1057 lines
41 KiB
C++
1057 lines
41 KiB
C++
/*
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* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanbuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Offscreen frame buffer properties
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#define FB_DIM 256
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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// Vertex layout for this example
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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vkMeshLoader::VERTEX_LAYOUT_COLOR,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool bloom = true;
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struct {
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vkTools::VulkanTexture cubemap;
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} textures;
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struct {
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vkMeshLoader::MeshBuffer ufo;
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vkMeshLoader::MeshBuffer ufoGlow;
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vkMeshLoader::MeshBuffer skyBox;
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vkMeshLoader::MeshBuffer quad;
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} meshes;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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struct {
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vk::Buffer vsScene;
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vk::Buffer vsFullScreen;
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vk::Buffer vsSkyBox;
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vk::Buffer fsVertBlur;
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vk::Buffer fsHorzBlur;
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} uniformBuffers;
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struct UBO {
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glm::mat4 projection;
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glm::mat4 model;
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};
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struct UBOBlur {
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float blurScale = 1.0f;
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float blurStrength = 1.5f;
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uint32_t horizontal;
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};
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struct {
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UBO scene, fullscreen, skyBox;
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UBOBlur vertBlur, horzBlur;
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} ubos;
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struct {
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VkPipeline blurVert;
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VkPipeline blurHorz;
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VkPipeline glowPass;
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VkPipeline phongPass;
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VkPipeline skyBox;
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} pipelines;
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// Pipeline layout is shared amongst all descriptor sets
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VkPipelineLayout pipelineLayout;
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struct {
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VkDescriptorSet scene;
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VkDescriptorSet verticalBlur;
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VkDescriptorSet horizontalBlur;
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VkDescriptorSet skyBox;
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} descriptorSets;
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// Descriptor set layout is shared amongst all descriptor sets
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VkDescriptorSetLayout descriptorSetLayout;
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// Framebuffer for offscreen rendering
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struct FrameBufferAttachment {
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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};
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struct FrameBuffer {
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VkFramebuffer framebuffer;
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FrameBufferAttachment color, depth;
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VkDescriptorImageInfo descriptor;
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};
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struct OffscreenPass {
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int32_t width, height;
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VkRenderPass renderPass;
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VkSampler sampler;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore semaphore = VK_NULL_HANDLE;
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std::array<FrameBuffer, 2> framebuffers;
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} offscreenPass;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -10.25f;
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rotation = { 7.5f, -343.0f, 0.0f };
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timerSpeed *= 0.5f;
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enableTextOverlay = true;
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title = "Vulkan Example - Bloom";
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroySampler(device, offscreenPass.sampler, nullptr);
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// Frame buffer
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for (auto& framebuffer : offscreenPass.framebuffers)
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{
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// Attachments
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vkDestroyImageView(device, framebuffer.color.view, nullptr);
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vkDestroyImage(device, framebuffer.color.image, nullptr);
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vkFreeMemory(device, framebuffer.color.mem, nullptr);
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vkDestroyImageView(device, framebuffer.depth.view, nullptr);
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vkDestroyImage(device, framebuffer.depth.image, nullptr);
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vkFreeMemory(device, framebuffer.depth.mem, nullptr);
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vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
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}
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
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vkDestroyPipeline(device, pipelines.blurVert, nullptr);
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vkDestroyPipeline(device, pipelines.phongPass, nullptr);
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vkDestroyPipeline(device, pipelines.glowPass, nullptr);
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vkDestroyPipeline(device, pipelines.skyBox, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Meshes
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vkMeshLoader::freeMeshBufferResources(device, &meshes.ufo);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.ufoGlow);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.skyBox);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
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// Uniform buffers
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uniformBuffers.vsScene.destroy();
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uniformBuffers.vsFullScreen.destroy();
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uniformBuffers.vsSkyBox.destroy();
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uniformBuffers.fsVertBlur.destroy();
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uniformBuffers.fsHorzBlur.destroy();
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textureLoader->destroyTexture(textures.cubemap);
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}
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// Setup the offscreen framebuffer for rendering the mirrored scene
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// The color attachment of this framebuffer will then be sampled from
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void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
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{
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// Color attachment
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = colorFormat;
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image.extent.width = FB_DIM;
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image.extent.height = FB_DIM;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = colorFormat;
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colorImageView.flags = 0;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.baseMipLevel = 0;
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colorImageView.subresourceRange.levelCount = 1;
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colorImageView.subresourceRange.baseArrayLayer = 0;
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colorImageView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->color.image));
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vkGetImageMemoryRequirements(device, frameBuf->color.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
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colorImageView.image = frameBuf->color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
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// Depth stencil attachment
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image.format = depthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = depthFormat;
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depthStencilView.flags = 0;
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depthStencilView.subresourceRange = {};
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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depthStencilView.subresourceRange.baseMipLevel = 0;
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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depthStencilView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->depth.image));
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vkGetImageMemoryRequirements(device, frameBuf->depth.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->depth.image, frameBuf->depth.mem, 0));
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depthStencilView.image = frameBuf->depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuf->depth.view));
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VkImageView attachments[2];
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attachments[0] = frameBuf->color.view;
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attachments[1] = frameBuf->depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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fbufCreateInfo.width = FB_DIM;
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fbufCreateInfo.height = FB_DIM;
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fbufCreateInfo.layers = 1;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->framebuffer));
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// Fill a descriptor for later use in a descriptor set
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frameBuf->descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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frameBuf->descriptor.imageView = frameBuf->color.view;
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frameBuf->descriptor.sampler = offscreenPass.sampler;
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}
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// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
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void prepareOffscreen()
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{
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offscreenPass.width = FB_DIM;
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offscreenPass.height = FB_DIM;
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// Find a suitable depth format
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VkFormat fbDepthFormat;
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VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
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assert(validDepthFormat);
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// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
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std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
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// Color attachment
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attchmentDescriptions[0].format = FB_COLOR_FORMAT;
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attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Depth attachment
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attchmentDescriptions[1].format = fbDepthFormat;
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attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
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VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
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VkSubpassDescription subpassDescription = {};
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subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpassDescription.colorAttachmentCount = 1;
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subpassDescription.pColorAttachments = &colorReference;
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subpassDescription.pDepthStencilAttachment = &depthReference;
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// Use subpass dependencies for layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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// Create the actual renderpass
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VkRenderPassCreateInfo renderPassInfo = {};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
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renderPassInfo.pAttachments = attchmentDescriptions.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpassDescription;
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renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
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renderPassInfo.pDependencies = dependencies.data();
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.sampler));
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// Create two frame buffers
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prepareOffscreenFramebuffer(&offscreenPass.framebuffers[0], FB_COLOR_FORMAT, fbDepthFormat);
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prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
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}
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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// The blur method used in this example is multi pass and renders the vertical
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// blur first and then the horizontal one.
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// While it's possible to blur in one pass, this method is widely used as it
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// requires far less samples to generate the blur
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void buildOffscreenCommandBuffer()
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{
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if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
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{
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offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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{
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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// First pass: Render glow parts of the model (separate mesh)
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// -------------------------------------------------------------------------------------------------------
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
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VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
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vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(offscreenPass.commandBuffer);
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|
// Second pass: Render contents of the first pass into second framebuffer and apply a vertical blur
|
|
// This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
|
|
// -------------------------------------------------------------------------------------------------------
|
|
|
|
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
|
|
|
|
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
|
|
|
// Draw horizontally blurred texture
|
|
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.verticalBlur, 0, NULL);
|
|
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
|
|
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.quad.indexCount, 1, 0, 0, 0);
|
|
|
|
vkCmdEndRenderPass(offscreenPass.commandBuffer);
|
|
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
|
|
}
|
|
|
|
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(width, height, 0, 0);
|
|
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
|
|
|
VkDeviceSize offsets[1] = { 0 };
|
|
|
|
// Skybox
|
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.skyBox, 0, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
|
|
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.skyBox.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.skyBox.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.skyBox.indexCount, 1, 0, 0, 0);
|
|
|
|
// 3D scene
|
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
|
|
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.ufo.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.ufo.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.ufo.indexCount, 1, 0, 0, 0);
|
|
|
|
// Render vertical blurred scene applying a horizontal blur
|
|
// Render the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
|
|
// -------------------------------------------------------------------------------------------------------
|
|
if (bloom)
|
|
{
|
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.horizontalBlur, 0, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);
|
|
}
|
|
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
|
|
if (bloom)
|
|
{
|
|
buildOffscreenCommandBuffer();
|
|
}
|
|
}
|
|
|
|
void loadAssets()
|
|
{
|
|
loadMesh(getAssetPath() + "models/retroufo.dae", &meshes.ufo, vertexLayout, 0.05f);
|
|
loadMesh(getAssetPath() + "models/retroufo_glow.dae", &meshes.ufoGlow, vertexLayout, 0.05f);
|
|
loadMesh(getAssetPath() + "models/cube.obj", &meshes.skyBox, vertexLayout, 1.0f);
|
|
textureLoader->loadCubemap(getAssetPath() + "textures/cubemap_space.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.cubemap);
|
|
}
|
|
|
|
// Setup vertices for a single uv-mapped quad
|
|
void generateQuad()
|
|
{
|
|
struct Vertex {
|
|
float pos[3];
|
|
float uv[2];
|
|
float col[3];
|
|
float normal[3];
|
|
};
|
|
|
|
#define QUAD_COLOR_NORMAL { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f }
|
|
std::vector<Vertex> vertexBuffer =
|
|
{
|
|
{ { 1.0f, 1.0f, 0.0f },{ 1.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 0.0f, 1.0f, 0.0f },{ 0.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 0.0f, 0.0f, 0.0f },{ 0.0f, 0.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 1.0f, 0.0f, 0.0f },{ 1.0f, 0.0f }, QUAD_COLOR_NORMAL }
|
|
};
|
|
#undef QUAD_COLOR_NORMAL
|
|
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
|
vertexBuffer.size() * sizeof(Vertex),
|
|
vertexBuffer.data(),
|
|
&meshes.quad.vertices.buf,
|
|
&meshes.quad.vertices.mem);
|
|
|
|
// Setup indices
|
|
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
|
|
meshes.quad.indexCount = indexBuffer.size();
|
|
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
|
indexBuffer.size() * sizeof(uint32_t),
|
|
indexBuffer.data(),
|
|
&meshes.quad.indices.buf,
|
|
&meshes.quad.indices.mem);
|
|
}
|
|
|
|
void setupVertexDescriptions()
|
|
{
|
|
// Binding description
|
|
// Same for all meshes used in this example
|
|
vertices.bindingDescriptions.resize(1);
|
|
vertices.bindingDescriptions[0] =
|
|
vkTools::initializers::vertexInputBindingDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
vkMeshLoader::vertexSize(vertexLayout),
|
|
VK_VERTEX_INPUT_RATE_VERTEX);
|
|
|
|
// Attribute descriptions
|
|
vertices.attributeDescriptions.resize(4);
|
|
// Location 0 : Position
|
|
vertices.attributeDescriptions[0] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
0,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
0);
|
|
// Location 1 : Texture coordinates
|
|
vertices.attributeDescriptions[1] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
1,
|
|
VK_FORMAT_R32G32_SFLOAT,
|
|
sizeof(float) * 3);
|
|
// Location 2 : Color
|
|
vertices.attributeDescriptions[2] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
2,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
sizeof(float) * 5);
|
|
// Location 3 : Normal
|
|
vertices.attributeDescriptions[3] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
3,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
sizeof(float) * 8);
|
|
|
|
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()
|
|
{
|
|
std::vector<VkDescriptorPoolSize> poolSizes =
|
|
{
|
|
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
|
|
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
|
|
};
|
|
|
|
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
|
vkTools::initializers::descriptorPoolCreateInfo(
|
|
poolSizes.size(),
|
|
poolSizes.data(),
|
|
5);
|
|
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
}
|
|
|
|
void setupDescriptorSetLayout()
|
|
{
|
|
// Textured quad pipeline layout
|
|
|
|
std::vector<VkDescriptorSetLayoutBinding> 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 image sampler
|
|
vkTools::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
1),
|
|
// Binding 2 : Framgnet shader image sampler
|
|
vkTools::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
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);
|
|
|
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
|
|
|
// Full screen blur descriptor sets
|
|
|
|
// Vertical blur
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur));
|
|
writeDescriptorSets =
|
|
{
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vsScene.descriptor),
|
|
// Binding 1: Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor),
|
|
// Binding 2: Fragment shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.verticalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformBuffers.fsVertBlur.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
|
|
// Horizontal blur
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur));
|
|
writeDescriptorSets =
|
|
{
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vsScene.descriptor),
|
|
// Binding 1: Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor),
|
|
// Binding 2: Fragment shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.horizontalBlur, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &uniformBuffers.fsHorzBlur.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
|
|
// 3D scene
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
|
writeDescriptorSets =
|
|
{
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vsFullScreen.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
|
|
// Skybox
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skyBox));
|
|
writeDescriptorSets =
|
|
{
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vsSkyBox.descriptor),
|
|
// Binding 1: Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(descriptorSets.skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.cubemap.descriptor),
|
|
};
|
|
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_NONE,
|
|
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<VkDynamicState> dynamicStateEnables = {
|
|
VK_DYNAMIC_STATE_VIEWPORT,
|
|
VK_DYNAMIC_STATE_SCISSOR
|
|
};
|
|
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
|
dynamicStateEnables.data(),
|
|
dynamicStateEnables.size(),
|
|
0);
|
|
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
|
|
// Vertical gauss blur
|
|
// Load shaders
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/gaussblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_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.stageCount = shaderStages.size();
|
|
pipelineCreateInfo.pStages = shaderStages.data();
|
|
|
|
// Additive blending
|
|
blendAttachmentState.colorWriteMask = 0xF;
|
|
blendAttachmentState.blendEnable = VK_TRUE;
|
|
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
|
|
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
|
|
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
|
|
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
|
|
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
|
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
|
|
|
|
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurVert));
|
|
pipelineCreateInfo.renderPass = renderPass;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.blurHorz));
|
|
|
|
// Phong pass (3D model)
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
blendAttachmentState.blendEnable = VK_FALSE;
|
|
depthStencilState.depthWriteEnable = VK_TRUE;
|
|
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
|
pipelineCreateInfo.renderPass = renderPass;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
|
|
|
|
// Color only pass (offscreen blur base)
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.glowPass));
|
|
|
|
// Skybox (cubemap)
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
depthStencilState.depthWriteEnable = VK_FALSE;
|
|
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
|
pipelineCreateInfo.renderPass = renderPass;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Phong and color pass vertex 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.vsScene,
|
|
sizeof(ubos.scene)));
|
|
|
|
// Fullscreen quad display vertex 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.vsFullScreen,
|
|
sizeof(ubos.fullscreen)));
|
|
|
|
// Fullscreen quad fragment shader uniform buffers
|
|
// Vertical blur
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
&uniformBuffers.fsVertBlur,
|
|
sizeof(ubos.vertBlur)));
|
|
// Horizontal blur
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
&uniformBuffers.fsHorzBlur,
|
|
sizeof(ubos.horzBlur)));
|
|
|
|
// Skybox
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
&uniformBuffers.vsSkyBox,
|
|
sizeof(ubos.skyBox)));
|
|
|
|
// Map persistent
|
|
VK_CHECK_RESULT(uniformBuffers.vsScene.map());
|
|
VK_CHECK_RESULT(uniformBuffers.vsFullScreen.map());
|
|
VK_CHECK_RESULT(uniformBuffers.fsVertBlur.map());
|
|
VK_CHECK_RESULT(uniformBuffers.fsHorzBlur.map());
|
|
VK_CHECK_RESULT(uniformBuffers.vsSkyBox.map());
|
|
|
|
// Intialize uniform buffers
|
|
updateUniformBuffersScene();
|
|
updateUniformBuffersScreen();
|
|
}
|
|
|
|
// Update uniform buffers for rendering the 3D scene
|
|
void updateUniformBuffersScene()
|
|
{
|
|
// UFO
|
|
ubos.fullscreen.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 256.0f);
|
|
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, -1.0f, zoom));
|
|
|
|
ubos.fullscreen.model = viewMatrix *
|
|
glm::translate(glm::mat4(), glm::vec3(sin(glm::radians(timer * 360.0f)) * 0.25f, 0.0f, cos(glm::radians(timer * 360.0f)) * 0.25f) + cameraPos);
|
|
|
|
ubos.fullscreen.model = glm::rotate(ubos.fullscreen.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.fullscreen.model = glm::rotate(ubos.fullscreen.model, -sinf(glm::radians(timer * 360.0f)) * 0.15f, glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.fullscreen.model = glm::rotate(ubos.fullscreen.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.fullscreen.model = glm::rotate(ubos.fullscreen.model, glm::radians(timer * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.fullscreen.model = glm::rotate(ubos.fullscreen.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
memcpy(uniformBuffers.vsFullScreen.mapped, &ubos.fullscreen, sizeof(ubos.fullscreen));
|
|
|
|
// Skybox
|
|
ubos.skyBox.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 256.0f);
|
|
|
|
ubos.skyBox.model = glm::mat4();
|
|
ubos.skyBox.model = glm::rotate(ubos.skyBox.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.skyBox.model = glm::rotate(ubos.skyBox.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.skyBox.model = glm::rotate(ubos.skyBox.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
memcpy(uniformBuffers.vsSkyBox.mapped, &ubos.skyBox, sizeof(ubos.skyBox));
|
|
}
|
|
|
|
// Update uniform buffers for the fullscreen quad
|
|
void updateUniformBuffersScreen()
|
|
{
|
|
// Vertex shader
|
|
ubos.scene.projection = glm::ortho(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
|
|
ubos.scene.model = glm::mat4();
|
|
|
|
memcpy(uniformBuffers.vsScene.mapped, &ubos.scene, sizeof(ubos.scene));
|
|
|
|
// Fragment shader
|
|
// Vertical
|
|
ubos.vertBlur.horizontal = 0;
|
|
memcpy(uniformBuffers.fsVertBlur.mapped, &ubos.vertBlur, sizeof(ubos.vertBlur));
|
|
// Horizontal
|
|
ubos.horzBlur.horizontal = 1;
|
|
memcpy(uniformBuffers.fsHorzBlur.mapped, &ubos.horzBlur, sizeof(ubos.horzBlur));
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
|
|
// The scene render command buffer has to wait for the offscreen rendering to be finished before we can use the framebuffer
|
|
// color image for sampling during final rendering
|
|
// To ensure this we use a dedicated offscreen synchronization semaphore that will be signaled when offscreen rendering has been finished
|
|
// This is necessary as an implementation may start both command buffers at the same time, there is no guarantee
|
|
// that command buffers will be executed in the order they have been submitted by the application
|
|
|
|
// Offscreen rendering
|
|
|
|
// Wait for swap chain presentation to finish
|
|
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
|
// Signal ready with offscreen semaphore
|
|
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
|
|
|
// Submit work
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
// Scene rendering
|
|
|
|
// Wait for offscreen semaphore
|
|
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;
|
|
// Signal ready with render complete semaphpre
|
|
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
|
|
|
// Submit work
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
generateQuad();
|
|
setupVertexDescriptions();
|
|
prepareUniformBuffers();
|
|
prepareOffscreen();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
if (!paused)
|
|
{
|
|
updateUniformBuffersScene();
|
|
}
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffersScene();
|
|
updateUniformBuffersScreen();
|
|
}
|
|
|
|
virtual void keyPressed(uint32_t keyCode)
|
|
{
|
|
switch (keyCode)
|
|
{
|
|
case KEY_KPADD:
|
|
case GAMEPAD_BUTTON_R1:
|
|
changeBlurScale(0.25f);
|
|
break;
|
|
case KEY_KPSUB:
|
|
case GAMEPAD_BUTTON_L1:
|
|
changeBlurScale(-0.25f);
|
|
break;
|
|
case KEY_B:
|
|
case GAMEPAD_BUTTON_A:
|
|
toggleBloom();
|
|
break;
|
|
}
|
|
}
|
|
|
|
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
|
{
|
|
#if defined(__ANDROID__)
|
|
textOverlay->addText("Press \"L1/R1\" to change blur scale", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
textOverlay->addText("Press \"Button A\" to toggle bloom", 5.0f, 105.0f, VulkanTextOverlay::alignLeft);
|
|
#else
|
|
textOverlay->addText("Press \"NUMPAD +/-\" to change blur scale", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
textOverlay->addText("Press \"B\" to toggle bloom", 5.0f, 105.0f, VulkanTextOverlay::alignLeft);
|
|
#endif
|
|
}
|
|
|
|
void changeBlurScale(float delta)
|
|
{
|
|
ubos.vertBlur.blurScale += delta;
|
|
ubos.horzBlur.blurScale += delta;
|
|
updateUniformBuffersScreen();
|
|
}
|
|
|
|
void toggleBloom()
|
|
{
|
|
bloom = !bloom;
|
|
reBuildCommandBuffers();
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|