diff --git a/data/shaders/pbr/pbr.frag b/data/shaders/pbr/pbr.frag index cd69d6d0..134ae7cf 100644 --- a/data/shaders/pbr/pbr.frag +++ b/data/shaders/pbr/pbr.frag @@ -1,9 +1,5 @@ #version 450 -layout (binding = 1) uniform samplerCube envmap; -layout (binding = 2) uniform samplerCube envmapibldiff; -layout (binding = 3) uniform samplerCube envmapiblrefl; - layout (location = 0) in vec3 inWorldPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; @@ -16,6 +12,10 @@ layout (binding = 0) uniform UBO vec3 camPos; } ubo; +layout (binding = 1) uniform UBOShared { + vec4 lights[4]; +} uboParams; + layout (location = 0) out vec4 outColor; layout(push_constant) uniform PushConsts { @@ -30,117 +30,98 @@ const float PI = 3.14159265359; //#define ROUGHNESS_PATTERN 1 -// Fresnel ------------------------------------------------------------------------ - -float fresnelSchlick(float ct, float F0) +vec3 materialcolor() { - return F0 + (1.0 - F0) * pow(1.0 - ct, 5.0); + return vec3(material.r, material.g, material.b); } -// Normal distribution functions --------------------------------------------------- - -float NDF_blinnPhong(float dotNH, float alphaSqr) -{ - return 1.0 / (PI * alphaSqr) * pow(dotNH, 2.0 / alphaSqr - 2.0); -} - -float NDF_beckmann(float dotNH, float alphaSqr) -{ - float dotNH2 = dotNH * dotNH; - return 1.0 / (PI * alphaSqr * dotNH2 * dotNH2) * exp((dotNH2 - 1.0) / (alphaSqr * dotNH2)); -} - -float NDF_GGX(float dotNH, float alphaSqr) -{ - return alphaSqr / (PI * pow(dotNH * dotNH * (alphaSqr - 1.0) + 1.0, 2.0)); -} - -// Geometry visibility functions --------------------------------------------------- - -float GEOM_SchlickSmith(float dotNL, float dotNV, float alpha) -{ - //float k = alpha * sqrt(2.0 / PI); - float k = pow(0.8 + 0.5 * alpha, 2.0) / 2.0; - float GL = 1.0 / (dotNL * (1.0 - k) + k); - float GV = 1.0 / (dotNV * (1.0 - k) + k); - return GL * GV; - -} - -float PBR_Shade(vec3 N, vec3 V, vec3 L, float roughness, float F0) +// Normal Distribution function -------------------------------------- +float D_GGX(float dotNH, float roughness) { float alpha = roughness * roughness; - float alphaSqr = alpha * alpha; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); +} +// Geometric Shadowing function -------------------------------------- +float G_SchlickmithGGX(float dotNL, float dotNV, float roughness) +{ + float r = (roughness + 1.0); + float k = (r*r) / 8.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +// Fresnel function ---------------------------------------------------- +vec3 F_Schlick(float cosTheta, float metallic) +{ + vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular + vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); + return F; +} + +// Specular BRDF composition -------------------------------------------- + +vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness) +{ + // Precalculate vectors and dot products vec3 H = normalize (V + L); - - float dotNL = clamp(dot(N, L), 0.0, 1.0); float dotNV = clamp(dot(N, V), 0.0, 1.0); - float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotNL = clamp(dot(N, L), 0.0, 1.0); float dotLH = clamp(dot(L, H), 0.0, 1.0); + float dotNH = clamp(dot(N, H), 0.0, 1.0); - // Normal distribution - float Di = NDF_GGX(dotNH, alphaSqr); - // Fresnel - float Fs = fresnelSchlick(dotNV, F0); - // Visibility term - float Vs = GEOM_SchlickSmith(dotNL, dotNV, alpha); + // Light color fixed + vec3 lightColor = vec3(1.0); - return Di * Fs * Vs; + vec3 color = vec3(0.0); + + if (dotNL > 0.0) + { + float rroughness = max(0.05, roughness); + // D = Normal distribution (Distribution of the microfacets) + float D = D_GGX(dotNH, roughness); + // G = Geometric shadowing term (Microfacets shadowing) + float G = G_SchlickmithGGX(dotNL, dotNV, roughness); + // F = Fresnel factor (Reflectance depending on angle of incidence) + vec3 F = F_Schlick(dotNV, metallic); + + vec3 spec = D * F * G / (4.0 * dotNL * dotNV); + + color += spec * dotNL * lightColor; + } + + return color; } // ---------------------------------------------------------------------------- void main() -{ - // Partially based on https://www.shadertoy.com/view/XsfXWX by Alexander Alekseev (https://github.com/tdmaav) - - // One fixed light source - vec3 lightPos = vec3(-10.0f, -10.0f, 10.0f); - // Take light color from environment map - vec3 lightColor = texture(envmapiblrefl, vec3(0.5)).xyz; - +{ vec3 N = normalize(inNormal); vec3 V = normalize(ubo.camPos - inWorldPos); - vec3 L = normalize(lightPos - inWorldPos); - vec3 R = reflect(-V, N); - // Store material values for quick testing/changing inside the shader float roughness = material.roughness; - float metallic = material.metallic; // Add striped pattern to roughness based on vertex position #ifdef ROUGHNESS_PATTERN roughness = max(roughness, step(fract(inWorldPos.y * 2.02), 0.5)); #endif - // Get IBL components from cube maps - vec3 IBLdiffuse = texture(envmapibldiff, inNormal).rgb; - vec3 IBLreflection = texture(envmapiblrefl, inNormal).rgb; + // Specular contribution + vec3 Lo = vec3(0.0); + for (int i = 0; i < uboParams.lights.length(); i++) { + vec3 L = normalize(uboParams.lights[i].xyz - inWorldPos); + Lo += BRDF(L, V, N, material.metallic, roughness); + }; - // Fresnel part - float fresnel = pow(max(1.0 - abs(dot(N, V)), 0.0), 1.5f + roughness); - - // Reflection part + // Combine with ambient + vec3 color = materialcolor() * 0.02; + color += Lo; - // Select mip level based on roughness - ivec2 dim = textureSize(envmap, 0); - float nummips = log2(max(dim.s, dim.y)); - vec3 reflection = texture(envmap, R).xyz; - reflection = textureLod(envmap, R, max(roughness * nummips, textureQueryLod(envmap, R).y)).rgb; - reflection = mix(reflection, IBLreflection, (1.0-fresnel) * roughness); - reflection = mix(reflection, IBLreflection, roughness); - - // Specular part - // F0 based on metallic factor of material - vec3 F0 = vec3(0.04); - F0 = mix(F0, lightColor, material.metallic); - vec3 spec = lightColor * PBR_Shade(N, V, L, roughness, F0.r); - reflection -= spec; - - // Diffuse part - vec3 matColor = vec3(material.r, material.g, material.b); - vec3 diffuse = mix(IBLdiffuse * matColor, reflection, fresnel); + // Gamma correct + color = pow(color, vec3(0.4545)); - // Final output mixes based on material metalness - outColor.rgb = mix(diffuse, reflection, metallic) + spec; + outColor = vec4(color, 1.0); } \ No newline at end of file diff --git a/data/shaders/pbr/pbr.frag.spv b/data/shaders/pbr/pbr.frag.spv index 2faaa6b5..f51899ca 100644 Binary files a/data/shaders/pbr/pbr.frag.spv and b/data/shaders/pbr/pbr.frag.spv differ diff --git a/data/shaders/pbr/skybox.frag b/data/shaders/pbr/skybox.frag deleted file mode 100644 index 9bdf6f20..00000000 --- a/data/shaders/pbr/skybox.frag +++ /dev/null @@ -1,12 +0,0 @@ -#version 450 - -layout (binding = 1) uniform samplerCube samplerEnv; - -layout (location = 0) in vec3 inUVW; - -layout (location = 0) out vec4 outFragColor; - -void main() -{ - outFragColor = texture(samplerEnv, inUVW); -} \ No newline at end of file diff --git a/data/shaders/pbr/skybox.frag.spv b/data/shaders/pbr/skybox.frag.spv deleted file mode 100644 index f01311db..00000000 Binary files a/data/shaders/pbr/skybox.frag.spv and /dev/null differ diff --git a/data/shaders/pbr/skybox.vert b/data/shaders/pbr/skybox.vert deleted file mode 100644 index 785a3010..00000000 --- a/data/shaders/pbr/skybox.vert +++ /dev/null @@ -1,27 +0,0 @@ -#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); -} diff --git a/data/shaders/pbr/skybox.vert.spv b/data/shaders/pbr/skybox.vert.spv deleted file mode 100644 index a6d9ade4..00000000 Binary files a/data/shaders/pbr/skybox.vert.spv and /dev/null differ diff --git a/pbr/pbr.cpp b/pbr/pbr.cpp index 962b3e67..27680e1b 100644 --- a/pbr/pbr.cpp +++ b/pbr/pbr.cpp @@ -1,7 +1,9 @@ /* -* Vulkan Example - Physical based rendering (incl. IBL) +* Vulkan Example - Physical based shading basics * -* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de +* See http://graphicrants.blogspot.de/2013/08/specular-brdf-reference.html for a good reference to the different functions that make up a specular BRDF +* +* Copyright (C) 2017 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ @@ -22,7 +24,6 @@ #include #include "vulkanexamplebase.h" #include "VulkanBuffer.hpp" -#include "VulkanTexture.hpp" #include "VulkanModel.hpp" #define VERTEX_BUFFER_BIND_ID 0 @@ -33,18 +34,15 @@ struct Material { float roughness; float metallic; - float r,g,b; // Color components as single floats because we use push constants + 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) { }; }; class VulkanExample : public VulkanExampleBase { public: - bool displaySkybox = true; - - vks::TextureCubeMap envmap; - vks::TextureCubeMap envmapiblDiff; - vks::TextureCubeMap envmapiblRefl; - // Vertex layout for the models vks::VertexLayout vertexLayout = vks::VertexLayout({ vks::VERTEX_COMPONENT_POSITION, @@ -61,46 +59,62 @@ public: struct { vks::Buffer object; vks::Buffer skybox; + vks::Buffer params; } uniformBuffers; - struct UBOVS { + struct UBOMatrices { glm::mat4 projection; glm::mat4 model; glm::mat4 view; glm::vec3 camPos; - } uboVS; + } uboMatrices; - struct { - VkPipeline skybox; - VkPipeline pbr; - } pipelines; - - struct { - VkDescriptorSet object; - VkDescriptorSet skybox; - } descriptorSets; + struct UBOParams { + glm::vec4 lights[4]; + } uboParams; VkPipelineLayout pipelineLayout; + VkPipeline pipeline; VkDescriptorSetLayout descriptorSetLayout; + VkDescriptorSet descriptorSet; + + // Default materials to select from + std::vector materials; + int32_t materialIndex = 0; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { - title = "Vulkan Example - Physical based rendering"; + title = "Vulkan Example - Physical based shading basics"; enableTextOverlay = true; camera.type = Camera::CameraType::firstperson; - camera.setPosition(glm::vec3(8.0f, 7.25f, -13.0f)); - camera.setRotation(glm::vec3(-31.0f, 24.0f, 0.0f)); + 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; + paused = true; + timerSpeed *= 0.25f; + + // 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 = 8; } ~VulkanExample() - { - vkDestroyPipeline(device, pipelines.skybox, nullptr); - vkDestroyPipeline(device, pipelines.pbr, nullptr); + { + vkDestroyPipeline(device, pipeline, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); @@ -112,9 +126,7 @@ public: uniformBuffers.object.destroy(); uniformBuffers.skybox.destroy(); - envmap.destroy(); - envmapiblDiff.destroy(); - envmapiblRefl.destroy(); + uniformBuffers.params.destroy(); } void reBuildCommandBuffers() @@ -153,50 +165,42 @@ public: vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); - VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); + 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); + 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); + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 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; - mat.r = 1.0f; - mat.g = 0.0f; - mat.b = 0.0f; + Material mat = materials[materialIndex]; -//#define SINGLE_MESH 1 + //#define SINGLE_MESH 1 #ifdef SINGLE_MESH - mat.metallic = 0.1; - mat.roughness = 1.0; - glm::vec3 pos = glm::vec3(0.0f); - 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); + 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; - mat.roughness = (float)y / (float)GRID_DIM; + mat.metallic = (float)x / (float)(GRID_DIM - 1); + mat.roughness = glm::clamp((float)y / (float)(GRID_DIM - 1), 0.05f, 1.0f); 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); } @@ -213,28 +217,22 @@ public: // Skybox models.skybox.loadFromFile(getAssetPath() + "models/cube.obj", vertexLayout, 1.0f, vulkanDevice, queue); // Objects - std::vector filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "suzanne.obj" }; + std::vector 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 == "suzanne.obj" ? 2.0f : 1.0f), vulkanDevice, queue); + model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "venus.fbx" ? 3.0f : 1.0f), vulkanDevice, queue); models.objects.push_back(model); } - // Example uses three different cubemaps (environment, diffuse for IBL (irradiance) and reflective for IBL) - envmap.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_env.dds", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue); - envmapiblDiff.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_ibl_diff.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); - envmapiblRefl.loadFromFile(getAssetPath() + "textures/cubemap_uffizi_ibl_refl.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); } void setupDescriptorSetLayout() { std::vector 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_COMBINED_IMAGE_SAMPLER, 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), + vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), }; - VkDescriptorSetLayoutCreateInfo descriptorLayout = + VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); @@ -257,8 +255,7 @@ public: { // Descriptor Pool std::vector poolSizes = { - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), - vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6) + vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = @@ -267,27 +264,16 @@ public: 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)); + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); std::vector writeDescriptorSets = { - vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &envmap.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &envmapiblDiff.descriptor), - vks::initializers::writeDescriptorSet(descriptorSets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &envmapiblRefl.descriptor), - }; - vkUpdateDescriptorSets(device, static_cast(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_COMBINED_IMAGE_SAMPLER, 1, &envmapiblRefl.descriptor), + vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor), + vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.params.descriptor), }; vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL); } @@ -358,11 +344,6 @@ public: pipelineCreateInfo.pVertexInputState = &vertexInputState; - // Skybox pipeline (background cube) - shaderStages[0] = loadShader(getAssetPath() + "shaders/pbr/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); - shaderStages[1] = loadShader(getAssetPath() + "shaders/pbr/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/pbr/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/pbr/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); @@ -370,8 +351,8 @@ public: depthStencilState.depthWriteEnable = VK_TRUE; depthStencilState.depthTestEnable = VK_TRUE; // Flip cull mode - rasterizationState.cullMode = VK_CULL_MODE_NONE; - VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.pbr)); + rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline)); } // Prepare and initialize uniform buffer containing shader uniforms @@ -382,34 +363,62 @@ public: VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.object, - sizeof(uboVS))); + 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(uboVS))); + 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(); + updateLights(); } void updateUniformBuffers() { // 3D object - uboVS.projection = camera.matrices.perspective; - uboVS.view = camera.matrices.view; - uboVS.model = glm::rotate(glm::mat4(), glm::radians(-45.0f), glm::vec3(0.0f, 1.0f, 0.0f)); - uboVS.camPos = camera.position * -1.0f; - memcpy(uniformBuffers.object.mapped, &uboVS, sizeof(uboVS)); + 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 - uboVS.model = glm::mat4(glm::mat3(camera.matrices.view)); - memcpy(uniformBuffers.skybox.mapped, &uboVS, sizeof(uboVS)); + uboMatrices.model = glm::mat4(glm::mat3(camera.matrices.view)); + memcpy(uniformBuffers.skybox.mapped, &uboMatrices, sizeof(uboMatrices)); + } + + void updateLights() + { + const float p = 15.0f; + uboParams.lights[0] = glm::vec4(-p, -p*0.5f, -p, 1.0f); + uboParams.lights[1] = glm::vec4(-p, -p*0.5f, p, 1.0f); + uboParams.lights[2] = glm::vec4( p, -p*0.5f, p, 1.0f); + uboParams.lights[3] = glm::vec4( p, -p*0.5f, -p, 1.0f); + + if (!paused) + { + uboParams.lights[0].x = sin(glm::radians(timer * 360.0f)) * 20.0f; + uboParams.lights[0].z = cos(glm::radians(timer * 360.0f)) * 20.0f; + uboParams.lights[1].x = cos(glm::radians(timer * 360.0f)) * 20.0f; + uboParams.lights[1].y = sin(glm::radians(timer * 360.0f)) * 20.0f; + } + + memcpy(uniformBuffers.params.mapped, &uboParams, sizeof(uboParams)); } void draw() @@ -440,17 +449,14 @@ public: if (!prepared) return; draw(); + if (!paused) + updateLights(); } virtual void viewChanged() { updateUniformBuffers(); - } - - void toggleSkyBox() - { - displaySkybox = !displaySkybox; - reBuildCommandBuffers(); + updateTextOverlay(); } void toggleObject() @@ -460,31 +466,49 @@ public: { models.objectIndex = 0; } + updateUniformBuffers(); reBuildCommandBuffers(); } + void toggleMaterial(int32_t dir) + { + materialIndex += dir; + if (materialIndex < 0) { + materialIndex = static_cast(materials.size()) - 1; + } + if (materialIndex > static_cast(materials.size()) - 1) { + materialIndex = 0; + } + reBuildCommandBuffers(); + 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; } } 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); + textOverlay->addText("Base material: " + materials[materialIndex].name + " (L1/R1)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); + textOverlay->addText("\"X\" to toggle object", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); #else - textOverlay->addText("\"F2\" to toggle skybox", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); + textOverlay->addText("Base material: " + materials[materialIndex].name + " (-/+)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("\"space\" to toggle object", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); #endif } diff --git a/pbr/pbr.vcxproj b/pbr/pbr.vcxproj index 3d97df15..9addc4ac 100644 --- a/pbr/pbr.vcxproj +++ b/pbr/pbr.vcxproj @@ -92,8 +92,6 @@ - - diff --git a/pbr/pbr.vcxproj.filters b/pbr/pbr.vcxproj.filters index a3554449..cc26f696 100644 --- a/pbr/pbr.vcxproj.filters +++ b/pbr/pbr.vcxproj.filters @@ -49,11 +49,5 @@ Shaders - - Shaders - - - Shaders - \ No newline at end of file