procedural-3d-engine/examples/terraintessellation/terraintessellation.cpp
2024-01-14 10:24:55 +01:00

752 lines
30 KiB
C++

/*
* Vulkan Example - Dynamic terrain tessellation
*
* This samples draw a terrain from a heightmap texture and uses tessellation to add in details based on camera distance
* The height level is generated in the vertex shader by reading from the heightmap image
*
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
#include "frustum.hpp"
#include <ktx.h>
#include <ktxvulkan.h>
class VulkanExample : public VulkanExampleBase
{
public:
bool wireframe = false;
bool tessellation = true;
// Holds the buffers for rendering the tessellated terrain
struct {
struct Vertices {
VkBuffer buffer{ VK_NULL_HANDLE };
VkDeviceMemory memory{ VK_NULL_HANDLE };
} vertices;
struct Indices {
int count;
VkBuffer buffer{ VK_NULL_HANDLE };
VkDeviceMemory memory{ VK_NULL_HANDLE };
} indices;
} terrain;
struct {
vks::Texture2D heightMap;
vks::Texture2D skySphere;
vks::Texture2DArray terrainArray;
} textures;
struct {
vkglTF::Model skysphere;
} models;
struct {
vks::Buffer terrainTessellation;
vks::Buffer skysphereVertex;
} uniformBuffers;
// Shared values for tessellation control and evaluation stages
struct UniformDataTessellation {
glm::mat4 projection;
glm::mat4 modelview;
glm::vec4 lightPos = glm::vec4(-48.0f, -40.0f, 46.0f, 0.0f);
glm::vec4 frustumPlanes[6];
float displacementFactor = 32.0f;
float tessellationFactor = 0.75f;
glm::vec2 viewportDim;
// Desired size of tessellated quad patch edge
float tessellatedEdgeSize = 20.0f;
} uniformDataTessellation;
// Skysphere vertex shader stage
struct UniformDataVertex {
glm::mat4 mvp;
} uniformDataVertex;
struct Pipelines {
VkPipeline terrain{ VK_NULL_HANDLE };
VkPipeline wireframe{ VK_NULL_HANDLE };
VkPipeline skysphere{ VK_NULL_HANDLE };
} pipelines;
struct {
VkDescriptorSetLayout terrain{ VK_NULL_HANDLE };
VkDescriptorSetLayout skysphere{ VK_NULL_HANDLE };
} descriptorSetLayouts;
struct {
VkPipelineLayout terrain{ VK_NULL_HANDLE };
VkPipelineLayout skysphere{ VK_NULL_HANDLE };
} pipelineLayouts;
struct {
VkDescriptorSet terrain{ VK_NULL_HANDLE };
VkDescriptorSet skysphere{ VK_NULL_HANDLE };
} descriptorSets;
// If supported, this sample will gather pipeline statistics to show e.g. tessellation related information
struct {
VkBuffer buffer{ VK_NULL_HANDLE };
VkDeviceMemory memory{ VK_NULL_HANDLE };
} queryResult;
VkQueryPool queryPool{ VK_NULL_HANDLE };
uint64_t pipelineStats[2] = { 0 };
// View frustum passed to tessellation control shader for culling
vks::Frustum frustum;
VulkanExample() : VulkanExampleBase()
{
title = "Dynamic terrain tessellation";
camera.type = Camera::CameraType::firstperson;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(-12.0f, 159.0f, 0.0f));
camera.setTranslation(glm::vec3(18.0f, 22.5f, 57.5f));
camera.movementSpeed = 10.0f;
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipelines.terrain, nullptr);
if (pipelines.wireframe != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipelines.wireframe, nullptr);
}
vkDestroyPipeline(device, pipelines.skysphere, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.skysphere, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.terrain, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.terrain, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.skysphere, nullptr);
uniformBuffers.skysphereVertex.destroy();
uniformBuffers.terrainTessellation.destroy();
textures.heightMap.destroy();
textures.skySphere.destroy();
textures.terrainArray.destroy();
vkDestroyBuffer(device, terrain.vertices.buffer, nullptr);
vkFreeMemory(device, terrain.vertices.memory, nullptr);
vkDestroyBuffer(device, terrain.indices.buffer, nullptr);
vkFreeMemory(device, terrain.indices.memory, nullptr);
if (queryPool != VK_NULL_HANDLE) {
vkDestroyQueryPool(device, queryPool, nullptr);
vkDestroyBuffer(device, queryResult.buffer, nullptr);
vkFreeMemory(device, queryResult.memory, nullptr);
}
}
}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Tessellation shader support is required for this example
if (deviceFeatures.tessellationShader) {
enabledFeatures.tessellationShader = VK_TRUE;
} else {
vks::tools::exitFatal("Selected GPU does not support tessellation shaders!", VK_ERROR_FEATURE_NOT_PRESENT);
}
// Fill mode non solid is required for wireframe display
if (deviceFeatures.fillModeNonSolid) {
enabledFeatures.fillModeNonSolid = VK_TRUE;
};
// Enable pipeline statistics if supported (to display them in the UI)
if (deviceFeatures.pipelineStatisticsQuery) {
enabledFeatures.pipelineStatisticsQuery = VK_TRUE;
};
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
}
// Setup a pool and a buffer for storing pipeline statistics results
void setupQueryResultBuffer()
{
uint32_t bufSize = 2 * sizeof(uint64_t);
VkMemoryRequirements memReqs;
VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
VkBufferCreateInfo bufferCreateInfo =
vks::initializers::bufferCreateInfo(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
bufSize);
// Results are saved in a host visible buffer for easy access by the application
VK_CHECK_RESULT(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &queryResult.buffer));
vkGetBufferMemoryRequirements(device, queryResult.buffer, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &queryResult.memory));
VK_CHECK_RESULT(vkBindBufferMemory(device, queryResult.buffer, queryResult.memory, 0));
// Create query pool
if (deviceFeatures.pipelineStatisticsQuery) {
VkQueryPoolCreateInfo queryPoolInfo = {};
queryPoolInfo.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
queryPoolInfo.queryType = VK_QUERY_TYPE_PIPELINE_STATISTICS;
queryPoolInfo.pipelineStatistics =
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT |
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT;
queryPoolInfo.queryCount = 2;
VK_CHECK_RESULT(vkCreateQueryPool(device, &queryPoolInfo, NULL, &queryPool));
}
}
// Retrieves the results of the pipeline statistics query submitted to the command buffer
void getQueryResults()
{
// We use vkGetQueryResults to copy the results into a host visible buffer
vkGetQueryPoolResults(
device,
queryPool,
0,
1,
sizeof(pipelineStats),
pipelineStats,
sizeof(uint64_t),
VK_QUERY_RESULT_64_BIT);
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
models.skysphere.loadFromFile(getAssetPath() + "models/sphere.gltf", vulkanDevice, queue, glTFLoadingFlags);
textures.skySphere.loadFromFile(getAssetPath() + "textures/skysphere_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
// Terrain textures are stored in a texture array with layers corresponding to terrain height
textures.terrainArray.loadFromFile(getAssetPath() + "textures/terrain_texturearray_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
// Height data is stored in a one-channel texture
textures.heightMap.loadFromFile(getAssetPath() + "textures/terrain_heightmap_r16.ktx", VK_FORMAT_R16_UNORM, vulkanDevice, queue);
VkSamplerCreateInfo samplerInfo = vks::initializers::samplerCreateInfo();
// Setup a mirroring sampler for the height map
vkDestroySampler(device, textures.heightMap.sampler, nullptr);
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.compareOp = VK_COMPARE_OP_NEVER;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = (float)textures.heightMap.mipLevels;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textures.heightMap.sampler));
textures.heightMap.descriptor.sampler = textures.heightMap.sampler;
// Setup a repeating sampler for the terrain texture layers
vkDestroySampler(device, textures.terrainArray.sampler, nullptr);
samplerInfo = vks::initializers::samplerCreateInfo();
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.compareOp = VK_COMPARE_OP_NEVER;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = (float)textures.terrainArray.mipLevels;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
if (deviceFeatures.samplerAnisotropy) {
samplerInfo.maxAnisotropy = 4.0f;
samplerInfo.anisotropyEnable = VK_TRUE;
}
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textures.terrainArray.sampler));
textures.terrainArray.descriptor.sampler = textures.terrainArray.sampler;
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
if (deviceFeatures.pipelineStatisticsQuery) {
vkCmdResetQueryPool(drawCmdBuffers[i], queryPool, 0, 2);
}
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
VkDeviceSize offsets[1] = { 0 };
// Skysphere
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skysphere);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.skysphere, 0, 1, &descriptorSets.skysphere, 0, nullptr);
models.skysphere.draw(drawCmdBuffers[i]);
// Tessellated terrain
if (deviceFeatures.pipelineStatisticsQuery) {
// Begin pipeline statistics query
vkCmdBeginQuery(drawCmdBuffers[i], queryPool, 0, 0);
}
// Render
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.terrain);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.terrain, 0, 1, &descriptorSets.terrain, 0, nullptr);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &terrain.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], terrain.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], terrain.indices.count, 1, 0, 0, 0);
if (deviceFeatures.pipelineStatisticsQuery) {
// End pipeline statistics query
vkCmdEndQuery(drawCmdBuffers[i], queryPool, 0);
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
// Generate a terrain quad patch with normals based on heightmap data
void generateTerrain()
{
const uint32_t patchSize{ 64 };
const float uvScale{ 1.0f };
uint16_t* heightdata;
uint32_t dim;
uint32_t scale;
ktxResult result;
ktxTexture* ktxTexture;
// We load the heightmap from an un-compressed ktx image with one channel that contains heights
std::string filename = getAssetPath() + "textures/terrain_heightmap_r16.ktx";
#if defined(__ANDROID__)
// On Android we need to load the file using the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
ktx_uint8_t* textureData = new ktx_uint8_t[size];
AAsset_read(asset, textureData, size);
AAsset_close(asset);
result = ktxTexture_CreateFromMemory(textureData, size, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
delete[] textureData;
#else
result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
#endif
assert(result == KTX_SUCCESS);
ktx_size_t ktxSize = ktxTexture_GetImageSize(ktxTexture, 0);
ktx_uint8_t* ktxImage = ktxTexture_GetData(ktxTexture);
dim = ktxTexture->baseWidth;
heightdata = new uint16_t[dim * dim];
memcpy(heightdata, ktxImage, ktxSize);
scale = dim / patchSize;
ktxTexture_Destroy(ktxTexture);
const uint32_t vertexCount = patchSize * patchSize;
// We use the Vertex definition from the glTF model loader, so we can re-use the vertex input state
vkglTF::Vertex *vertices = new vkglTF::Vertex[vertexCount];
const float wx = 2.0f;
const float wy = 2.0f;
// Generate a two-dimensional vertex patch
for (auto x = 0; x < patchSize; x++) {
for (auto y = 0; y < patchSize; y++) {
uint32_t index = (x + y * patchSize);
vertices[index].pos[0] = x * wx + wx / 2.0f - (float)patchSize * wx / 2.0f;
vertices[index].pos[1] = 0.0f;
vertices[index].pos[2] = y * wy + wy / 2.0f - (float)patchSize * wy / 2.0f;
vertices[index].uv = glm::vec2((float)x / (patchSize - 1), (float)y / (patchSize - 1)) * uvScale;
}
}
// Calculate normals from the height map using a sobel filter
for (auto x = 0; x < patchSize; x++) {
for (auto y = 0; y < patchSize; y++) {
// We get
float heights[3][3];
for (auto sx = -1; sx <= 1; sx++) {
for (auto sy = -1; sy <= 1; sy++) {
// Get height at sampled position from heightmap
glm::ivec2 rpos = glm::ivec2(x + sx, y + sy) * glm::ivec2(scale);
rpos.x = std::max(0, std::min(rpos.x, (int)dim - 1));
rpos.y = std::max(0, std::min(rpos.y, (int)dim - 1));
rpos /= glm::ivec2(scale);
heights[sx + 1][sy + 1] = *(heightdata + (rpos.x + rpos.y * dim) * scale) / 65535.0f;
}
}
glm::vec3 normal;
// Gx sobel filter
normal.x = heights[0][0] - heights[2][0] + 2.0f * heights[0][1] - 2.0f * heights[2][1] + heights[0][2] - heights[2][2];
// Gy sobel filter
normal.z = heights[0][0] + 2.0f * heights[1][0] + heights[2][0] - heights[0][2] - 2.0f * heights[1][2] - heights[2][2];
// Calculate missing up component of the normal using the filtered x and y axis
// The first value controls the bump strength
normal.y = 0.25f * sqrt( 1.0f - normal.x * normal.x - normal.z * normal.z);
vertices[x + y * patchSize].normal = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));
}
}
delete[] heightdata;
// Generate indices
const uint32_t w = (patchSize - 1);
const uint32_t indexCount = w * w * 4;
uint32_t *indices = new uint32_t[indexCount];
for (auto x = 0; x < w; x++)
{
for (auto y = 0; y < w; y++)
{
uint32_t index = (x + y * w) * 4;
indices[index] = (x + y * patchSize);
indices[index + 1] = indices[index] + patchSize;
indices[index + 2] = indices[index + 1] + 1;
indices[index + 3] = indices[index] + 1;
}
}
terrain.indices.count = indexCount;
// Upload vertices and indices to device
uint32_t vertexBufferSize = vertexCount * sizeof(vkglTF::Vertex);
uint32_t indexBufferSize = indexCount * sizeof(uint32_t);
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertexStaging, indexStaging;
// Stage the terrain vertex data to the device
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
vertexBufferSize,
&vertexStaging.buffer,
&vertexStaging.memory,
vertices));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
indexBufferSize,
&indexStaging.buffer,
&indexStaging.memory,
indices));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBufferSize,
&terrain.vertices.buffer,
&terrain.vertices.memory));
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBufferSize,
&terrain.indices.buffer,
&terrain.indices.memory));
// Copy from staging buffers
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
terrain.vertices.buffer,
1,
&copyRegion);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
terrain.indices.buffer,
1,
&copyRegion);
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
vkFreeMemory(device, vertexStaging.memory, nullptr);
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
vkFreeMemory(device, indexStaging.memory, nullptr);
delete[] vertices;
delete[] indices;
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layouts
VkDescriptorSetLayoutCreateInfo descriptorLayout;
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
// Terrain
setLayoutBindings = {
// Binding 0 : Shared Tessellation shader ubo
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 0),
// Binding 1 : Height map
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 1),
// Binding 2 : Terrain texture array layers
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
};
descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.terrain));
// Skysphere
setLayoutBindings = {
// Binding 0 : Vertex shader ubo
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1 : Color map
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.skysphere));
// Sets
VkDescriptorSetAllocateInfo allocInfo;
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Terrain
allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.terrain, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.terrain));
writeDescriptorSets = {
// Binding 0 : Shared tessellation shader ubo
vks::initializers::writeDescriptorSet(descriptorSets.terrain, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.terrainTessellation.descriptor),
// Binding 1 : Height map
vks::initializers::writeDescriptorSet(descriptorSets.terrain, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.heightMap.descriptor),
// Binding 2 : Terrain texture array layers
vks::initializers::writeDescriptorSet(descriptorSets.terrain, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.terrainArray.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Skysphere
allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.skysphere, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skysphere));
writeDescriptorSets = {
// Binding 0 : Vertex shader ubo
vks::initializers::writeDescriptorSet(descriptorSets.skysphere, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.skysphereVertex.descriptor),
// Binding 1 : Fragment shader color map
vks::initializers::writeDescriptorSet(descriptorSets.skysphere, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.skySphere.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layouts
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.terrain, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.terrain));
pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.skysphere, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.skysphere));
// Pipelines
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
// We render the terrain as a grid of quad patches
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, 0, VK_FALSE);
VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(4);
// Terrain tessellation pipeline
shaderStages[0] = loadShader(getShadersPath() + "terraintessellation/terrain.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "terraintessellation/terrain.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getShadersPath() + "terraintessellation/terrain.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getShadersPath() + "terraintessellation/terrain.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.terrain, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.pTessellationState = &tessellationState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.terrain));
// Terrain wireframe pipeline (if devie supports it)
if (deviceFeatures.fillModeNonSolid) {
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wireframe));
};
// Skysphere pipeline
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
// Revert to triangle list topology
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// Reset tessellation state
pipelineCI.pTessellationState = nullptr;
// Don't write to depth buffer
depthStencilState.depthWriteEnable = VK_FALSE;
pipelineCI.stageCount = 2;
pipelineCI.layout = pipelineLayouts.skysphere;
shaderStages[0] = loadShader(getShadersPath() + "terraintessellation/skysphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "terraintessellation/skysphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skysphere));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Shared tessellation shader stages 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.terrainTessellation, sizeof(UniformDataTessellation)));
// Skysphere 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.skysphereVertex, sizeof(UniformDataVertex)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.terrainTessellation.map());
VK_CHECK_RESULT(uniformBuffers.skysphereVertex.map());
}
void updateUniformBuffers()
{
// Tessellation
uniformDataTessellation.projection = camera.matrices.perspective;
uniformDataTessellation.modelview = camera.matrices.view * glm::mat4(1.0f);
uniformDataTessellation.lightPos.y = -0.5f - uniformDataTessellation.displacementFactor; // todo: Not uesed yet
uniformDataTessellation.viewportDim = glm::vec2((float)width, (float)height);
frustum.update(uniformDataTessellation.projection * uniformDataTessellation.modelview);
memcpy(uniformDataTessellation.frustumPlanes, frustum.planes.data(), sizeof(glm::vec4) * 6);
float savedFactor = uniformDataTessellation.tessellationFactor;
if (!tessellation)
{
// Setting this to zero sets all tessellation factors to 1.0 in the shader
uniformDataTessellation.tessellationFactor = 0.0f;
}
memcpy(uniformBuffers.terrainTessellation.mapped, &uniformDataTessellation, sizeof(UniformDataTessellation));
if (!tessellation)
{
uniformDataTessellation.tessellationFactor = savedFactor;
}
// Vertex shader
uniformDataVertex.mvp = camera.matrices.perspective * glm::mat4(glm::mat3(camera.matrices.view));
memcpy(uniformBuffers.skysphereVertex.mapped, &uniformDataVertex, sizeof(UniformDataVertex));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
generateTerrain();
if (deviceFeatures.pipelineStatisticsQuery) {
setupQueryResultBuffer();
}
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Read query results for displaying in next frame (if the device supports pipeline statistics)
if (deviceFeatures.pipelineStatisticsQuery) {
getQueryResults();
}
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->checkBox("Tessellation", &tessellation)) {
updateUniformBuffers();
}
if (overlay->inputFloat("Factor", &uniformDataTessellation.tessellationFactor, 0.05f, 2)) {
updateUniformBuffers();
}
if (deviceFeatures.fillModeNonSolid) {
if (overlay->checkBox("Wireframe", &wireframe)) {
buildCommandBuffers();
}
}
}
if (deviceFeatures.pipelineStatisticsQuery) {
if (overlay->header("Pipeline statistics")) {
overlay->text("VS invocations: %d", pipelineStats[0]);
overlay->text("TE invocations: %d", pipelineStats[1]);
}
}
}
};
VULKAN_EXAMPLE_MAIN()