/* * Vulkan Example - Rendering outlines using the stencil buffer * * Copyright (C) 2016-2017 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" #include "VulkanModel.hpp" #include "VulkanBuffer.hpp" #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: // Vertex layout for the models vks::VertexLayout vertexLayout = vks::VertexLayout({ vks::VERTEX_COMPONENT_POSITION, vks::VERTEX_COMPONENT_COLOR, vks::VERTEX_COMPONENT_NORMAL, }); vks::Model model; struct UBO { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 1.0f, 0.0f); // Vertex shader extrudes model by this value along normals for outlining float outlineWidth = 0.05f; } uboVS; vks::Buffer uniformBufferVS; struct { VkPipeline stencil; VkPipeline outline; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Stencil buffer outlines"; timerSpeed *= 0.25f; camera.type = Camera::CameraType::lookat; camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f); camera.setRotation(glm::vec3(2.5f, -35.0f, 0.0f)); camera.setTranslation(glm::vec3(0.08f, 3.6f, -8.4f)); settings.overlay = true; } ~VulkanExample() { vkDestroyPipeline(device, pipelines.stencil, nullptr); vkDestroyPipeline(device, pipelines.outline, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); model.destroy(); uniformBufferVS.destroy(); } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = defaultClearColor; clearValues[1].depthStencil = { 1.0f, 0 }; VkRenderPassBeginInfo renderPassBeginInfo = vks::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; for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) { renderPassBeginInfo.framebuffer = frameBuffers[i]; VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); // First pass renders object (toon shaded) and fills stencil buffer vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.stencil); vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0); // Second pass renders scaled object only where stencil was not set by first pass vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.outline); vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { model.loadFromFile(getAssetPath() + "models/venus.fbx", vertexLayout, 0.3f, vulkanDevice, queue); } void setupDescriptorPool() { std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(static_cast(poolSizes.size()), poolSizes.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0) }; VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pipelineLayoutInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); std::vector modelWriteDescriptorSets = { vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor) }; vkUpdateDescriptorSets(device, static_cast(modelWriteDescriptorSets.size()), modelWriteDescriptorSets.data(), 0, NULL); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); std::array shaderStages; VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); // Vertex bindings an attributes std::vector vertexInputBindings = { vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; std::vector vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6) // Location 2: Normal }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = static_cast(vertexInputBindings.size()); vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputState.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCreateInfo.pVertexInputState = &vertexInputState; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; pipelineCreateInfo.stageCount = static_cast(shaderStages.size()); pipelineCreateInfo.pStages = shaderStages.data(); // Toon render and stencil fill pass shaderStages[0] = loadShader(getAssetPath() + "shaders/stencilbuffer/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/stencilbuffer/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); rasterizationState.cullMode = VK_CULL_MODE_NONE; depthStencilState.stencilTestEnable = VK_TRUE; depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS; depthStencilState.back.failOp = VK_STENCIL_OP_REPLACE; depthStencilState.back.depthFailOp = VK_STENCIL_OP_REPLACE; depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE; depthStencilState.back.compareMask = 0xff; depthStencilState.back.writeMask = 0xff; depthStencilState.back.reference = 1; depthStencilState.front = depthStencilState.back; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.stencil)); // Outline pass depthStencilState.back.compareOp = VK_COMPARE_OP_NOT_EQUAL; depthStencilState.back.failOp = VK_STENCIL_OP_KEEP; depthStencilState.back.depthFailOp = VK_STENCIL_OP_KEEP; depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE; depthStencilState.front = depthStencilState.back; depthStencilState.depthTestEnable = VK_FALSE; shaderStages[0] = loadShader(getAssetPath() + "shaders/stencilbuffer/outline.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/stencilbuffer/outline.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.outline)); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Mesh vertex shader uniform buffer block VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBufferVS, sizeof(uboVS))); // Map persistent VK_CHECK_RESULT(uniformBufferVS.map()); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = camera.matrices.perspective; uboVS.model = camera.matrices.view; memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS)); } void draw() { VulkanExampleBase::prepareFrame(); submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { VulkanExampleBase::prepare(); loadAssets(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (overlay->header("Settings")) { if (overlay->inputFloat("Outline width", &uboVS.outlineWidth, 0.05f, 2)) { updateUniformBuffers(); } } } }; VULKAN_EXAMPLE_MAIN()