Updated deferred shadows example to use new framebuffer class
This commit is contained in:
parent
47bd9d62e2
commit
f3a86c292c
12 changed files with 156 additions and 458 deletions
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@ -539,8 +539,6 @@ public:
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meshBuffer->indexCount = (uint32_t)indexBuffer.size();
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meshBuffer->indexCount = (uint32_t)indexBuffer.size();
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void* data;
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// Use staging buffer to move vertex and index buffer to device local memory
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// Use staging buffer to move vertex and index buffer to device local memory
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if (useStaging && copyQueue != VK_NULL_HANDLE && copyCmd != VK_NULL_HANDLE)
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if (useStaging && copyQueue != VK_NULL_HANDLE && copyCmd != VK_NULL_HANDLE)
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{
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{
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@ -33,7 +33,7 @@ void main()
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highp int index = int(inUV.z);
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highp int index = int(inUV.z);
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if (index == 2)
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if (index == 2)
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{
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{
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float depth = texture(samplerDepth, vec3(inUV.st, 0.0)).r;
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float depth = texture(samplerDepth, vec3(inUV.st, 2.0)).r;
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outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
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outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
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}
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}
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else
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else
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@ -16,7 +16,7 @@ layout (location = 0) out vec4 outFragColor;
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#define LIGHT_COUNT 3
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#define LIGHT_COUNT 3
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#define SHADOW_FACTOR 0.25
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#define SHADOW_FACTOR 0.25
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#define AMBIENT_LIGHT 0.0
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#define AMBIENT_LIGHT 0.1
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#define USE_PCF
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#define USE_PCF
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struct Light
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struct Light
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@ -22,7 +22,6 @@ void main()
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// Calculate normal in tangent space
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// Calculate normal in tangent space
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vec3 N = normalize(inNormal);
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vec3 N = normalize(inNormal);
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N.y = -N.y;
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vec3 T = normalize(inTangent);
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vec3 T = normalize(inTangent);
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vec3 B = cross(N, T);
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vec3 B = cross(N, T);
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mat3 TBN = mat3(T, B, N);
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mat3 TBN = mat3(T, B, N);
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BIN
data/textures/pattern_57_diffuse_bc3.ktx
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data/textures/pattern_57_diffuse_bc3.ktx
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data/textures/pattern_57_normal_bc3.ktx
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data/textures/pattern_57_normal_bc3.ktx
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@ -20,13 +20,13 @@
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#include <vulkan/vulkan.h>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanexamplebase.h"
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#include "vulkanframebuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define ENABLE_VALIDATION false
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// Shadowmap properties
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// Shadowmap properties
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#define SHADOWMAP_DIM 2048
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#define SHADOWMAP_DIM 2048
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#define SHADOWMAP_FILTER VK_FILTER_LINEAR
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// 16 bits of depth is enough for such a small scene
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// 16 bits of depth is enough for such a small scene
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#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT
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#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT
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@ -55,7 +55,7 @@ public:
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// for better shadow map precision
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// for better shadow map precision
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float zNear = 0.1f;
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float zNear = 0.1f;
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float zFar = 64.0f;
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float zFar = 64.0f;
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float lightFOV = 75.0f;
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float lightFOV = 120.0f;
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// Depth bias (and slope) are used to avoid shadowing artefacts
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// Depth bias (and slope) are used to avoid shadowing artefacts
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float depthBiasConstant = 1.25f;
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float depthBiasConstant = 1.25f;
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@ -141,44 +141,12 @@ public:
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSetLayout descriptorSetLayout;
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// todo : move to vktools (or separate unit)
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struct FrameBufferAttachment
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{
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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VkFormat format;
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bool isDepth = false;
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};
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// todo : move to vktools (or separate unit) and turn into class
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struct FrameBuffer
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{
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uint32_t width, height;
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VkFramebuffer frameBuffer;
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std::vector<FrameBufferAttachment> attachments;
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VkRenderPass renderPass;
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VkSampler sampler;
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void FreeResources(VkDevice device)
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{
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for (auto attachment : attachments)
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{
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vkDestroyImage(device, attachment.image, nullptr);
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vkDestroyImageView(device, attachment.view, nullptr);
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vkFreeMemory(device, attachment.mem, nullptr);
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}
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vkDestroySampler(device, sampler, nullptr);
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vkDestroyRenderPass(device, renderPass, nullptr);
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vkDestroyFramebuffer(device, frameBuffer, nullptr);
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}
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};
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struct
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struct
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{
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{
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// Framebuffer resources for the deferred pass
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// Framebuffer resources for the deferred pass
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FrameBuffer deferred;
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vk::Framebuffer *deferred;
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// Framebuffer resources for the shadow pass
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// Framebuffer resources for the shadow pass
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FrameBuffer shadow;
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vk::Framebuffer *shadow;
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} frameBuffers;
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} frameBuffers;
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struct {
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struct {
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@ -209,13 +177,21 @@ public:
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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timerSpeed *= 0.25f;
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paused = true;
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}
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}
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~VulkanExample()
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~VulkanExample()
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{
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{
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// Frame buffers
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// Frame buffers
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frameBuffers.shadow.FreeResources(device);
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if (frameBuffers.deferred)
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frameBuffers.deferred.FreeResources(device);
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{
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delete frameBuffers.deferred;
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}
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if (frameBuffers.shadow)
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{
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delete frameBuffers.shadow;
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}
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vkDestroyPipeline(device, pipelines.deferred, nullptr);
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vkDestroyPipeline(device, pipelines.deferred, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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@ -249,167 +225,6 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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}
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// Create a frame buffer attachment
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// todo : move into frame buffer class
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void createAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, VkCommandBuffer layoutCmd, bool depthSample = false)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachment->isDepth = true;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = frameBuffers.deferred.width;
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image.extent.height = frameBuffers.deferred.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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else
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{
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout);
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}
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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imageView.format = format;
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imageView.subresourceRange = {};
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imageView.subresourceRange.aspectMask = aspectMask;
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imageView.subresourceRange.baseMipLevel = 0;
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imageView.subresourceRange.levelCount = 1;
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imageView.subresourceRange.baseArrayLayer = 0;
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imageView.subresourceRange.layerCount = 1;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Create a layered attachment
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// todo: not used yet, move into framebuffer class
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void createLayeredAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, uint32_t layerCount, VkCommandBuffer layoutCmd, bool depthSample = false)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = frameBuffers.deferred.width;
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image.extent.height = frameBuffers.deferred.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = layerCount;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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VkImageSubresourceRange subresourceRange = {};
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subresourceRange.aspectMask = aspectMask;
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = layerCount;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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subresourceRange);
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}
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else
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{
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout,
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subresourceRange);
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}
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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imageView.format = format;
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imageView.subresourceRange = subresourceRange;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Prepare a layered shadow map with each layer containing depth from a light's point of view
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// Prepare a layered shadow map with each layer containing depth from a light's point of view
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// The shadow mapping pass uses geometry shader instancing to output the scene from the different
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// The shadow mapping pass uses geometry shader instancing to output the scene from the different
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// light sources' point of view to the layers of the depth attachment in one single pass
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// light sources' point of view to the layers of the depth attachment in one single pass
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{
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{
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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frameBuffers.shadow.width = SHADOWMAP_DIM;
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frameBuffers.shadow = new vk::Framebuffer(&vulkanDevice);
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frameBuffers.shadow.height = SHADOWMAP_DIM;
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// One layered (depth) attachment
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frameBuffers.shadow.attachments.resize(1);
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// Color attachment
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frameBuffers.shadow->width = SHADOWMAP_DIM;
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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frameBuffers.shadow->height = SHADOWMAP_DIM;
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = SHADOWMAP_FORMAT;
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image.extent.width = frameBuffers.shadow.width;
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image.extent.height = frameBuffers.shadow.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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// Use a layererd attachment with one layer per light
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image.arrayLayers = LIGHT_COUNT;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Sample directly from the depth attachment for the shadow mapping
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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|
||||||
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
|
// Create a layered depth attachment for rendering the depth maps from the lights' point of view
|
||||||
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
|
// Each layer corresponds to one of the lights
|
||||||
depthStencilView.format = SHADOWMAP_FORMAT;
|
// The actual output to the separate layers is done in the geometry shader using shader instancing
|
||||||
depthStencilView.subresourceRange = {};
|
// We will pass the matrices of the lights to the GS that selects the layer by the current invocation
|
||||||
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
|
vk::AttachmentCreateInfo framebufferInfo = {};
|
||||||
depthStencilView.subresourceRange.baseMipLevel = 0;
|
framebufferInfo.format = SHADOWMAP_FORMAT;
|
||||||
depthStencilView.subresourceRange.levelCount = 1;
|
framebufferInfo.width = SHADOWMAP_DIM;
|
||||||
depthStencilView.subresourceRange.baseArrayLayer = 0;
|
framebufferInfo.height = SHADOWMAP_DIM;
|
||||||
depthStencilView.subresourceRange.layerCount = LIGHT_COUNT;
|
framebufferInfo.layerCount = LIGHT_COUNT;
|
||||||
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuffers.shadow.attachments[0].image));
|
framebufferInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||||
|
frameBuffers.shadow->addAttachment(framebufferInfo, layoutCmd);
|
||||||
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
|
|
||||||
VkMemoryRequirements memReqs;
|
|
||||||
vkGetImageMemoryRequirements(device, frameBuffers.shadow.attachments[0].image, &memReqs);
|
|
||||||
memAlloc.allocationSize = memReqs.size;
|
|
||||||
memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
|
|
||||||
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuffers.shadow.attachments[0].mem));
|
|
||||||
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuffers.shadow.attachments[0].image, frameBuffers.shadow.attachments[0].mem, 0));
|
|
||||||
|
|
||||||
// Set the initial layout to shader read instead of attachment
|
|
||||||
// This is done as the render loop does the actualy image layout transitions
|
|
||||||
|
|
||||||
VkImageSubresourceRange subresourceRange = {};
|
|
||||||
subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
||||||
subresourceRange.baseMipLevel = 0;
|
|
||||||
subresourceRange.levelCount = 1;
|
|
||||||
subresourceRange.layerCount = LIGHT_COUNT;
|
|
||||||
|
|
||||||
vkTools::setImageLayout(
|
|
||||||
layoutCmd,
|
|
||||||
frameBuffers.shadow.attachments[0].image,
|
|
||||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
|
||||||
VK_IMAGE_LAYOUT_UNDEFINED,
|
|
||||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
|
||||||
subresourceRange);
|
|
||||||
|
|
||||||
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
|
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
|
||||||
|
|
||||||
depthStencilView.image = frameBuffers.shadow.attachments[0].image;
|
|
||||||
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuffers.shadow.attachments[0].view));
|
|
||||||
|
|
||||||
// Create sampler to sample from to depth attachment
|
// Create sampler to sample from to depth attachment
|
||||||
// Used to sample in the fragment shader for shadowed rendering
|
// Used to sample in the fragment shader for shadowed rendering
|
||||||
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
|
VK_CHECK_RESULT(frameBuffers.shadow->createSampler(VK_FILTER_LINEAR, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
|
||||||
sampler.magFilter = SHADOWMAP_FILTER;
|
|
||||||
sampler.minFilter = SHADOWMAP_FILTER;
|
|
||||||
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
|
||||||
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
||||||
sampler.addressModeV = sampler.addressModeU;
|
|
||||||
sampler.addressModeW = sampler.addressModeU;
|
|
||||||
sampler.mipLodBias = 0.0f;
|
|
||||||
sampler.maxAnisotropy = 0;
|
|
||||||
sampler.minLod = 0.0f;
|
|
||||||
sampler.maxLod = 1.0f;
|
|
||||||
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
|
|
||||||
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &frameBuffers.shadow.sampler));
|
|
||||||
|
|
||||||
VkAttachmentDescription attachmentDescription = {};
|
// Create default renderpass for the framebuffer
|
||||||
attachmentDescription.format = SHADOWMAP_FORMAT;
|
VK_CHECK_RESULT(frameBuffers.shadow->createRenderPass());
|
||||||
attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
||||||
attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
|
||||||
attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
|
||||||
attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
||||||
attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
|
||||||
attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
|
|
||||||
VkAttachmentReference attachmentReference = {};
|
|
||||||
attachmentReference.attachment = 0;
|
|
||||||
attachmentReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
|
|
||||||
VkSubpassDescription subpass = {};
|
|
||||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
|
||||||
subpass.colorAttachmentCount = 0;
|
|
||||||
subpass.pColorAttachments = nullptr;
|
|
||||||
subpass.pDepthStencilAttachment = &attachmentReference;
|
|
||||||
|
|
||||||
VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo();
|
|
||||||
renderPassCreateInfo.attachmentCount = 1;
|
|
||||||
renderPassCreateInfo.pAttachments = &attachmentDescription;
|
|
||||||
renderPassCreateInfo.subpassCount = 1;
|
|
||||||
renderPassCreateInfo.pSubpasses = &subpass;
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &frameBuffers.shadow.renderPass));
|
|
||||||
|
|
||||||
// Create frame buffer
|
|
||||||
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
|
|
||||||
fbufCreateInfo.renderPass = frameBuffers.shadow.renderPass;
|
|
||||||
// Only one (layered depth) attachment
|
|
||||||
fbufCreateInfo.attachmentCount = 1;
|
|
||||||
fbufCreateInfo.pAttachments = &frameBuffers.shadow.attachments[0].view;
|
|
||||||
fbufCreateInfo.width = frameBuffers.shadow.width;
|
|
||||||
fbufCreateInfo.height = frameBuffers.shadow.height;
|
|
||||||
fbufCreateInfo.layers = LIGHT_COUNT;
|
|
||||||
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.shadow.frameBuffer));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
|
// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
|
||||||
|
|
@ -539,33 +264,30 @@ public:
|
||||||
{
|
{
|
||||||
VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
||||||
|
|
||||||
frameBuffers.deferred.width = FB_DIM;
|
frameBuffers.deferred = new vk::Framebuffer(&vulkanDevice);
|
||||||
frameBuffers.deferred.height = FB_DIM;
|
|
||||||
|
frameBuffers.deferred->width = FB_DIM;
|
||||||
|
frameBuffers.deferred->height = FB_DIM;
|
||||||
|
|
||||||
// Four attachments (3 color, 1 depth)
|
// Four attachments (3 color, 1 depth)
|
||||||
frameBuffers.deferred.attachments.resize(4);
|
vk::AttachmentCreateInfo framebufferInfo = {};
|
||||||
|
framebufferInfo.width = FB_DIM;
|
||||||
|
framebufferInfo.height = FB_DIM;
|
||||||
|
framebufferInfo.layerCount = 1;
|
||||||
|
framebufferInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||||
|
|
||||||
// Color attachments
|
// Color attachments
|
||||||
// Attachment 0: (World space) Positions
|
// Attachment 0: (World space) Positions
|
||||||
createAttachment(
|
framebufferInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||||
VK_FORMAT_R16G16B16A16_SFLOAT,
|
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
|
||||||
&frameBuffers.deferred.attachments[0],
|
|
||||||
layoutCmd);
|
|
||||||
|
|
||||||
// Attachment 1: (World space) Normals
|
// Attachment 1: (World space) Normals
|
||||||
createAttachment(
|
framebufferInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||||
VK_FORMAT_R16G16B16A16_SFLOAT,
|
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
|
||||||
&frameBuffers.deferred.attachments[1],
|
|
||||||
layoutCmd);
|
|
||||||
|
|
||||||
// Attachment 1: Albedo (color)
|
// Attachment 2: Albedo (color)
|
||||||
createAttachment(
|
framebufferInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||||
VK_FORMAT_R8G8B8A8_UNORM,
|
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
|
||||||
&frameBuffers.deferred.attachments[2],
|
|
||||||
layoutCmd);
|
|
||||||
|
|
||||||
// Depth attachment
|
// Depth attachment
|
||||||
// Find a suitable depth format
|
// Find a suitable depth format
|
||||||
|
|
@ -573,94 +295,17 @@ public:
|
||||||
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
|
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
|
||||||
assert(validDepthFormat);
|
assert(validDepthFormat);
|
||||||
|
|
||||||
createAttachment(
|
framebufferInfo.format = attDepthFormat;
|
||||||
attDepthFormat,
|
framebufferInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
||||||
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||||
&frameBuffers.deferred.attachments[3],
|
|
||||||
layoutCmd);
|
|
||||||
|
|
||||||
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
|
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
|
||||||
|
|
||||||
// Set up separate renderpass with references
|
|
||||||
// to the color and depth attachments
|
|
||||||
|
|
||||||
std::array<VkAttachmentDescription, 4> attachmentDescs = {};
|
|
||||||
|
|
||||||
// Init attachment properties
|
|
||||||
for (uint32_t i = 0; i < 4; ++i)
|
|
||||||
{
|
|
||||||
attachmentDescs[i].samples = VK_SAMPLE_COUNT_1_BIT;
|
|
||||||
attachmentDescs[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
|
||||||
attachmentDescs[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
|
||||||
attachmentDescs[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
||||||
attachmentDescs[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
|
||||||
attachmentDescs[i].format = frameBuffers.deferred.attachments[i].format;
|
|
||||||
if (i == 3)
|
|
||||||
{
|
|
||||||
attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
|
||||||
attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<VkAttachmentReference> colorReferences;
|
|
||||||
colorReferences.push_back({ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
|
||||||
colorReferences.push_back({ 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
|
||||||
colorReferences.push_back({ 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
|
||||||
|
|
||||||
VkAttachmentReference depthReference = {};
|
|
||||||
depthReference.attachment = 3;
|
|
||||||
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
|
||||||
|
|
||||||
VkSubpassDescription subpass = {};
|
|
||||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
|
||||||
subpass.pColorAttachments = colorReferences.data();
|
|
||||||
subpass.colorAttachmentCount = static_cast<uint32_t>(colorReferences.size());
|
|
||||||
subpass.pDepthStencilAttachment = &depthReference;
|
|
||||||
|
|
||||||
VkRenderPassCreateInfo renderPassInfo = {};
|
|
||||||
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
|
||||||
renderPassInfo.pAttachments = attachmentDescs.data();
|
|
||||||
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachmentDescs.size());
|
|
||||||
renderPassInfo.subpassCount = 1;
|
|
||||||
renderPassInfo.pSubpasses = &subpass;
|
|
||||||
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.deferred.renderPass));
|
|
||||||
|
|
||||||
std::vector<VkImageView> attachments;
|
|
||||||
for (auto attachment : frameBuffers.deferred.attachments)
|
|
||||||
{
|
|
||||||
attachments.push_back(attachment.view);
|
|
||||||
}
|
|
||||||
|
|
||||||
VkFramebufferCreateInfo fbufCreateInfo = {};
|
|
||||||
fbufCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
|
||||||
fbufCreateInfo.pNext = NULL;
|
|
||||||
fbufCreateInfo.renderPass = frameBuffers.deferred.renderPass;
|
|
||||||
fbufCreateInfo.pAttachments = attachments.data();
|
|
||||||
fbufCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
|
|
||||||
fbufCreateInfo.width = frameBuffers.deferred.width;
|
|
||||||
fbufCreateInfo.height = frameBuffers.deferred.height;
|
|
||||||
fbufCreateInfo.layers = LIGHT_COUNT;
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.deferred.frameBuffer));
|
|
||||||
// Create sampler to sample from the color attachments
|
// Create sampler to sample from the color attachments
|
||||||
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
|
VK_CHECK_RESULT(frameBuffers.deferred->createSampler(VK_FILTER_LINEAR, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
|
||||||
sampler.magFilter = VK_FILTER_LINEAR;
|
|
||||||
sampler.minFilter = VK_FILTER_LINEAR;
|
// Create default renderpass for the framebuffer
|
||||||
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
VK_CHECK_RESULT(frameBuffers.deferred->createRenderPass());
|
||||||
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
||||||
sampler.addressModeV = sampler.addressModeU;
|
|
||||||
sampler.addressModeW = sampler.addressModeU;
|
|
||||||
sampler.mipLodBias = 0.0f;
|
|
||||||
sampler.maxAnisotropy = 0;
|
|
||||||
sampler.minLod = 0.0f;
|
|
||||||
sampler.maxLod = 1.0f;
|
|
||||||
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
|
|
||||||
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &frameBuffers.deferred.sampler));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Put render commands for the scene into the given command buffer
|
// Put render commands for the scene into the given command buffer
|
||||||
|
|
@ -704,10 +349,10 @@ public:
|
||||||
|
|
||||||
clearValues[0].depthStencil = { 1.0f, 0 };
|
clearValues[0].depthStencil = { 1.0f, 0 };
|
||||||
|
|
||||||
renderPassBeginInfo.renderPass = frameBuffers.shadow.renderPass;
|
renderPassBeginInfo.renderPass = frameBuffers.shadow->renderPass;
|
||||||
renderPassBeginInfo.framebuffer = frameBuffers.shadow.frameBuffer;
|
renderPassBeginInfo.framebuffer = frameBuffers.shadow->framebuffer;
|
||||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow.width;
|
renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow->width;
|
||||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow.height;
|
renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow->height;
|
||||||
renderPassBeginInfo.clearValueCount = 1;
|
renderPassBeginInfo.clearValueCount = 1;
|
||||||
renderPassBeginInfo.pClearValues = clearValues.data();
|
renderPassBeginInfo.pClearValues = clearValues.data();
|
||||||
|
|
||||||
|
|
@ -715,24 +360,18 @@ public:
|
||||||
|
|
||||||
// Change back layout of the depth attachment after sampling in the fragment shader
|
// Change back layout of the depth attachment after sampling in the fragment shader
|
||||||
// todo: replace with subpass dependency
|
// todo: replace with subpass dependency
|
||||||
VkImageSubresourceRange subresourceRange = {};
|
|
||||||
subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
||||||
subresourceRange.baseMipLevel = 0;
|
|
||||||
subresourceRange.levelCount = 1;
|
|
||||||
subresourceRange.layerCount = LIGHT_COUNT;
|
|
||||||
|
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
commandBuffers.deferred,
|
commandBuffers.deferred,
|
||||||
frameBuffers.shadow.attachments[0].image,
|
frameBuffers.shadow->attachments[0].image,
|
||||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
||||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||||
subresourceRange);
|
frameBuffers.shadow->attachments[0].subresourceRange);
|
||||||
|
|
||||||
viewport = vkTools::initializers::viewport((float)frameBuffers.shadow.width, (float)frameBuffers.shadow.height, 0.0f, 1.0f);
|
viewport = vkTools::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
|
||||||
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
||||||
|
|
||||||
scissor = vkTools::initializers::rect2D(frameBuffers.shadow.width, frameBuffers.shadow.height, 0, 0);
|
scissor = vkTools::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
|
||||||
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
||||||
|
|
||||||
// Set depth bias (aka "Polygon offset")
|
// Set depth bias (aka "Polygon offset")
|
||||||
|
|
@ -751,20 +390,20 @@ public:
|
||||||
// todo: replace with subpass dependency
|
// todo: replace with subpass dependency
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
commandBuffers.deferred,
|
commandBuffers.deferred,
|
||||||
frameBuffers.shadow.attachments[0].image,
|
frameBuffers.shadow->attachments[0].image,
|
||||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
||||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||||
subresourceRange);
|
frameBuffers.shadow->attachments[0].subresourceRange);
|
||||||
|
|
||||||
// Deferred pass second
|
// Deferred pass second
|
||||||
// -------------------------------------------------------------------------------------------------------
|
// -------------------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Change back layout of the color attachments after sampling in the fragment shader
|
// Change back layout of the color attachments after sampling in the fragment shader
|
||||||
// todo: replace with subpass dependency
|
// todo: replace with subpass dependency
|
||||||
for (auto attachment : frameBuffers.deferred.attachments)
|
for (auto attachment : frameBuffers.deferred->attachments)
|
||||||
{
|
{
|
||||||
if (!attachment.isDepth)
|
if (!attachment.hasDepth())
|
||||||
{
|
{
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
commandBuffers.deferred,
|
commandBuffers.deferred,
|
||||||
|
|
@ -781,19 +420,19 @@ public:
|
||||||
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||||
clearValues[3].depthStencil = { 1.0f, 0 };
|
clearValues[3].depthStencil = { 1.0f, 0 };
|
||||||
|
|
||||||
renderPassBeginInfo.renderPass = frameBuffers.deferred.renderPass;
|
renderPassBeginInfo.renderPass = frameBuffers.deferred->renderPass;
|
||||||
renderPassBeginInfo.framebuffer = frameBuffers.deferred.frameBuffer;
|
renderPassBeginInfo.framebuffer = frameBuffers.deferred->framebuffer;
|
||||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred.width;
|
renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred->width;
|
||||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred.height;
|
renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred->height;
|
||||||
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
|
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
|
||||||
renderPassBeginInfo.pClearValues = clearValues.data();
|
renderPassBeginInfo.pClearValues = clearValues.data();
|
||||||
|
|
||||||
vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||||
|
|
||||||
viewport = vkTools::initializers::viewport((float)frameBuffers.deferred.width, (float)frameBuffers.deferred.height, 0.0f, 1.0f);
|
viewport = vkTools::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
|
||||||
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
||||||
|
|
||||||
scissor = vkTools::initializers::rect2D(frameBuffers.deferred.width, frameBuffers.deferred.height, 0, 0);
|
scissor = vkTools::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
|
||||||
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
||||||
|
|
||||||
vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||||
|
|
@ -802,9 +441,9 @@ public:
|
||||||
|
|
||||||
// Change back layout of the color attachments after sampling in the fragment shader
|
// Change back layout of the color attachments after sampling in the fragment shader
|
||||||
// todo: replace with subpass dependency
|
// todo: replace with subpass dependency
|
||||||
for (auto attachment : frameBuffers.deferred.attachments)
|
for (auto attachment : frameBuffers.deferred->attachments)
|
||||||
{
|
{
|
||||||
if (!attachment.isDepth)
|
if (!attachment.hasDepth())
|
||||||
{
|
{
|
||||||
vkTools::setImageLayout(
|
vkTools::setImageLayout(
|
||||||
commandBuffers.deferred,
|
commandBuffers.deferred,
|
||||||
|
|
@ -822,8 +461,8 @@ public:
|
||||||
{
|
{
|
||||||
textureLoader->loadTexture(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.colorMap);
|
textureLoader->loadTexture(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.colorMap);
|
||||||
textureLoader->loadTexture(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.normalMap);
|
textureLoader->loadTexture(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.normalMap);
|
||||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern57_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.colorMap);
|
textureLoader->loadTexture(getAssetPath() + "textures/pattern_57_diffuse_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.colorMap);
|
||||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.normalMap);
|
textureLoader->loadTexture(getAssetPath() + "textures/pattern_57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.normalMap);
|
||||||
}
|
}
|
||||||
|
|
||||||
void reBuildCommandBuffers()
|
void reBuildCommandBuffers()
|
||||||
|
|
@ -1077,26 +716,26 @@ public:
|
||||||
// Image descriptors for the offscreen color attachments
|
// Image descriptors for the offscreen color attachments
|
||||||
VkDescriptorImageInfo texDescriptorPosition =
|
VkDescriptorImageInfo texDescriptorPosition =
|
||||||
vkTools::initializers::descriptorImageInfo(
|
vkTools::initializers::descriptorImageInfo(
|
||||||
frameBuffers.deferred.sampler,
|
frameBuffers.deferred->sampler,
|
||||||
frameBuffers.deferred.attachments[0].view,
|
frameBuffers.deferred->attachments[0].view,
|
||||||
VK_IMAGE_LAYOUT_GENERAL);
|
VK_IMAGE_LAYOUT_GENERAL);
|
||||||
|
|
||||||
VkDescriptorImageInfo texDescriptorNormal =
|
VkDescriptorImageInfo texDescriptorNormal =
|
||||||
vkTools::initializers::descriptorImageInfo(
|
vkTools::initializers::descriptorImageInfo(
|
||||||
frameBuffers.deferred.sampler,
|
frameBuffers.deferred->sampler,
|
||||||
frameBuffers.deferred.attachments[1].view,
|
frameBuffers.deferred->attachments[1].view,
|
||||||
VK_IMAGE_LAYOUT_GENERAL);
|
VK_IMAGE_LAYOUT_GENERAL);
|
||||||
|
|
||||||
VkDescriptorImageInfo texDescriptorAlbedo =
|
VkDescriptorImageInfo texDescriptorAlbedo =
|
||||||
vkTools::initializers::descriptorImageInfo(
|
vkTools::initializers::descriptorImageInfo(
|
||||||
frameBuffers.deferred.sampler,
|
frameBuffers.deferred->sampler,
|
||||||
frameBuffers.deferred.attachments[2].view,
|
frameBuffers.deferred->attachments[2].view,
|
||||||
VK_IMAGE_LAYOUT_GENERAL);
|
VK_IMAGE_LAYOUT_GENERAL);
|
||||||
|
|
||||||
VkDescriptorImageInfo texDescriptorShadowMap =
|
VkDescriptorImageInfo texDescriptorShadowMap =
|
||||||
vkTools::initializers::descriptorImageInfo(
|
vkTools::initializers::descriptorImageInfo(
|
||||||
frameBuffers.shadow.sampler,
|
frameBuffers.shadow->sampler,
|
||||||
frameBuffers.shadow.attachments[0].view,
|
frameBuffers.shadow->attachments[0].view,
|
||||||
VK_IMAGE_LAYOUT_GENERAL);
|
VK_IMAGE_LAYOUT_GENERAL);
|
||||||
|
|
||||||
writeDescriptorSets = {
|
writeDescriptorSets = {
|
||||||
|
|
@ -1290,7 +929,7 @@ public:
|
||||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
|
|
||||||
// Separate render pass
|
// Separate render pass
|
||||||
pipelineCreateInfo.renderPass = frameBuffers.deferred.renderPass;
|
pipelineCreateInfo.renderPass = frameBuffers.deferred->renderPass;
|
||||||
|
|
||||||
// Separate layout
|
// Separate layout
|
||||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
||||||
|
|
@ -1321,7 +960,7 @@ public:
|
||||||
pipelineCreateInfo.pStages = shadowStages.data();
|
pipelineCreateInfo.pStages = shadowStages.data();
|
||||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shadowStages.size());
|
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shadowStages.size());
|
||||||
|
|
||||||
// Shadow pass doesn't use a color attachment
|
// Shadow pass doesn't use any color attachments
|
||||||
colorBlendState.attachmentCount = 0;
|
colorBlendState.attachmentCount = 0;
|
||||||
colorBlendState.pAttachments = nullptr;
|
colorBlendState.pAttachments = nullptr;
|
||||||
// Cull front faces
|
// Cull front faces
|
||||||
|
|
@ -1334,11 +973,10 @@ public:
|
||||||
dynamicState =
|
dynamicState =
|
||||||
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
||||||
dynamicStateEnables.data(),
|
dynamicStateEnables.data(),
|
||||||
dynamicStateEnables.size(),
|
static_cast<uint32_t>(dynamicStateEnables.size()),
|
||||||
0);
|
0);
|
||||||
// Reset blend attachment state
|
// Reset blend attachment state
|
||||||
colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
pipelineCreateInfo.renderPass = frameBuffers.shadow->renderPass;
|
||||||
pipelineCreateInfo.renderPass = frameBuffers.shadow.renderPass;
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadowpass));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadowpass));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -1390,6 +1028,10 @@ public:
|
||||||
uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
|
uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
|
||||||
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
|
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
|
||||||
|
|
||||||
|
uboOffscreenVS.instancePos[1] = glm::vec4(-7.0f, 0.0, -4.0f, 0.0f);
|
||||||
|
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -6.0f, 0.0f);
|
||||||
|
|
||||||
|
|
||||||
// Update
|
// Update
|
||||||
updateUniformBuffersScreen();
|
updateUniformBuffersScreen();
|
||||||
updateUniformBufferDeferredMatrices();
|
updateUniformBufferDeferredMatrices();
|
||||||
|
|
@ -1431,7 +1073,7 @@ public:
|
||||||
{
|
{
|
||||||
std::vector<glm::vec4> lightPositions =
|
std::vector<glm::vec4> lightPositions =
|
||||||
{
|
{
|
||||||
glm::vec4(-14.0f, -0.0f, 15.0f, 0.0f),
|
glm::vec4(-14.0f, -0.5f, 15.0f, 0.0f),
|
||||||
glm::vec4(14.0f, -4.0f, 12.0f, 0.0f),
|
glm::vec4(14.0f, -4.0f, 12.0f, 0.0f),
|
||||||
glm::vec4(0.0f, -10.0f, 4.0f, 0.0f)
|
glm::vec4(0.0f, -10.0f, 4.0f, 0.0f)
|
||||||
};
|
};
|
||||||
|
|
@ -1448,6 +1090,17 @@ public:
|
||||||
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Animate
|
||||||
|
// todo: wip
|
||||||
|
lightPositions[0].x = -14.0f + abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
|
||||||
|
lightPositions[0].z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
|
||||||
|
|
||||||
|
lightPositions[1].x = 14.0f - abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
|
||||||
|
lightPositions[1].z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
|
||||||
|
|
||||||
|
lightPositions[2].x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
|
||||||
|
lightPositions[2].z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
|
||||||
|
|
||||||
for (uint32_t i = 0; i < static_cast<uint32_t>(lightPositions.size()); i++)
|
for (uint32_t i = 0; i < static_cast<uint32_t>(lightPositions.size()); i++)
|
||||||
{
|
{
|
||||||
Light *light = &uboFragmentLights.lights[i];
|
Light *light = &uboFragmentLights.lights[i];
|
||||||
|
|
@ -1536,7 +1189,8 @@ public:
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
draw();
|
draw();
|
||||||
//updateUniformBufferDeferredLights();
|
if (!paused)
|
||||||
|
updateUniformBufferDeferredLights();
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void viewChanged()
|
virtual void viewChanged()
|
||||||
|
|
|
||||||
|
|
@ -87,8 +87,20 @@
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="..\base\vulkandebug.h" />
|
<ClInclude Include="..\base\vulkandebug.h" />
|
||||||
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
||||||
|
<ClInclude Include="..\base\vulkanframebuffer.hpp" />
|
||||||
<ClInclude Include="..\base\vulkantools.h" />
|
<ClInclude Include="..\base\vulkantools.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\debug.frag" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\debug.vert" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\deferred.frag" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\deferred.vert" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\mrt.frag" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\mrt.vert" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.frag" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.geom" />
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.vert" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
||||||
|
|
@ -13,6 +13,9 @@
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||||
</Filter>
|
</Filter>
|
||||||
|
<Filter Include="Shaders">
|
||||||
|
<UniqueIdentifier>{9e89ec36-20e5-4fab-8bb2-2db119827e59}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="..\base\vulkandebug.cpp">
|
<ClCompile Include="..\base\vulkandebug.cpp">
|
||||||
|
|
@ -38,5 +41,37 @@
|
||||||
<ClInclude Include="..\base\vulkantools.h">
|
<ClInclude Include="..\base\vulkantools.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\base\vulkanframebuffer.hpp">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\debug.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\debug.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\deferred.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\deferred.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\mrt.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\mrt.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.frag">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.geom">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
|
<None Include="..\data\shaders\deferredshadows\shadow.vert">
|
||||||
|
<Filter>Shaders</Filter>
|
||||||
|
</None>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
Loading…
Add table
Add a link
Reference in a new issue