Code cleanup, better variable naming, comments

This commit is contained in:
Sascha Willems 2024-01-20 18:38:53 +01:00
parent d26aed277c
commit df24608511

View file

@ -9,68 +9,56 @@
#include "vulkanexamplebase.h" #include "vulkanexamplebase.h"
#include "VulkanglTFModel.h" #include "VulkanglTFModel.h"
// Texture properties
#define TEX_DIM 1024
#define TEX_FILTER VK_FILTER_LINEAR
// Offscreen frame buffer properties
#define FB_DIM TEX_DIM
#define FB_COLOR_FORMAT VK_FORMAT_R32_SFLOAT
class VulkanExample : public VulkanExampleBase class VulkanExample : public VulkanExampleBase
{ {
public: public:
bool displayCubeMap = false; bool displayCubeMap{ false };
float zNear = 0.1f; // Defines the depth range used for the shadow maps
float zFar = 1024.0f; // This should be kept as small as possible for precision
float zNear{ 0.1f };
float zFar{ 1024.0f };
struct { struct {
vkglTF::Model scene; vkglTF::Model scene;
vkglTF::Model debugcube; vkglTF::Model debugcube;
} models; } models;
glm::vec4 lightPos = glm::vec4(0.0f, -2.5f, 0.0f, 1.0);
struct UniformData {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
glm::vec4 lightPos;
};
UniformData uniformDataScene, uniformDataOffscreen;
struct { struct {
vks::Buffer scene; vks::Buffer scene;
vks::Buffer offscreen; vks::Buffer offscreen;
} uniformBuffers; } uniformBuffers;
struct { struct {
glm::mat4 projection; VkPipeline scene{ VK_NULL_HANDLE };
glm::mat4 model; VkPipeline offscreen{ VK_NULL_HANDLE };
} uboVSquad; VkPipeline cubemapDisplay{ VK_NULL_HANDLE };
glm::vec4 lightPos = glm::vec4(0.0f, -2.5f, 0.0f, 1.0);
struct UBO {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
glm::vec4 lightPos;
};
UBO uboVSscene, uboOffscreenVS;
struct {
VkPipeline scene;
VkPipeline offscreen;
VkPipeline cubemapDisplay;
} pipelines; } pipelines;
struct { struct {
VkPipelineLayout scene; VkPipelineLayout scene{ VK_NULL_HANDLE };
VkPipelineLayout offscreen; VkPipelineLayout offscreen{ VK_NULL_HANDLE };
} pipelineLayouts; } pipelineLayouts;
struct { struct {
VkDescriptorSet scene; VkDescriptorSet scene{ VK_NULL_HANDLE };
VkDescriptorSet offscreen; VkDescriptorSet offscreen{ VK_NULL_HANDLE };
} descriptorSets; } descriptorSets;
VkDescriptorSetLayout descriptorSetLayout; VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
vks::Texture shadowCubeMap; vks::Texture shadowCubeMap;
std::array<VkImageView, 6> shadowCubeMapFaceImageViews; std::array<VkImageView, 6> shadowCubeMapFaceImageViews{};
// Framebuffer for offscreen rendering // Framebuffer for offscreen rendering
struct FrameBufferAttachment { struct FrameBufferAttachment {
@ -87,7 +75,12 @@ public:
VkDescriptorImageInfo descriptor; VkDescriptorImageInfo descriptor;
} offscreenPass; } offscreenPass;
VkFormat fbDepthFormat; // Size of the shadow map texture (per face)
const uint32_t offscreenImageSize{ 1024 };
// We use a 32 bit float format for max. precision. Depending on the use case, lower precision may be fine and can save bandwidth
const VkFormat offscreenImageFormat{ VK_FORMAT_R32_SFLOAT };
// The depth format is selected at runtime
VkFormat offscreenDepthFormat{ VK_FORMAT_UNDEFINED };
VulkanExample() : VulkanExampleBase() VulkanExample() : VulkanExampleBase()
{ {
@ -101,59 +94,54 @@ public:
~VulkanExample() ~VulkanExample()
{ {
// Clean up used Vulkan resources if (device) {
// Note : Inherited destructor cleans up resources stored in base class // Cube map
for (uint32_t i = 0; i < 6; i++) {
vkDestroyImageView(device, shadowCubeMapFaceImageViews[i], nullptr);
}
// Cube map vkDestroyImageView(device, shadowCubeMap.view, nullptr);
for (uint32_t i = 0; i < 6; i++) vkDestroyImage(device, shadowCubeMap.image, nullptr);
{ vkDestroySampler(device, shadowCubeMap.sampler, nullptr);
vkDestroyImageView(device, shadowCubeMapFaceImageViews[i], nullptr); vkFreeMemory(device, shadowCubeMap.deviceMemory, nullptr);
// Depth attachment
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
for (uint32_t i = 0; i < 6; i++)
{
vkDestroyFramebuffer(device, offscreenPass.frameBuffers[i], nullptr);
}
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
// Pipelines
vkDestroyPipeline(device, pipelines.scene, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Uniform buffers
uniformBuffers.offscreen.destroy();
uniformBuffers.scene.destroy();
} }
vkDestroyImageView(device, shadowCubeMap.view, nullptr);
vkDestroyImage(device, shadowCubeMap.image, nullptr);
vkDestroySampler(device, shadowCubeMap.sampler, nullptr);
vkFreeMemory(device, shadowCubeMap.deviceMemory, nullptr);
// Depth attachment
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
for (uint32_t i = 0; i < 6; i++)
{
vkDestroyFramebuffer(device, offscreenPass.frameBuffers[i], nullptr);
}
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
// Pipelines
vkDestroyPipeline(device, pipelines.scene, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Uniform buffers
uniformBuffers.offscreen.destroy();
uniformBuffers.scene.destroy();
} }
void prepareCubeMap() void prepareCubeMap()
{ {
shadowCubeMap.width = TEX_DIM; shadowCubeMap.width = offscreenImageSize;
shadowCubeMap.height = TEX_DIM; shadowCubeMap.height = offscreenImageSize;
// 32 bit float format for higher precision
VkFormat format = VK_FORMAT_R32_SFLOAT;
// Cube map image description // Cube map image description
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo(); VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D; imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format; imageCreateInfo.format = offscreenImageFormat;
imageCreateInfo.extent = { shadowCubeMap.width, shadowCubeMap.height, 1 }; imageCreateInfo.extent = { shadowCubeMap.width, shadowCubeMap.height, 1 };
imageCreateInfo.mipLevels = 1; imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 6; imageCreateInfo.arrayLayers = 6;
@ -196,8 +184,8 @@ public:
// Create sampler // Create sampler
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo(); VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
sampler.magFilter = TEX_FILTER; sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = TEX_FILTER; sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER; sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
sampler.addressModeV = sampler.addressModeU; sampler.addressModeV = sampler.addressModeU;
@ -214,7 +202,7 @@ public:
VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo(); VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
view.image = VK_NULL_HANDLE; view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_CUBE; view.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
view.format = format; view.format = offscreenImageFormat;
view.components = { VK_COMPONENT_SWIZZLE_R }; view.components = { VK_COMPONENT_SWIZZLE_R };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.subresourceRange.layerCount = 6; view.subresourceRange.layerCount = 6;
@ -232,20 +220,72 @@ public:
} }
} }
// Set up a separate render pass for the offscreen frame buffer
// This is necessary as the offscreen frame buffer attachments
// use formats different to the ones from the visible frame buffer
// and at least the depth one may not be compatible
void prepareOffscreenRenderpass()
{
VkAttachmentDescription osAttachments[2] = {};
// Find a suitable depth format for
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &offscreenDepthFormat);
assert(validDepthFormat);
osAttachments[0].format = offscreenImageFormat;
osAttachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[0].initialLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
osAttachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
osAttachments[1].format = offscreenDepthFormat;
osAttachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
osAttachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = {};
colorReference.attachment = 0;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference = {};
depthReference.attachment = 1;
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.pDepthStencilAttachment = &depthReference;
VkRenderPassCreateInfo renderPassCreateInfo = vks::initializers::renderPassCreateInfo();
renderPassCreateInfo.attachmentCount = 2;
renderPassCreateInfo.pAttachments = osAttachments;
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpass;
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offscreenPass.renderPass));
}
// Prepare a new framebuffer for offscreen rendering // Prepare a new framebuffer for offscreen rendering
// The contents of this framebuffer are then // The contents of this framebuffer are then
// copied to the different cube map faces // copied to the different cube map faces
void prepareOffscreenFramebuffer() void prepareOffscreenFramebuffer()
{ {
offscreenPass.width = FB_DIM; offscreenPass.width = offscreenImageSize;
offscreenPass.height = FB_DIM; offscreenPass.height = offscreenImageSize;
VkFormat fbColorFormat = FB_COLOR_FORMAT;
// Color attachment // Color attachment
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo(); VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D; imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = fbColorFormat; imageCreateInfo.format = offscreenImageFormat;
imageCreateInfo.extent.width = offscreenPass.width; imageCreateInfo.extent.width = offscreenPass.width;
imageCreateInfo.extent.height = offscreenPass.height; imageCreateInfo.extent.height = offscreenPass.height;
imageCreateInfo.extent.depth = 1; imageCreateInfo.extent.depth = 1;
@ -260,7 +300,7 @@ public:
VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo(); VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D; colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat; colorImageView.format = offscreenImageFormat;
colorImageView.flags = 0; colorImageView.flags = 0;
colorImageView.subresourceRange = {}; colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
@ -272,17 +312,18 @@ public:
VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true); VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Depth stencil attachment // Depth stencil attachment
imageCreateInfo.format = fbDepthFormat; imageCreateInfo.format = offscreenDepthFormat;
imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo(); VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D; depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat; depthStencilView.format = offscreenDepthFormat;
depthStencilView.flags = 0; depthStencilView.flags = 0;
depthStencilView.subresourceRange = {}; depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT; depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
if (fbDepthFormat >= VK_FORMAT_D16_UNORM_S8_UINT) if (offscreenDepthFormat >= VK_FORMAT_D16_UNORM_S8_UINT) {
depthStencilView.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT; depthStencilView.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
depthStencilView.subresourceRange.baseMipLevel = 0; depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1; depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0; depthStencilView.subresourceRange.baseArrayLayer = 0;
@ -476,45 +517,27 @@ public:
models.scene.loadFromFile(getAssetPath() + "models/shadowscene_fire.gltf", vulkanDevice, queue, glTFLoadingFlags); models.scene.loadFromFile(getAssetPath() + "models/shadowscene_fire.gltf", vulkanDevice, queue, glTFLoadingFlags);
} }
void setupDescriptorPool() void setupDescriptors()
{ {
// Example uses three ubos and two image samplers // Pool
std::vector<VkDescriptorPoolSize> poolSizes = { std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3), vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2) vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
}; };
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3); VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout() // Layout
{
// Shared pipeline layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = { std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer // Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1 : Fragment shader image sampler (cube map) // Binding 1 : Fragment shader image sampler (cube map)
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
}; };
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// 3D scene pipeline layout // Sets
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
// Offscreen pipeline layout
// Push constants for cube map face view matrices
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
// Push constant ranges are part of the pipeline layout
pPipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pPipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
}
void setupDescriptorSets()
{
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// 3D scene // 3D scene
@ -543,62 +566,23 @@ public:
vkUpdateDescriptorSets(device, static_cast<uint32_t>(offScreenWriteDescriptorSets.size()), offScreenWriteDescriptorSets.data(), 0, nullptr); vkUpdateDescriptorSets(device, static_cast<uint32_t>(offScreenWriteDescriptorSets.size()), offScreenWriteDescriptorSets.data(), 0, nullptr);
} }
// Set up a separate render pass for the offscreen frame buffer
// This is necessary as the offscreen frame buffer attachments
// use formats different to the ones from the visible frame buffer
// and at least the depth one may not be compatible
void prepareOffscreenRenderpass()
{
VkAttachmentDescription osAttachments[2] = {};
// Find a suitable depth format
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
osAttachments[0].format = FB_COLOR_FORMAT;
osAttachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[0].initialLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
osAttachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
osAttachments[1].format = fbDepthFormat;
osAttachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
osAttachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = {};
colorReference.attachment = 0;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference = {};
depthReference.attachment = 1;
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.pDepthStencilAttachment = &depthReference;
VkRenderPassCreateInfo renderPassCreateInfo = vks::initializers::renderPassCreateInfo();
renderPassCreateInfo.attachmentCount = 2;
renderPassCreateInfo.pAttachments = osAttachments;
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpass;
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offscreenPass.renderPass));
}
void preparePipelines() void preparePipelines()
{ {
// Layouts
// 3D scene pipeline layout
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
// Offscreen pipeline layout
// Push constants for cube map face view matrices
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
// Push constant ranges are part of the pipeline layout
pPipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pPipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); 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, 0); VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
@ -651,45 +635,32 @@ public:
void prepareUniformBuffers() void prepareUniformBuffers()
{ {
// Offscreen vertex shader uniform buffer // Offscreen vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.offscreen, sizeof(UniformData)));
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.offscreen,
sizeof(uboOffscreenVS)));
// Scene vertex shader uniform buffer // Scene vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.scene, sizeof(UniformData)));
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.scene,
sizeof(uboVSscene)));
// Map persistent // Map persistent
VK_CHECK_RESULT(uniformBuffers.offscreen.map()); VK_CHECK_RESULT(uniformBuffers.offscreen.map());
VK_CHECK_RESULT(uniformBuffers.scene.map()); VK_CHECK_RESULT(uniformBuffers.scene.map());
updateUniformBufferOffscreen();
updateUniformBuffers();
} }
void updateUniformBuffers() void updateUniformBuffers()
{ {
uboVSscene.projection = camera.matrices.perspective; uniformDataScene.projection = camera.matrices.perspective;
uboVSscene.view = camera.matrices.view; uniformDataScene.view = camera.matrices.view;
uboVSscene.model = glm::mat4(1.0f); uniformDataScene.model = glm::mat4(1.0f);
uboVSscene.lightPos = lightPos; uniformDataScene.lightPos = lightPos;
memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene)); memcpy(uniformBuffers.scene.mapped, &uniformDataScene, sizeof(UniformData));
} }
void updateUniformBufferOffscreen() void updateUniformBufferOffscreen()
{ {
lightPos.x = sin(glm::radians(timer * 360.0f)) * 0.15f; lightPos.x = sin(glm::radians(timer * 360.0f)) * 0.15f;
lightPos.z = cos(glm::radians(timer * 360.0f)) * 0.15f; lightPos.z = cos(glm::radians(timer * 360.0f)) * 0.15f;
uboOffscreenVS.projection = glm::perspective((float)(M_PI / 2.0), 1.0f, zNear, zFar); uniformDataOffscreen.projection = glm::perspective((float)(M_PI / 2.0), 1.0f, zNear, zFar);
uboOffscreenVS.view = glm::mat4(1.0f); uniformDataOffscreen.view = glm::mat4(1.0f);
uboOffscreenVS.model = glm::translate(glm::mat4(1.0f), glm::vec3(-lightPos.x, -lightPos.y, -lightPos.z)); uniformDataOffscreen.model = glm::translate(glm::mat4(1.0f), glm::vec3(-lightPos.x, -lightPos.y, -lightPos.z));
uboOffscreenVS.lightPos = lightPos; uniformDataOffscreen.lightPos = lightPos;
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS)); memcpy(uniformBuffers.offscreen.mapped, &uniformDataOffscreen, sizeof(UniformData));
} }
void draw() void draw()
@ -707,11 +678,9 @@ public:
loadAssets(); loadAssets();
prepareUniformBuffers(); prepareUniformBuffers();
prepareCubeMap(); prepareCubeMap();
setupDescriptorSetLayout(); setupDescriptors();
prepareOffscreenRenderpass(); prepareOffscreenRenderpass();
preparePipelines(); preparePipelines();
setupDescriptorPool();
setupDescriptorSets();
prepareOffscreenFramebuffer(); prepareOffscreenFramebuffer();
buildCommandBuffers(); buildCommandBuffers();
prepared = true; prepared = true;
@ -721,12 +690,9 @@ public:
{ {
if (!prepared) if (!prepared)
return; return;
updateUniformBuffers();
updateUniformBufferOffscreen();
draw(); draw();
if (!paused || camera.updated)
{
updateUniformBufferOffscreen();
updateUniformBuffers();
}
} }
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)