/* * Vulkan Example - Mesh rendering and loading using ASSIMP * * Copyright (C) 2016 by Sascha Willems - www.saschawillems.de * * This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) */ #include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include "vulkanexamplebase.h" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false // Vertex layout used in this example struct Vertex { glm::vec3 pos; glm::vec3 normal; glm::vec2 uv; glm::vec3 color; }; class VulkanExample : public VulkanExampleBase { public: struct { vkTools::VulkanTexture colorMap; } textures; struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; // Contains all buffers and information // necessary to represent a mesh for rendering purposes // This is for demonstration and learning purposes, // the other examples use a mesh loader class for easy access struct Mesh { struct { VkBuffer buf; VkDeviceMemory mem; } vertices; struct { int count; VkBuffer buf; VkDeviceMemory mem; } indices; } mesh; struct { vkTools::UniformData vsScene; } uniformData; struct { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f); } uboVS; struct { VkPipeline solid; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { width = 1280; height = 720; zoom = -5.5; zoomSpeed = 2.5f; rotationSpeed = 0.5f; rotation = { -25.5, -123.75, 0.0 }; title = "Vulkan Example - Mesh rendering"; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.solid, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); // Destroy and free mesh resources vkDestroyBuffer(device, mesh.vertices.buf, nullptr); vkFreeMemory(device, mesh.vertices.mem, nullptr); vkDestroyBuffer(device, mesh.indices.buf, nullptr); vkFreeMemory(device, mesh.indices.mem, nullptr); textureLoader->destroyTexture(textures.colorMap); vkTools::destroyUniformData(device, &uniformData.vsScene); } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo(); renderPassBeginInfo.renderPass = renderPass; renderPassBeginInfo.renderArea.offset.x = 0; renderPassBeginInfo.renderArea.offset.y = 0; renderPassBeginInfo.renderArea.extent.width = width; renderPassBeginInfo.renderArea.extent.height = height; renderPassBeginInfo.clearValueCount = 2; renderPassBeginInfo.pClearValues = clearValues; VkResult err; for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { // Set target frame buffer renderPassBeginInfo.framebuffer = frameBuffers[i]; err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo); assert(!err); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vkTools::initializers::viewport( (float)width, (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vkTools::initializers::rect2D( width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid); VkDeviceSize offsets[1] = { 0 }; // Bind mesh vertex buffer vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets); // Bind mesh index buffer vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32); // Render mesh vertex buffer using it's indices vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0); vkCmdEndRenderPass(drawCmdBuffers[i]); err = vkEndCommandBuffer(drawCmdBuffers[i]); assert(!err); } } void draw() { VkResult err; // Get next image in the swap chain (back/front buffer) err = swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer); assert(!err); submitPostPresentBarrier(swapChain.buffers[currentBuffer].image); // Command buffer to be sumitted to the queue submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Submit to queue err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE); assert(!err); submitPrePresentBarrier(swapChain.buffers[currentBuffer].image); err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete); assert(!err); err = vkQueueWaitIdle(queue); assert(!err); } // Load a mesh based on data read via assimp // The other example will use the VulkanMesh loader which has some additional functionality for loading meshes void loadMesh() { VulkanMeshLoader *meshLoader = new VulkanMeshLoader(); #if defined(__ANDROID__) meshLoader->assetManager = androidApp->activity->assetManager; #endif meshLoader->LoadMesh(getAssetPath() + "models/voyager/voyager.obj"); // Generate vertex buffer float scale = 1.0f; std::vector vertexBuffer; // Iterate through all meshes in the file // and extract the vertex information used in this demo for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++) { for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++) { Vertex vertex; vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale; vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal; vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex; vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color; vertexBuffer.push_back(vertex); } } uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex); // Generate index buffer from loaded mesh file std::vector indexBuffer; for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++) { uint32_t indexBase = indexBuffer.size(); for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++) { indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase); } } uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t); mesh.indices.count = indexBuffer.size(); // Generate vertex buffer createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, vertexBufferSize, vertexBuffer.data(), &mesh.vertices.buf, &mesh.vertices.mem); // Generate index buffer createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT, indexBufferSize, indexBuffer.data(), &mesh.indices.buf, &mesh.indices.mem); delete(meshLoader); } void loadTextures() { textureLoader->loadTexture( getAssetPath() + "models/voyager/voyager.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.colorMap); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vkTools::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(4); // Location 0 : Position vertices.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normal vertices.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Texture coordinates vertices.attributeDescriptions[2] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); // Location 3 : Color vertices.attributeDescriptions[3] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8); vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); } void setupDescriptorPool() { // Example uses one ubo and one combined image sampler std::vector poolSizes = { vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vkTools::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 2); VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool); assert(!vkRes); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 1 : Fragment shader combined sampler vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout); assert(!err); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout); assert(!err); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet); assert(!vkRes); VkDescriptorImageInfo texDescriptor = vkTools::initializers::descriptorImageInfo( textures.colorMap.sampler, textures.colorMap.view, VK_IMAGE_LAYOUT_GENERAL); std::vector writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.vsScene.descriptor), // Binding 1 : Color map vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vkTools::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vkTools::initializers::pipelineColorBlendAttachmentState( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo( 1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vkTools::initializers::pipelineDepthStencilStateCreateInfo( VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vkTools::initializers::pipelineMultisampleStateCreateInfo( VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vkTools::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); // Solid rendering pipeline // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::initializers::pipelineCreateInfo( pipelineLayout, renderPass, 0); pipelineCreateInfo.pVertexInputState = &vertices.inputState; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.pStages = shaderStages.data(); VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid); assert(!err); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Vertex shader uniform buffer block createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, sizeof(uboVS), &uboVS, &uniformData.vsScene.buffer, &uniformData.vsScene.memory, &uniformData.vsScene.descriptor); updateUniformBuffers(); } void updateUniformBuffers() { // Vertex shader glm::mat4 viewMatrix = glm::mat4(); uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f); viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom)); float offset = 0.5f; int uboIndex = 1; uboVS.model = glm::mat4(); uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(0, 0, 0)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); uint8_t *pData; VkResult err = vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData); assert(!err); memcpy(pData, &uboVS, sizeof(uboVS)); vkUnmapMemory(device, uniformData.vsScene.memory); } void prepare() { VulkanExampleBase::prepare(); loadTextures(); loadMesh(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; vkDeviceWaitIdle(device); draw(); vkDeviceWaitIdle(device); updateUniformBuffers(); } virtual void viewChanged() { updateUniformBuffers(); } }; 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 }