x64.Build.0 = Debug|x64
{659987E9-863C-4B9B-A3D4-CBA7D67A9516}.Release|x64.ActiveCfg = Release|x64
{659987E9-863C-4B9B-A3D4-CBA7D67A9516}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE