/* * Vulkan Example - Displacement mapping with tessellation shaders * * 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 #include "vulkanexamplebase.h" #include "vulkanMeshLoader.hpp" #define VERTEX_BUFFER_BIND_ID 0 #define ENABLE_VALIDATION false // Vertex layout for this example std::vector vertexLayout = { vkMeshLoader::VERTEX_LAYOUT_POSITION, vkMeshLoader::VERTEX_LAYOUT_NORMAL, vkMeshLoader::VERTEX_LAYOUT_UV }; class VulkanExample : public VulkanExampleBase { private: struct { vkTools::VulkanTexture colorHeightMap; } textures; public: bool splitScreen = true; bool displacement = true; struct { VkPipelineVertexInputStateCreateInfo inputState; std::vector bindingDescriptions; std::vector attributeDescriptions; } vertices; struct { vkMeshLoader::MeshBuffer object; } meshes; struct { vk::Buffer tessControl, tessEval; } uniformBuffers; struct UBOTessControl { float tessLevel = 64.0f; } uboTessControl; struct UBOTessEval { glm::mat4 projection; glm::mat4 model; glm::vec4 lightPos = glm::vec4(0.0f, -1.0f, 0.0f, 0.0f); float tessAlpha = 1.0f; float tessStrength = 0.1f; } uboTessEval; struct { VkPipeline solid; VkPipeline wireframe; } pipelines; VkPipelineLayout pipelineLayout; VkDescriptorSet descriptorSet; VkDescriptorSetLayout descriptorSetLayout; VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) { zoom = -1.25f; rotation = glm::vec3(-20.0f, 45.0f, 0.0f); enableTextOverlay = true; title = "Vulkan Example - Tessellation shader displacement mapping"; // Enable physical device features required for this example // Tell the driver that we are going to use geometry shaders enabledFeatures.tessellationShader = VK_TRUE; // Example also uses a wireframe pipeline, enable non-solid fill modes enabledFeatures.fillModeNonSolid = VK_TRUE; } ~VulkanExample() { // Clean up used Vulkan resources // Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.solid, nullptr); vkDestroyPipeline(device, pipelines.wireframe, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr); vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); uniformBuffers.tessControl.destroy(); uniformBuffers.tessEval.destroy(); vkMeshLoader::freeMeshBufferResources(device, &meshes.object); textureLoader->destroyTexture(textures.colorHeightMap); } void loadTextures() { textureLoader->loadTexture( getAssetPath() + "textures/pattern_36_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.colorHeightMap); } void reBuildCommandBuffers() { if (!checkCommandBuffers()) { destroyCommandBuffers(); createCommandBuffers(); } buildCommandBuffers(); } 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) { // 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 = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); VkRect2D scissor = vkTools::initializers::rect2D(splitScreen ? width / 2 : 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, &meshes.object.vertices.buf, offsets); vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.object.indices.buf, 0, VK_INDEX_TYPE_UINT32); if (splitScreen) { vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe); vkCmdDrawIndexed(drawCmdBuffers[i], meshes.object.indexCount, 1, 0, 0, 0); scissor.offset.x = width / 2; vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); } vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid); vkCmdDrawIndexed(drawCmdBuffers[i], meshes.object.indexCount, 1, 0, 0, 0); vkCmdEndRenderPass(drawCmdBuffers[i]); VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); } } void loadMeshes() { loadMesh(getAssetPath() + "models/plane.obj", &meshes.object, vertexLayout, 0.25f); } void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vkTools::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, vkMeshLoader::vertexSize(vertexLayout), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(3); // Location 0 : Position vertices.attributeDescriptions[0] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normals vertices.attributeDescriptions[1] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Texture coordinates vertices.attributeDescriptions[2] = vkTools::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); vertices.inputState = vkTools::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 two image samplers 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 : Tessellation control shader ubo vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, 0), // Binding 1 : Tessellation evaluation shader ubo vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 1), // Binding 2 : Combined color (rgb) and height (alpha) map vkTools::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 2), }; 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)); // Color and height map image descriptor VkDescriptorImageInfo texDescriptor = vkTools::initializers::descriptorImageInfo( textures.colorHeightMap.sampler, textures.colorHeightMap.view, VK_IMAGE_LAYOUT_GENERAL); std::vector writeDescriptorSets = { // Binding 0 : Tessellation control shader ubo vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.tessControl.descriptor), // Binding 1 : Tessellation evaluation shader ubo vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.tessEval.descriptor), // Binding 2 : Color and displacement map (alpha channel) vkTools::initializers::writeDescriptorSet( descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptor), }; vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL); } void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vkTools::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_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, VK_DYNAMIC_STATE_LINE_WIDTH }; VkPipelineDynamicStateCreateInfo dynamicState = vkTools::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); VkPipelineTessellationStateCreateInfo tessellationState = vkTools::initializers::pipelineTessellationStateCreateInfo(3); // Tessellation pipeline // Load shaders std::array shaderStages; shaderStages[0] = loadShader(getAssetPath() + "shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT); shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::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; // Solid pipeline rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid)); // Wireframe pipeline rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; rasterizationState.cullMode = VK_CULL_MODE_NONE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe)); } // 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(); uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width) / (float)height, 0.1f, 256.0f); viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom)); float offset = 0.5f; int uboIndex = 1; uboTessEval.model = glm::mat4(); uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, glm::vec3(0, 0, 0)); 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)); uboTessEval.lightPos.y = -0.5f - uboTessEval.tessStrength; memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval)); // Tessellation control float savedLevel = uboTessControl.tessLevel; if (!displacement) { uboTessControl.tessLevel = 1.0f; } memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl)); if (!displacement) { uboTessControl.tessLevel = savedLevel; } } void draw() { VulkanExampleBase::prepareFrame(); // Command buffer to be sumitted to the queue submitInfo.commandBufferCount = 1; submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer]; // Submit to queue VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE)); VulkanExampleBase::submitFrame(); } void prepare() { // Check if device supports tessellation shaders if (!deviceFeatures.tessellationShader) { vkTools::exitFatal("Selected GPU does not support tessellation shaders!", "Feature not supported"); } VulkanExampleBase::prepare(); loadMeshes(); loadTextures(); setupVertexDescriptions(); prepareUniformBuffers(); setupDescriptorSetLayout(); preparePipelines(); setupDescriptorPool(); setupDescriptorSet(); buildCommandBuffers(); prepared = true; } virtual void render() { if (!prepared) return; draw(); } virtual void viewChanged() { updateUniformBuffers(); } void changeTessellationLevel(float delta) { uboTessControl.tessLevel += delta; uboTessControl.tessLevel = fmax(1.0, fmin(uboTessControl.tessLevel, 32.0)); updateUniformBuffers(); updateTextOverlay(); } void changeTessellationStrength(float delta) { uboTessEval.tessStrength += delta; uboTessEval.tessStrength = fmax(0.0f, fmin(uboTessEval.tessStrength, 1.0f)); updateUniformBuffers(); updateTextOverlay(); } void toggleSplitScreen() { splitScreen = !splitScreen; reBuildCommandBuffers(); updateUniformBuffers(); } void toggleDisplacement() { displacement = !displacement; updateUniformBuffers(); } virtual void keyPressed(uint32_t keyCode) { switch (keyCode) { case KEY_KPADD: case GAMEPAD_BUTTON_R1: changeTessellationStrength(0.025); break; case KEY_KPSUB: case GAMEPAD_BUTTON_L1: changeTessellationStrength(-0.025); break; case KEY_D: case GAMEPAD_BUTTON_A: toggleDisplacement(); break; case KEY_S: case GAMEPAD_BUTTON_X: toggleSplitScreen(); break; } } virtual void getOverlayText(VulkanTextOverlay *textOverlay) { std::stringstream ss; ss << std::setprecision(2) << std::fixed << uboTessEval.tessStrength; #if defined(__ANDROID__) textOverlay->addText("Tessellation height: " + ss.str() + " (Buttons L1/R1)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("\"Button A\" to toggle displacement", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("\"Button X\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft); #else textOverlay->addText("Tessellation height: " + ss.str() + " (numpad +/-)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("\"d\" to toggle displacement", 5.0f, 100.0f, VulkanTextOverlay::alignLeft); textOverlay->addText("\"s\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft); #endif } }; VULKAN_EXAMPLE_MAIN()