/* * Vulkan Demo Scene * * Don't take this a an example, it's more of a personal playground * * Copyright (C) 2016 by Sascha Willems - www.saschawillems.de * * Note : Different license than the other examples! * * This code is licensed under the Mozilla Public License Version 2.0 (http://opensource.org/licenses/MPL-2.0) */ #include #include #include #include #include #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #include #include #include #include #include "vulkanexamplebase.h" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: struct DemoMesh { vk::Buffer vertexBuffer; vk::Buffer indexBuffer; uint32_t indexCount; VkPipeline *pipeline; void draw(VkCommandBuffer cmdBuffer) { VkDeviceSize offsets[1] = { 0 }; vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline); vkCmdBindVertexBuffers(cmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets); vkCmdBindIndexBuffer(cmdBuffer, indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32); vkCmdDrawIndexed(cmdBuffer, indexCount, 1, 0, 0, 0); } }; struct DemoMeshes { std::vector names{ "logos", "background", "models", "skybox" }; VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; DemoMesh logos; DemoMesh background; DemoMesh models; DemoMesh skybox; } demoMeshes; std::vector meshes; struct { vk::Buffer meshVS; } uniformData; struct { glm::mat4 projection; glm::mat4 model; glm::mat4 normal; glm::mat4 view; glm::vec4 lightPos; } uboVS; struct { vkTools::VulkanTexture skybox; } textures; struct { VkPipeline logos; VkPipeline models; VkPipeline skybox; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; glm::vec4 lightPos = glm::vec4(1.0f, 2.0f, 0.0f, 0.0f); VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -3.75f; rotationSpeed = 0.5f; rotation = glm::vec3(15.0f, 0.f, 0.0f); enableTextOverlay = true; title = "Vulkan Demo Scene - (c) 2016 by Sascha Willems"; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.logos, nullptr); vkDestroyPipeline(device, pipelines.models, nullptr); vkDestroyPipeline(device, pipelines.skybox, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformData.meshVS.destroy(); for (auto mesh : meshes) { mesh.vertexBuffer.destroy(); mesh.indexBuffer.destroy(); } textureLoader->destroyTexture(textures.skybox); } void loadTextures() { textureLoader->loadCubemap( getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.skybox); } 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; 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 = 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); VkDeviceSize offsets[1] = { 0 }; for (auto mesh : meshes) { mesh.draw(drawCmdBuffers[i]); } vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void prepareVertices() { struct Vertex { float pos[3]; float normal[3]; float uv[2]; float color[3]; }; std::vector meshFiles = { "vulkanscenelogos.dae", "vulkanscenebackground.dae", "vulkanscenemodels.dae", "cube.obj" }; std::vector meshPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox}; // todo : Use mesh function for loading float scale = 1.0f; for (auto i = 0; i < meshFiles.size(); i++) { VulkanMeshLoader scene(vulkanDevice); #if defined(__ANDROID__) scene.assetManager = androidApp->activity->assetManager; #endif scene.LoadMesh(getAssetPath() + "models/" + meshFiles[i]); // Generate vertex buffer (pos, normal, uv, color) std::vector vertexBuffer; glm::vec3 offset(0.0f); // Offset on Y (except skypbox) if (meshFiles[i] != "cube.obj") { offset.y += 1.15f; } for (size_t m = 0; m < scene.m_Entries.size(); m++) { for (size_t v = 0; v < scene.m_Entries[m].Vertices.size(); v++) { glm::vec3 pos = (scene.m_Entries[m].Vertices[v].m_pos + offset) * scale; glm::vec3 normal = scene.m_Entries[m].Vertices[v].m_normal; glm::vec2 uv = scene.m_Entries[m].Vertices[v].m_tex; glm::vec3 col = scene.m_Entries[m].Vertices[v].m_color; Vertex vert = { { pos.x, pos.y, pos.z }, { normal.x, -normal.y, normal.z }, { uv.s, uv.t }, { col.r, col.g, col.b } }; vertexBuffer.push_back(vert); } } std::vector indexBuffer; for (size_t m = 0; m < scene.m_Entries.size(); m++) { int indexBase = indexBuffer.size(); for (size_t i = 0; i < scene.m_Entries[m].Indices.size(); i++) { indexBuffer.push_back(scene.m_Entries[m].Indices[i] + indexBase); } } DemoMesh mesh; mesh.indexCount = static_cast(indexBuffer.size()); mesh.pipeline = meshPipelines[i]; uint32_t vertexBufferSize = static_cast(vertexBuffer.size()) * sizeof(Vertex); uint32_t indexBufferSize = static_cast(indexBuffer.size()) * sizeof(uint32_t); vk::Buffer vertexStaging, indexStaging; // Create staging buffers // Vertex data vulkanDevice->createBuffer( VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &vertexStaging, vertexBufferSize, vertexBuffer.data()); // Index data vulkanDevice->createBuffer( VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &indexStaging, indexBufferSize, indexBuffer.data()); // Create device local buffers // Vertex buffer vulkanDevice->createBuffer( VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &mesh.vertexBuffer, vertexBufferSize); // Index buffer vulkanDevice->createBuffer( VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &mesh.indexBuffer, indexBufferSize); // Copy from staging buffers vulkanDevice->copyBuffer(&vertexStaging, &mesh.vertexBuffer, queue); vulkanDevice->copyBuffer(&indexStaging, &mesh.indexBuffer, queue); vertexStaging.destroy(); indexStaging.destroy(); meshes.push_back(mesh); } // Binding description demoMeshes.bindingDescriptions.resize(1); demoMeshes.bindingDescriptions[0] = vkTools::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Location 0 : Position demoMeshes.attributeDescriptions.resize(4); demoMeshes.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)); // Location 1 : Normal demoMeshes.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, normal)); // Location 2 : Texture coordinates demoMeshes.attributeDescriptions[2] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)); // Location 3 : Color demoMeshes.attributeDescriptions[3] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, color)); demoMeshes.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); demoMeshes.inputState.vertexBindingDescriptionCount = demoMeshes.bindingDescriptions.size(); demoMeshes.inputState.pVertexBindingDescriptions = demoMeshes.bindingDescriptions.data(); demoMeshes.inputState.vertexAttributeDescriptionCount = demoMeshes.attributeDescriptions.size(); demoMeshes.inputState.pVertexAttributeDescriptions = demoMeshes.attributeDescriptions.data(); } void setupDescriptorPool() { // Example uses one ubo and one image sampler std::vector poolSizes = { vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1) }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vkTools::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 2); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } 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 color map image 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()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vkTools::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); // Cube map image descriptor VkDescriptorImageInfo texDescriptorCubeMap = vkTools::initializers::descriptorImageInfo( textures.skybox.sampler, textures.skybox.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.meshVS.descriptor), // Binding 1 : Fragment shader image sampler vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorCubeMap) }; 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); // Pipeline for the meshes (armadillo, bunny, etc.) // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::initializers::pipelineCreateInfo( pipelineLayout, renderPass, 0); pipelineCreateInfo.pVertexInputState = &demoMeshes.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(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.models)); // Pipeline for the logos shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.logos)); // Pipeline for the sky sphere (todo) rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; // Inverted culling depthStencilState.depthWriteEnable = VK_FALSE; // No depth writes shaderStages[0] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox)); } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { vulkanDevice->createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformData.meshVS, sizeof(uboVS)); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f); uboVS.view = glm::lookAt( glm::vec3(0, 0, -zoom), cameraPos, glm::vec3(0, 1, 0) ); uboVS.model = glm::mat4(); 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)); uboVS.normal = glm::inverseTranspose(uboVS.view * uboVS.model); uboVS.lightPos = lightPos; VK_CHECK_RESULT(uniformData.meshVS.map()); memcpy(uniformData.meshVS.mapped, &uboVS, sizeof(uboVS)); uniformData.meshVS.unmap(); } 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(); loadTextures(); prepareVertices(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } }; VULKAN_EXAMPLE_MAIN()