/* * 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" #include "VulkanTexture.hpp" #include "VulkanModel.hpp" #define VERTEX_BUFFER_BIND_ID 0 #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_NORMAL, vks::VERTEX_COMPONENT_UV, vks::VERTEX_COMPONENT_COLOR, }); struct DemoModel { vks::Model model; 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, &model.vertices.buffer, offsets); vkCmdBindIndexBuffer(cmdBuffer, model.indices.buffer, 0, VK_INDEX_TYPE_UINT32); vkCmdDrawIndexed(cmdBuffer, model.indexCount, 1, 0, 0, 0); } }; std::vector demoModels; struct { vks::Buffer meshVS; } uniformData; struct { glm::mat4 projection; glm::mat4 model; glm::mat4 normal; glm::mat4 view; glm::vec4 lightPos; } uboVS; struct { vks::TextureCubeMap 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); title = "Vulkan Demo Scene - (c) 2016 by Sascha Willems"; settings.overlay = true; } ~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& model : demoModels) { model.model.destroy(); } textures.skybox.destroy(); } void loadAssets() { // Models std::vector modelFiles = { "vulkanscenelogos.dae", "vulkanscenebackground.dae", "vulkanscenemodels.dae", "cube.obj" }; std::vector modelPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox }; for (auto i = 0; i < modelFiles.size(); i++) { DemoModel model; model.pipeline = modelPipelines[i]; vks::ModelCreateInfo modelCreateInfo(glm::vec3(1.0f), glm::vec3(1.0f), glm::vec3(0.0f)); if (modelFiles[i] != "cube.obj") { modelCreateInfo.center.y += 1.15f; } model.model.loadFromFile(getAssetPath() + "models/" + modelFiles[i], vertexLayout, &modelCreateInfo, vulkanDevice, queue); demoModels.push_back(model); } // Textures textures.skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); } 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); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); for (auto model : demoModels) { model.draw(drawCmdBuffers[i]); } drawUI(drawCmdBuffers[i]); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void setupDescriptorPool() { // Example uses one ubo and one 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(), 2); VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool)); } void setupDescriptorSetLayout() { std::vector setLayoutBindings = { // Binding 0 : Vertex shader uniform buffer vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 1 : Fragment shader color map image sampler vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) }; 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)); // Cube map image descriptor VkDescriptorImageInfo texDescriptorCubeMap = vks::initializers::descriptorImageInfo( textures.skybox.sampler, textures.skybox.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); std::vector writeDescriptorSets = { // Binding 0 : Vertex shader uniform buffer vks::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformData.meshVS.descriptor), // Binding 1 : Fragment shader image sampler vks::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorCubeMap) }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.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_BACK_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.data(), dynamicStateEnables.size(), 0); // Pipeline for the meshes (armadillo, bunny, etc.) // Load shaders std::array shaderStages; VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo( pipelineLayout, renderPass, 0); 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(); VkVertexInputBindingDescription vertexInputBinding = vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions std::vector vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // Location 2: Texture coordinates vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = 1; vertexInputState.pVertexBindingDescriptions = &vertexInputBinding; vertexInputState.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCreateInfo.pVertexInputState = &vertexInputState; // Default mesh rendering pipeline 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); 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 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(1.0f); 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(); loadAssets(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } }; VULKAN_EXAMPLE_MAIN()