procedural-3d-engine/bloom/bloom.cpp

1057 lines
41 KiB
C++

/*
* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "vulkanbuffer.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Offscreen frame buffer properties
#define FB_DIM 256
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
{
vkMeshLoader::VERTEX_LAYOUT_POSITION,
vkMeshLoader::VERTEX_LAYOUT_UV,
vkMeshLoader::VERTEX_LAYOUT_COLOR,
vkMeshLoader::VERTEX_LAYOUT_NORMAL
};
class VulkanExample : public VulkanExampleBase
{
public:
bool bloom = true;
struct {
vkTools::VulkanTexture cubemap;
} textures;
struct {
vkMeshLoader::MeshBuffer ufo;
vkMeshLoader::MeshBuffer ufoGlow;
vkMeshLoader::MeshBuffer skyBox;
vkMeshLoader::MeshBuffer quad;
} meshes;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vk::Buffer vsScene;
vk::Buffer vsFullScreen;
vk::Buffer vsSkyBox;
vk::Buffer fsVertBlur;
vk::Buffer fsHorzBlur;
} uniformBuffers;
struct UBO {
glm::mat4 projection;
glm::mat4 model;
};
struct UBOBlur {
float blurScale = 1.0f;
float blurStrength = 1.5f;
uint32_t horizontal;
};
struct {
UBO scene, fullscreen, skyBox;
UBOBlur vertBlur, horzBlur;
} ubos;
struct {
VkPipeline blurVert;
VkPipeline blurHorz;
VkPipeline glowPass;
VkPipeline phongPass;
VkPipeline skyBox;
} pipelines;
// Pipeline layout is shared amongst all descriptor sets
VkPipelineLayout pipelineLayout;
struct {
VkDescriptorSet scene;
VkDescriptorSet verticalBlur;
VkDescriptorSet horizontalBlur;
VkDescriptorSet skyBox;
} descriptorSets;
// Descriptor set layout is shared amongst all descriptor sets
VkDescriptorSetLayout descriptorSetLayout;
// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image;
VkDeviceMemory mem;
VkImageView view;
};
struct FrameBuffer {
VkFramebuffer framebuffer;
FrameBufferAttachment color, depth;
VkDescriptorImageInfo descriptor;
};
struct OffscreenPass {
int32_t width, height;
VkRenderPass renderPass;
VkSampler sampler;
VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore semaphore = VK_NULL_HANDLE;
std::array<FrameBuffer, 2> framebuffers;
} offscreenPass;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -10.25f;
rotation = { 7.5f, -343.0f, 0.0f };
timerSpeed *= 0.5f;
enableTextOverlay = true;
title = "Vulkan Example - Bloom";
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroySampler(device, offscreenPass.sampler, nullptr);
// Frame buffer
for (auto& framebuffer : offscreenPass.framebuffers)
{
// Attachments
vkDestroyImageView(device, framebuffer.color.view, nullptr);
vkDestroyImage(device, framebuffer.color.image, nullptr);
vkFreeMemory(device, framebuffer.color.mem, nullptr);
vkDestroyImageView(device, framebuffer.depth.view, nullptr);
vkDestroyImage(device, framebuffer.depth.image, nullptr);
vkFreeMemory(device, framebuffer.depth.mem, nullptr);
vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
}
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
vkDestroyPipeline(device, pipelines.blurVert, nullptr);
vkDestroyPipeline(device, pipelines.phongPass, nullptr);
vkDestroyPipeline(device, pipelines.glowPass, nullptr);
vkDestroyPipeline(device, pipelines.skyBox, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Meshes
vkMeshLoader::freeMeshBufferResources(device, &meshes.ufo);
vkMeshLoader::freeMeshBufferResources(device, &meshes.ufoGlow);
vkMeshLoader::freeMeshBufferResources(device, &meshes.skyBox);
vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
// Uniform buffers
uniformBuffers.vsScene.destroy();
uniformBuffers.vsFullScreen.destroy();
uniformBuffers.vsSkyBox.destroy();
uniformBuffers.fsVertBlur.destroy();
uniformBuffers.fsHorzBlur.destroy();
textureLoader->destroyTexture(textures.cubemap);
}
// Setup the offscreen framebuffer for rendering the mirrored scene
// The color attachment of this framebuffer will then be sampled from
void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
{
// Color attachment
VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = colorFormat;
image.extent.width = FB_DIM;
image.extent.height = FB_DIM;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
// We will sample directly from the color attachment
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = colorFormat;
colorImageView.flags = 0;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->color.image));
vkGetImageMemoryRequirements(device, frameBuf->color.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
colorImageView.image = frameBuf->color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
// Depth stencil attachment
image.format = depthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = depthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->depth.image));
vkGetImageMemoryRequirements(device, frameBuf->depth.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->depth.image, frameBuf->depth.mem, 0));
depthStencilView.image = frameBuf->depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuf->depth.view));
VkImageView attachments[2];
attachments[0] = frameBuf->color.view;
attachments[1] = frameBuf->depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = FB_DIM;
fbufCreateInfo.height = FB_DIM;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->framebuffer));
// Fill a descriptor for later use in a descriptor set
frameBuf->descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
frameBuf->descriptor.imageView = frameBuf->color.view;
frameBuf->descriptor.sampler = offscreenPass.sampler;
}
// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
void prepareOffscreen()
{
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
// Color attachment
attchmentDescriptions[0].format = FB_COLOR_FORMAT;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for layout transitions
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// Create the actual renderpass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
renderPassInfo.pAttachments = attchmentDescriptions.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.sampler));
// Create two frame buffers
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[0], FB_COLOR_FORMAT, fbDepthFormat);
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
}
// Sets up the command buffer that renders the scene to the offscreen frame buffer
// The blur method used in this example is multi pass and renders the vertical
// blur first and then the horizontal one.
// While it's possible to blur in one pass, this method is widely used as it
// requires far less samples to generate the blur
void buildOffscreenCommandBuffer()
{
if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
{
offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
if (offscreenPass.semaphore == VK_NULL_HANDLE)
{
VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
}
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
// First pass: Render glow parts of the model (separate mesh)
// -------------------------------------------------------------------------------------------------------
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
VkViewport viewport = vkTools::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, NULL);
vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.ufoGlow.vertices.buf, offsets);
vkCmdBindIndexBuffer(offscreenPass.commandBuffer, meshes.ufoGlow.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(offscreenPass.commandBuffer, meshes.ufoGlow.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(offscreenPass.commandBuffer);
// 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()