/* * Vulkan Example - Tessellation shader PN triangles * * Based on http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf * Shaders based on http://onrendering.blogspot.de/2011/12/tessellation-on-gpu-curved-pn-triangles.html * * 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" #include "VulkanTexture.hpp" #include "VulkanModel.hpp" #include "VulkanBuffer.hpp" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false class VulkanExample : public VulkanExampleBase { public: bool splitScreen = true; bool wireframe = true; struct { vks::Texture2D colorMap; } textures; struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; // Vertex layout for the models vks::VertexLayout vertexLayout = vks::VertexLayout({ vks::VERTEX_COMPONENT_POSITION, vks::VERTEX_COMPONENT_NORMAL, vks::VERTEX_COMPONENT_UV, }); struct { vks::Model object; } models; struct { vks::Buffer tessControl, tessEval; } uniformBuffers; struct UBOTessControl { float tessLevel = 3.0f; } uboTessControl; struct UBOTessEval { glm::mat4 projection; glm::mat4 model; float tessAlpha = 1.0f; } uboTessEval; struct Pipelines { VkPipeline solid; VkPipeline wire = VK_NULL_HANDLE; VkPipeline solidPassThrough; VkPipeline wirePassThrough = VK_NULL_HANDLE; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -6.5f; rotation = glm::vec3(-350.0f, 60.0f, 0.0f); cameraPos = glm::vec3(-3.0f, 2.3f, 0.0f); title = "Tessellation shader (PN Triangles)"; settings.overlay = true; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.solid, nullptr); if (pipelines.wire != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipelines.wire, nullptr); }; vkDestroyPipeline(device, pipelines.solidPassThrough, nullptr); if (pipelines.wirePassThrough != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipelines.wirePassThrough, nullptr); }; vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); models.object.destroy(); uniformBuffers.tessControl.destroy(); uniformBuffers.tessEval.destroy(); textures.colorMap.destroy(); } // Enable physical device features required for this example virtual void getEnabledFeatures() { // Example uses tessellation shaders if (deviceFeatures.tessellationShader) { enabledFeatures.tessellationShader = VK_TRUE; } else { vks::tools::exitFatal("Selected GPU does not support tessellation shaders!", VK_ERROR_FEATURE_NOT_PRESENT); } // Fill mode non solid is required for wireframe display if (deviceFeatures.fillModeNonSolid) { enabledFeatures.fillModeNonSolid = VK_TRUE; } else { wireframe = false; } } void buildCommandBuffers() { VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); VkClearValue clearValues[2]; clearValues[0].color = { {0.5f, 0.5f, 0.5f, 0.0f} }; 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) { // Set target frame buffer renderPassBeginInfo.framebuffer = frameBuffers[i]; VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); VkViewport viewport = vks::initializers::viewport(splitScreen ? (float)width / 2.0f : (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); vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); VkDeviceSize offsets[1] = { 0 }; vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.object.vertices.buffer, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], models.object.indices.buffer, 0, VK_INDEX_TYPE_UINT32); if (splitScreen) { vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wirePassThrough : pipelines.solidPassThrough); vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0); viewport.x = float(width) / 2; } vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wire : pipelines.solid); vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0); drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadAssets() { models.object.loadFromFile(getAssetPath() + "models/lowpoly/deer.dae", vertexLayout, 1.0f, vulkanDevice, queue); if (deviceFeatures.textureCompressionBC) { textures.colorMap.loadFromFile(getAssetPath() + "textures/deer_bc3_unorm.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue); } else if (deviceFeatures.textureCompressionASTC_LDR) { textures.colorMap.loadFromFile(getAssetPath() + "textures/deer_astc_8x8_unorm.ktx", VK_FORMAT_ASTC_8x8_UNORM_BLOCK, vulkanDevice, queue); } else if (deviceFeatures.textureCompressionETC2) { textures.colorMap.loadFromFile(getAssetPath() + "textures/deer_etc2_unorm.ktx", VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, vulkanDevice, queue); } else { vks::tools::exitFatal("Device does not support any compressed texture format!", VK_ERROR_FEATURE_NOT_PRESENT); } } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vks::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(3); // Location 0 : Position vertices.attributeDescriptions[0] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normals vertices.attributeDescriptions[1] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Texture coordinates vertices.attributeDescriptions[2] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); vertices.inputState = vks::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 two ubos and one combined image sampler std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo( poolSizes.size(), poolSizes.data(), 1); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Tessellation control shader ubo vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, 0), // Binding 1 : Tessellation evaluation shader ubo vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 1), // Binding 2 : Fragment shader combined sampler vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), }; VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo( setLayoutBindings.data(), setLayoutBindings.size()); VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout)); VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo( &descriptorSetLayout, 1); VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout)); } void setupDescriptorSet() { VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo( descriptorPool, &descriptorSetLayout, 1); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet)); VkDescriptorImageInfo texDescriptor = vks::initializers::descriptorImageInfo( textures.colorMap.sampler, textures.colorMap.view, VK_IMAGE_LAYOUT_GENERAL); std::vector writeDescriptorSets = { // Binding 0 : Tessellation control shader ubo vks::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.tessControl.descriptor), // Binding 1 : Tessellation evaluation shader ubo vks::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.tessEval.descriptor), // Binding 2 : Color map vks::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptor) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = 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 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, VK_DYNAMIC_STATE_LINE_WIDTH }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3); // Tessellation pipelines // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT); shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::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.pTessellationState = &tessellationState; pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.pStages = shaderStages.data(); pipelineCreateInfo.renderPass = renderPass; // Tessellation pipelines // Solid VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid)); // Wireframe if (deviceFeatures.fillModeNonSolid) { rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wire)); } // Pass through pipelines // Load pass through tessellation shaders (Vert and frag are reused) shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT); shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT); // Solid rasterizationState.polygonMode = VK_POLYGON_MODE_FILL; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solidPassThrough)); // Wireframe if (deviceFeatures.fillModeNonSolid) { rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wirePassThrough)); } } // Prepare and initialize uniform buffer containing shader uniforms void prepareUniformBuffers() { // Tessellation evaluation shader uniform buffer VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.tessEval, sizeof(uboTessEval))); // Tessellation control shader uniform buffer VK_CHECK_RESULT(vulkanDevice->createBuffer( VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.tessControl, sizeof(uboTessControl))); // Map persistent VK_CHECK_RESULT(uniformBuffers.tessControl.map()); VK_CHECK_RESULT(uniformBuffers.tessEval.map()); updateUniformBuffers(); } void updateUniformBuffers() { // Tessellation eval glm::mat4 viewMatrix = glm::mat4(1.0f); uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width* ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f); viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom)); uboTessEval.model = glm::mat4(1.0f); uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, cameraPos); uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); // Tessellation evaulation uniform block memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval)); // Tessellation control uniform block memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl)); } 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(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; vkDeviceWaitIdle(device); draw(); vkDeviceWaitIdle(device); } virtual void viewChanged() { updateUniformBuffers(); } virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) { if (overlay->header("Settings")) { if (overlay->inputFloat("Tessellation level", &uboTessControl.tessLevel, 0.25f, 2)) { updateUniformBuffers(); } if (deviceFeatures.fillModeNonSolid) { if (overlay->checkBox("Wireframe", &wireframe)) { updateUniformBuffers(); buildCommandBuffers(); } if (overlay->checkBox("Splitscreen", &splitScreen)) { updateUniformBuffers(); buildCommandBuffers(); } } } } }; VULKAN_EXAMPLE_MAIN()