/* * Vulkan Example - Conditional rendering * * Note: Requires a device that supports the VK_EXT_conditional_rendering extension * * With conditional rendering it's possible to execute certain rendering commands based on a buffer value instead of having to rebuild the command buffers. * This example sets up a conditonal buffer with one value per glTF part, that is used to toggle visibility of single model parts. * * Copyright (C) 2018 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 "VulkanglTFModel.hpp" #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: PFN_vkCmdBeginConditionalRenderingEXT vkCmdBeginConditionalRenderingEXT; PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT; vkglTF::Model scene; struct { glm::mat4 projection; glm::mat4 view; glm::mat4 model; } uboVS; vks::Buffer uniformBuffer; std::vector conditionalVisibility; vks::Buffer conditionalBuffer; VkPipelineLayout pipelineLayout; VkPipeline pipeline; VkDescriptorSetLayout descriptorSetLayout; VkDescriptorSet descriptorSet; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { title = "Conditional rendering"; settings.overlay = true; camera.type = Camera::CameraType::lookat; camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 512.0f); camera.setRotation(glm::vec3(-2.25f, -52.0f, 0.0f)); camera.setTranslation(glm::vec3(1.9f, -2.05f, -18.0f)); camera.rotationSpeed *= 0.25f; /* [POI] Enable extension required for conditional rendering */ enabledDeviceExtensions.push_back(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME); } ~VulkanExample() { vkDestroyPipeline(device, pipeline, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffer.destroy(); conditionalBuffer.destroy(); } void renderNode(vkglTF::Node *node, VkCommandBuffer commandBuffer) { if (node->mesh) { for (vkglTF::Primitive * primitive : node->mesh->primitives) { const std::vector descriptorsets = { descriptorSet, node->mesh->uniformBuffer.descriptorSet }; vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, static_cast(descriptorsets.size()), descriptorsets.data(), 0, NULL); struct PushBlock { glm::vec4 baseColorFactor; } pushBlock; pushBlock.baseColorFactor = primitive->material.baseColorFactor; vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushBlock), &pushBlock); /* [POI] Setup the conditional rendering */ VkConditionalRenderingBeginInfoEXT conditionalRenderingBeginInfo{}; conditionalRenderingBeginInfo.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT; conditionalRenderingBeginInfo.buffer = conditionalBuffer.buffer; conditionalRenderingBeginInfo.offset = sizeof(int32_t) * node->index; /* [POI] Begin conditionally rendered section If the value from the conditional rendering buffer at the given offset is != 0, the draw commands will be executed */ vkCmdBeginConditionalRenderingEXT(commandBuffer, &conditionalRenderingBeginInfo); vkCmdDrawIndexed(commandBuffer, primitive->indexCount, 1, primitive->firstIndex, 0, 0); vkCmdEndConditionalRenderingEXT(commandBuffer); } }; for (auto child : node->children) { renderNode(child, commandBuffer); } } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } }; 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); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); const VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scene.vertices.buffer, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32); for (auto node : scene.nodes) { renderNode(node, drawCmdBuffers[i]); } drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { scene.loadFromFile(getAssetPath() + "models/gltf/glTF-Embedded/Buggy.gltf", vulkanDevice, queue); } void setupDescriptorSets() { std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolCI = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool)); std::vector setLayoutBindings = { vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), }; VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{}; descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; descriptorLayoutCI.bindingCount = static_cast(setLayoutBindings.size()); descriptorLayoutCI.pBindings = setLayoutBindings.data(); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout)); std::array setLayouts = { descriptorSetLayout, scene.descriptorSetLayout }; VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2); VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec4) * 2, 0); pipelineLayoutCI.pushConstantRangeCount = 1; pipelineLayoutCI.pPushConstantRanges = &pushConstantRange; VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout)); VkDescriptorSetAllocateInfo descriptorSetAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocateInfo, &descriptorSet)); std::vector writeDescriptorSets = { vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { const std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast(dynamicStateEnables.size()), 0); // Vertex bindings and attributes VkVertexInputBindingDescription vertexInputBinding = vkglTF::Vertex::inputBindingDescription(0); const std::vector vertexInputAttributes = { vkglTF::Vertex::inputAttributeDescription(0, 0, vkglTF::VertexComponent::Position), vkglTF::Vertex::inputAttributeDescription(0, 1, vkglTF::VertexComponent::Normal), vkglTF::Vertex::inputAttributeDescription(0, 2, vkglTF::VertexComponent::UV) }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = 1; vertexInputState.pVertexBindingDescriptions = &vertexInputBinding; vertexInputState.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); pipelineCreateInfoCI.pVertexInputState = &vertexInputState; pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI; pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI; pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI; pipelineCreateInfoCI.pMultisampleState = &multisampleStateCI; pipelineCreateInfoCI.pViewportState = &viewportStateCI; pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI; pipelineCreateInfoCI.pDynamicState = &dynamicStateCI; const std::array shaderStages = { loadShader(getShadersPath() + "conditionalrender/model.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), loadShader(getShadersPath() + "conditionalrender/model.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT) }; pipelineCreateInfoCI.stageCount = static_cast(shaderStages.size()); pipelineCreateInfoCI.pStages = shaderStages.data(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline)); } void prepareUniformBuffers() { VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uboVS))); VK_CHECK_RESULT(uniformBuffer.map()); updateUniformBuffers(); } void updateUniformBuffers() { uboVS.projection = camera.matrices.perspective; uboVS.view = glm::scale(camera.matrices.view, glm::vec3(0.1f , -0.1f, 0.1f)); uboVS.model = glm::translate(glm::mat4(1.0f), scene.dimensions.min); memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS)); } void updateConditionalBuffer() { memcpy(conditionalBuffer.mapped, conditionalVisibility.data(), sizeof(int32_t) * conditionalVisibility.size()); } /* [POI] Extension specific setup Gets the function pointers required for conditonal rendering Sets up a dedicated conditional buffer that is used to determine visibility at draw time */ void prepareConditionalRendering() { /* The conditional rendering functions are part of an extension so they have to be loaded manually */ vkCmdBeginConditionalRenderingEXT = (PFN_vkCmdBeginConditionalRenderingEXT)vkGetDeviceProcAddr(device, "vkCmdBeginConditionalRenderingEXT"); if (!vkCmdBeginConditionalRenderingEXT) { vks::tools::exitFatal("Could not get a valid function pointer for vkCmdBeginConditionalRenderingEXT", -1); } vkCmdEndConditionalRenderingEXT = (PFN_vkCmdEndConditionalRenderingEXT)vkGetDeviceProcAddr(device, "vkCmdEndConditionalRenderingEXT"); if (!vkCmdEndConditionalRenderingEXT) { vks::tools::exitFatal("Could not get a valid function pointer for vkCmdEndConditionalRenderingEXT", -1); } /* Create the buffer that contains the conditional rendering information A single conditional value is 32 bits and if it's zero the rendering commands are discarded This sample renders multiple rows of objects conditionally, so we setup a buffer with one value per row */ conditionalVisibility.resize(scene.linearNodes.size()); VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_CONDITIONAL_RENDERING_BIT_EXT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &conditionalBuffer, sizeof(int32_t) *conditionalVisibility.size(), conditionalVisibility.data())); VK_CHECK_RESULT(conditionalBuffer.map()); // By default, all parts of the glTF are visible for (auto i = 0; i < conditionalVisibility.size(); i++) { conditionalVisibility[i] = 1; } /* Copy visibility data */ updateConditionalBuffer(); } 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(); prepareConditionalRendering(); prepareUniformBuffers(); setupDescriptorSets(); preparePipelines(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); if (camera.updated) { updateUniformBuffers(); } } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (overlay->header("Visibility")) { if (overlay->button("All")) { for (auto i = 0; i < conditionalVisibility.size(); i++) { conditionalVisibility[i] = 1; } updateConditionalBuffer(); } ImGui::SameLine(); if (overlay->button("None")) { for (auto i = 0; i < conditionalVisibility.size(); i++) { conditionalVisibility[i] = 0; } updateConditionalBuffer(); } ImGui::NewLine(); ImGui::BeginChild("InnerRegion", ImVec2(200.0f, 400.0f), false); for (auto node : scene.linearNodes) { // Add visibility toggle checkboxes for all model nodes with a mesh if (node->mesh) { if (overlay->checkBox(("[" + std::to_string(node->index) + "] " + node->mesh->name).c_str(), &conditionalVisibility[node->index])) { updateConditionalBuffer(); } } } ImGui::EndChild(); } } }; VULKAN_EXAMPLE_MAIN()