Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass
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3 changed files with 217 additions and 359 deletions
567
bloom/bloom.cpp
567
bloom/bloom.cpp
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@ -1,5 +1,5 @@
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/*
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* Vulkan Example - Multi pass offscreen rendering (bloom)
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* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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@ -23,13 +23,8 @@
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Texture properties
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#define TEX_DIM 256
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#define TEX_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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#define TEX_FILTER VK_FILTER_LINEAR;
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// Offscreen frame buffer properties
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#define FB_DIM TEX_DIM
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#define FB_DIM 256
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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// Vertex layout for this example
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@ -77,8 +72,6 @@ public:
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};
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struct UBOBlur {
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int32_t texWidth = TEX_DIM;
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int32_t texHeight = TEX_DIM;
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float blurScale = 1.0f;
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float blurStrength = 1.5f;
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uint32_t horizontal;
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@ -91,15 +84,14 @@ public:
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struct {
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VkPipeline blurVert;
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VkPipeline colorPass;
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VkPipeline blurHorz;
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VkPipeline glowPass;
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VkPipeline phongPass;
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VkPipeline skyBox;
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} pipelines;
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struct {
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VkPipelineLayout radialBlur;
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VkPipelineLayout scene;
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} pipelineLayouts;
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// Pipeline layout is shared amongst all descriptor sets
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VkPipelineLayout pipelineLayout;
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struct {
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VkDescriptorSet scene;
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@ -108,8 +100,7 @@ public:
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VkDescriptorSet skyBox;
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} descriptorSets;
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// Descriptor set layout is shared amongst
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// all descriptor sets
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// Descriptor set layout is shared amongst all descriptor sets
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VkDescriptorSetLayout descriptorSetLayout;
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// Framebuffer for offscreen rendering
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@ -119,20 +110,19 @@ public:
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VkImageView view;
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};
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struct FrameBuffer {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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VkFramebuffer framebuffer;
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FrameBufferAttachment color, depth;
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} offScreenFrameBuf, offScreenFrameBufB;
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// One sampler for the frame buffer color attachments
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VkSampler colorSampler;
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// Used to store commands for rendering and blitting
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// the offscreen scene
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VkDescriptorImageInfo descriptor;
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};
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struct OffscreenPass {
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int32_t width, height;
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VkRenderPass renderPass;
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VkSampler sampler;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore semaphore = VK_NULL_HANDLE;
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std::array<FrameBuffer, 2> framebuffers;
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} offscreenPass;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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@ -148,35 +138,32 @@ public:
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroySampler(device, colorSampler, nullptr);
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vkDestroySampler(device, offscreenPass.sampler, nullptr);
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// Frame buffer
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vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
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for (auto& framebuffer : offscreenPass.framebuffers)
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{
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// Attachments
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vkDestroyImageView(device, framebuffer.color.view, nullptr);
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vkDestroyImage(device, framebuffer.color.image, nullptr);
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vkFreeMemory(device, framebuffer.color.mem, nullptr);
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vkDestroyImageView(device, framebuffer.depth.view, nullptr);
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vkDestroyImage(device, framebuffer.depth.image, nullptr);
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vkFreeMemory(device, framebuffer.depth.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBufB.color.view, nullptr);
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vkDestroyImage(device, offScreenFrameBufB.color.image, nullptr);
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vkFreeMemory(device, offScreenFrameBufB.color.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBufB.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBufB.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBufB.depth.mem, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBufB.frameBuffer, nullptr);
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vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
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}
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
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vkDestroyPipeline(device, pipelines.blurVert, nullptr);
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vkDestroyPipeline(device, pipelines.phongPass, nullptr);
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vkDestroyPipeline(device, pipelines.colorPass, nullptr);
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vkDestroyPipeline(device, pipelines.glowPass, nullptr);
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vkDestroyPipeline(device, pipelines.skyBox, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.radialBlur, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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@ -193,32 +180,19 @@ public:
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vkTools::destroyUniformData(device, &uniformData.fsVertBlur);
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vkTools::destroyUniformData(device, &uniformData.fsHorzBlur);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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textureLoader->destroyTexture(textures.cubemap);
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}
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// Setup the offscreen framebuffer for rendering the mirrored scene
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// The color attachment of this framebuffer will then be sampled from
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void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkCommandBuffer cmdBuffer)
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void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
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{
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frameBuf->width = FB_DIM;
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frameBuf->height = FB_DIM;
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
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// Find a suitable depth format
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VkFormat fbDepthFormat;
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VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
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assert(validDepthFormat);
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// Color attachment
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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 = fbColorFormat;
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image.extent.width = frameBuf->width;
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image.extent.height = frameBuf->height;
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image.format = colorFormat;
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image.extent.width = FB_DIM;
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image.extent.height = FB_DIM;
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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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@ -232,7 +206,7 @@ public:
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = fbColorFormat;
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colorImageView.format = colorFormat;
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colorImageView.flags = 0;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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@ -248,25 +222,16 @@ public:
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
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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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cmdBuffer,
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frameBuf->color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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colorImageView.image = frameBuf->color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
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// Depth stencil attachment
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image.format = fbDepthFormat;
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image.format = depthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = fbDepthFormat;
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depthStencilView.format = depthFormat;
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depthStencilView.flags = 0;
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depthStencilView.subresourceRange = {};
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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@ -282,13 +247,6 @@ public:
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->depth.image, frameBuf->depth.mem, 0));
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vkTools::setImageLayout(
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cmdBuffer,
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frameBuf->depth.image,
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthStencilView.image = frameBuf->depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuf->depth.view));
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@ -297,23 +255,93 @@ public:
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attachments[1] = frameBuf->depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = renderPass;
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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fbufCreateInfo.width = frameBuf->width;
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fbufCreateInfo.height = frameBuf->height;
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fbufCreateInfo.width = FB_DIM;
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fbufCreateInfo.height = FB_DIM;
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fbufCreateInfo.layers = 1;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->frameBuffer));
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->framebuffer));
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// Fill a descriptor for later use in a descriptor set
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frameBuf->descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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frameBuf->descriptor.imageView = frameBuf->color.view;
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frameBuf->descriptor.sampler = offscreenPass.sampler;
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}
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// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
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void prepareOffscreenFramebuffers()
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void prepareOffscreen()
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{
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VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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prepareOffscreenFramebuffer(&offScreenFrameBuf, cmdBuffer);
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prepareOffscreenFramebuffer(&offScreenFrameBufB, cmdBuffer);
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VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
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offscreenPass.width = FB_DIM;
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offscreenPass.height = FB_DIM;
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// Find a suitable depth format
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VkFormat fbDepthFormat;
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VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
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assert(validDepthFormat);
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// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
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std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
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// Color attachment
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attchmentDescriptions[0].format = FB_COLOR_FORMAT;
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attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Depth attachment
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attchmentDescriptions[1].format = fbDepthFormat;
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attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
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VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
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VkSubpassDescription subpassDescription = {};
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subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDescription.colorAttachmentCount = 1;
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subpassDescription.pColorAttachments = &colorReference;
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subpassDescription.pDepthStencilAttachment = &depthReference;
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// Use subpass dependencies for layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Create the actual renderpass
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VkRenderPassCreateInfo renderPassInfo = {};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
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renderPassInfo.pAttachments = attchmentDescriptions.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpassDescription;
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renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
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renderPassInfo.pDependencies = dependencies.data();
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.sampler));
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// Create two frame buffers
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prepareOffscreenFramebuffer(&offscreenPass.framebuffers[0], FB_COLOR_FORMAT, fbDepthFormat);
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prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
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}
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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@ -338,120 +370,72 @@ public:
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// requires far less samples to generate the blur
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void buildOffscreenCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
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{
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offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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{
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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// First pass: Horizontal blur
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// First pass: Render glow parts of the model (separate mesh)
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// -------------------------------------------------------------------------------------------------------
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
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renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
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renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
|
||||
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
|
||||
renderPassBeginInfo.clearValueCount = 2;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
|
||||
|
||||
// Change back layout of the color attachment after sampling in the fragment shader
|
||||
vkTools::setImageLayout(
|
||||
offScreenCmdBuffer,
|
||||
offScreenFrameBuf.color.image,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
|
||||
|
||||
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
|
||||
VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
|
||||
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
|
||||
|
||||
VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
|
||||
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
|
||||
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
|
||||
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offScreenCmdBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
|
||||
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(offScreenCmdBuffer);
|
||||
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
||||
|
||||
// Change layout of the color attachment for sampling in the fragment shader
|
||||
// in the vertical blur pass
|
||||
vkTools::setImageLayout(
|
||||
offScreenCmdBuffer,
|
||||
offScreenFrameBuf.color.image,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
// Second pass: Render contents of the first pass into second framebuffer and apply a vertical blur
|
||||
// This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
|
||||
// -------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Second pass: Vertical blur
|
||||
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
|
||||
|
||||
// Render the horizontally blurred texture into a second
|
||||
// framebuffer and blur vertically
|
||||
|
||||
renderPassBeginInfo.framebuffer = offScreenFrameBufB.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBufB.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBufB.height;
|
||||
|
||||
viewport.width = offScreenFrameBuf.width;
|
||||
viewport.height = offScreenFrameBuf.height;
|
||||
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
|
||||
|
||||
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
|
||||
|
||||
// Change back layout of the color attachment after sampling in the fragment shader
|
||||
vkTools::setImageLayout(
|
||||
offScreenCmdBuffer,
|
||||
offScreenFrameBufB.color.image,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
// Draw horizontally blurred texture
|
||||
vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
|
||||
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
|
||||
vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offScreenCmdBuffer, meshes.quad.indexCount, 1, 0, 0, 0);
|
||||
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
|
||||
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
|
||||
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.quad.indexCount, 1, 0, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(offScreenCmdBuffer);
|
||||
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
||||
|
||||
// Change layout of the color attachment for sampling in the fragment shader
|
||||
// in the vertical blur pass
|
||||
vkTools::setImageLayout(
|
||||
offScreenCmdBuffer,
|
||||
offScreenFrameBufB.color.image,
|
||||
VK_IMAGE_ASPECT_COLOR_BIT,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
|
||||
}
|
||||
|
||||
void loadTextures()
|
||||
{
|
||||
textureLoader->loadCubemap(
|
||||
getAssetPath() + "textures/cubemap_space.ktx",
|
||||
VK_FORMAT_R8G8B8A8_UNORM,
|
||||
&textures.cubemap);
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
|
||||
}
|
||||
|
||||
void reBuildCommandBuffers()
|
||||
|
|
@ -499,7 +483,7 @@ public:
|
|||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
// Skybox
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.skyBox, 0, NULL);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.skyBox, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.skyBox.vertices.buf, offsets);
|
||||
|
|
@ -507,7 +491,7 @@ public:
|
|||
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.skyBox.indexCount, 1, 0, 0, 0);
|
||||
|
||||
// 3D scene
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.ufo.vertices.buf, offsets);
|
||||
|
|
@ -515,10 +499,12 @@ public:
|
|||
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.ufo.indexCount, 1, 0, 0, 0);
|
||||
|
||||
// Render vertical blurred scene applying a horizontal blur
|
||||
// Render the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
|
||||
// -------------------------------------------------------------------------------------------------------
|
||||
if (bloom)
|
||||
{
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.radialBlur, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);
|
||||
|
|
@ -535,11 +521,12 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void loadMeshes()
|
||||
void loadAssets()
|
||||
{
|
||||
loadMesh(getAssetPath() + "models/retroufo.dae", &meshes.ufo, vertexLayout, 0.05f);
|
||||
loadMesh(getAssetPath() + "models/retroufo_glow.dae", &meshes.ufoGlow, vertexLayout, 0.05f);
|
||||
loadMesh(getAssetPath() + "models/cube.obj", &meshes.skyBox, vertexLayout, 1.0f);
|
||||
textureLoader->loadCubemap(getAssetPath() + "textures/cubemap_space.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.cubemap);
|
||||
}
|
||||
|
||||
// Setup vertices for a single uv-mapped quad
|
||||
|
|
@ -682,10 +669,7 @@ public:
|
|||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.radialBlur));
|
||||
|
||||
// Offscreen pipeline layout
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||
}
|
||||
|
||||
void setupDescriptorSet()
|
||||
|
|
@ -696,117 +680,54 @@ public:
|
|||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
||||
|
||||
// Full screen blur descriptor sets
|
||||
|
||||
// Vertical blur
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur));
|
||||
|
||||
// Texture descriptor for sampling from the unblurred offscreen color attachment
|
||||
VkDescriptorImageInfo texDescriptorVert =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
colorSampler,
|
||||
offScreenFrameBuf.color.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
||||
writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.verticalBlur,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsScene.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.verticalBlur,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptorVert),
|
||||
// Binding 2 : Fragment shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.verticalBlur,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
2,
|
||||
&uniformData.fsVertBlur.descriptor)
|
||||
// Binding 0: Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsScene.descriptor),
|
||||
// Binding 1: Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor),
|
||||
// Binding 2: Fragment shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformData.fsVertBlur.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Horizontal blur
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur));
|
||||
|
||||
// Texture descriptor for sampling from the vertically blurred offscreen color attachment
|
||||
VkDescriptorImageInfo texDescriptorHorz =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
colorSampler,
|
||||
offScreenFrameBufB.color.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.horizontalBlur,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsScene.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.horizontalBlur,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptorHorz),
|
||||
// Binding 2 : Fragment shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.horizontalBlur,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
2,
|
||||
&uniformData.fsHorzBlur.descriptor)
|
||||
// Binding 0: Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsScene.descriptor),
|
||||
// Binding 1: Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor),
|
||||
// Binding 2: Fragment shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformData.fsHorzBlur.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// 3D scene
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
||||
|
||||
writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsFullScreen.descriptor)
|
||||
// Binding 0: Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsFullScreen.descriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Skybox
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skyBox));
|
||||
|
||||
// Image descriptor for the cube map texture
|
||||
VkDescriptorImageInfo cubeMapDescriptor =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
textures.cubemap.sampler,
|
||||
textures.cubemap.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
writeDescriptorSets =
|
||||
writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.skyBox,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsSkyBox.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.skyBox,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&cubeMapDescriptor),
|
||||
// Binding 0: Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsSkyBox.descriptor),
|
||||
// Binding 1: Fragment shader texture sampler
|
||||
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.cubemap.descriptor),
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
|
||||
|
|
@ -868,7 +789,7 @@ public:
|
|||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
pipelineLayouts.radialBlur,
|
||||
pipelineLayout,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
|
|
@ -893,27 +814,32 @@ public:
|
|||
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
|
||||
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurVert));
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurHorz));
|
||||
|
||||
// Phong pass (3D model)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
pipelineCreateInfo.layout = pipelineLayouts.scene;
|
||||
blendAttachmentState.blendEnable = VK_FALSE;
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
|
||||
|
||||
// Color only pass (offscreen blur base)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass));
|
||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.glowPass));
|
||||
|
||||
// Skybox (cubemap)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
depthStencilState.depthWriteEnable = VK_FALSE;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
|
||||
}
|
||||
|
||||
|
|
@ -1038,33 +964,28 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// The scene render command buffer has to wait for the offscreen
|
||||
// rendering to be finished before we can use the framebuffer
|
||||
// The scene render command buffer has to wait for the offscreen rendering to be finished before we can use the framebuffer
|
||||
// color image for sampling during final rendering
|
||||
// To ensure this we use a dedicated offscreen synchronization
|
||||
// semaphore that will be signaled when offscreen renderin
|
||||
// has been finished
|
||||
// This is necessary as an implementation may start both
|
||||
// command buffers at the same time, there is no guarantee
|
||||
// that command buffers will be executed in the order they
|
||||
// have been submitted by the application
|
||||
// To ensure this we use a dedicated offscreen synchronization semaphore that will be signaled when offscreen rendering has been finished
|
||||
// This is necessary as an implementation may start both command buffers at the same time, there is no guarantee
|
||||
// that command buffers will be executed in the order they have been submitted by the application
|
||||
|
||||
// Offscreen rendering
|
||||
|
||||
// Wait for swap chain presentation to finish
|
||||
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
||||
// Signal ready with offscreen semaphore
|
||||
submitInfo.pSignalSemaphores = &offscreenSemaphore;
|
||||
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
||||
|
||||
// Submit work
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
|
||||
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Scene rendering
|
||||
|
||||
// Wait for offscreen semaphore
|
||||
submitInfo.pWaitSemaphores = &offscreenSemaphore;
|
||||
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;
|
||||
// Signal ready with render complete semaphpre
|
||||
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
||||
|
||||
|
|
@ -1078,12 +999,11 @@ public:
|
|||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
loadAssets();
|
||||
generateQuad();
|
||||
loadMeshes();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
prepareOffscreenFramebuffers();
|
||||
prepareOffscreen();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
|
|
@ -1153,63 +1073,4 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
VulkanExample *vulkanExample;
|
||||
|
||||
#if defined(_WIN32)
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
||||
}
|
||||
#elif defined(__linux__) && !defined(__ANDROID__)
|
||||
static void handleEvent(const xcb_generic_event_t *event)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleEvent(event);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Main entry point
|
||||
#if defined(_WIN32)
|
||||
// Windows entry point
|
||||
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
||||
#elif defined(__ANDROID__)
|
||||
// Android entry point
|
||||
void android_main(android_app* state)
|
||||
#elif defined(__linux__)
|
||||
// Linux entry point
|
||||
int main(const int argc, const char *argv[])
|
||||
#endif
|
||||
{
|
||||
#if defined(__ANDROID__)
|
||||
// Removing this may cause the compiler to omit the main entry point
|
||||
// which would make the application crash at start
|
||||
app_dummy();
|
||||
#endif
|
||||
vulkanExample = new VulkanExample();
|
||||
#if defined(_WIN32)
|
||||
vulkanExample->setupWindow(hInstance, WndProc);
|
||||
#elif defined(__ANDROID__)
|
||||
// Attach vulkan example to global android application state
|
||||
state->userData = vulkanExample;
|
||||
state->onAppCmd = VulkanExample::handleAppCommand;
|
||||
state->onInputEvent = VulkanExample::handleAppInput;
|
||||
vulkanExample->androidApp = state;
|
||||
#elif defined(__linux__)
|
||||
vulkanExample->setupWindow();
|
||||
#endif
|
||||
#if !defined(__ANDROID__)
|
||||
vulkanExample->initSwapchain();
|
||||
vulkanExample->prepare();
|
||||
#endif
|
||||
vulkanExample->renderLoop();
|
||||
delete(vulkanExample);
|
||||
#if !defined(__ANDROID__)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
|
|
|
|||
|
|
@ -7,8 +7,6 @@ layout (binding = 1) uniform sampler2D samplerColor;
|
|||
|
||||
layout (binding = 2) uniform UBO
|
||||
{
|
||||
int texWidth;
|
||||
int texHeight;
|
||||
float blurScale;
|
||||
float blurStrength;
|
||||
int horizontal;
|
||||
|
|
@ -28,9 +26,9 @@ void main()
|
|||
weight[4] = 0.016216;
|
||||
|
||||
vec2 tex_offset = 1.0 / textureSize(samplerColor, 0) * ubo.blurScale; // gets size of single texel
|
||||
vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
|
||||
for(int i = 1; i < 5; ++i)
|
||||
{
|
||||
vec3 result = texture(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
|
||||
for(int i = 1; i < 5; ++i)
|
||||
{
|
||||
if (ubo.horizontal == 1)
|
||||
{
|
||||
result += texture(samplerColor, inUV + vec2(tex_offset.x * i, 0.0)).rgb * weight[i] * ubo.blurStrength;
|
||||
|
|
@ -42,6 +40,5 @@ void main()
|
|||
result += texture(samplerColor, inUV - vec2(0.0, tex_offset.y * i)).rgb * weight[i] * ubo.blurStrength;
|
||||
}
|
||||
}
|
||||
|
||||
outFragColor = vec4(result, 1.0);
|
||||
}
|
||||
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Add a link
Reference in a new issue