procedural-3d-engine/examples/displacement/displacement.cpp
2017-11-12 19:32:09 +01:00

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/*
* Vulkan Example - Displacement mapping with tessellation shaders
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <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 <gli/gli.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanTexture.hpp"
#include "VulkanModel.hpp"
#include "VulkanBuffer.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
private:
struct {
vks::Texture2D colorHeightMap;
} textures;
public:
bool splitScreen = true;
bool displacement = true;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_UV,
});
struct {
vks::Model object;
} models;
struct {
vks::Buffer tessControl, tessEval;
} uniformBuffers;
struct UBOTessControl {
float tessLevel = 64.0f;
} uboTessControl;
struct UBOTessEval {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, -1.0f, 0.0f, 0.0f);
float tessAlpha = 1.0f;
float tessStrength = 0.1f;
} uboTessEval;
struct Pipelines {
VkPipeline solid;
VkPipeline wireframe = VK_NULL_HANDLE;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -1.25f;
rotation = glm::vec3(-20.0f, 45.0f, 0.0f);
title = "Tessellation shader displacement";
settings.overlay = true;
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.solid, nullptr);
if (pipelines.wireframe != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipelines.wireframe, nullptr);
};
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffers.tessControl.destroy();
uniformBuffers.tessEval.destroy();
models.object.destroy();
textures.colorHeightMap.destroy();
}
// 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!", "Feature not supported");
}
// Fill mode non solid is required for wireframe display
if (deviceFeatures.fillModeNonSolid) {
enabledFeatures.fillModeNonSolid = VK_TRUE;
}
else {
splitScreen = false;
}
}
void loadAssets()
{
models.object.loadFromFile(getAssetPath() + "models/plane.obj", vertexLayout, 0.25f, vulkanDevice, queue);
// Textures
if (vulkanDevice->features.textureCompressionBC) {
textures.colorHeightMap.loadFromFile(getAssetPath() + "textures/stonefloor03_color_bc3_unorm.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
}
else if (vulkanDevice->features.textureCompressionASTC_LDR) {
textures.colorHeightMap.loadFromFile(getAssetPath() + "textures/stonefloor03_color_astc_8x8_unorm.ktx", VK_FORMAT_ASTC_8x8_UNORM_BLOCK, vulkanDevice, queue);
}
else if (vulkanDevice->features.textureCompressionETC2) {
textures.colorHeightMap.loadFromFile(getAssetPath() + "textures/stonefloor03_color_etc2_unorm.ktx", VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, vulkanDevice, queue);
}
else {
vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
}
}
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)
{
// 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 = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(splitScreen ? width / 2 : width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.object.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.object.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
if (splitScreen)
{
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
scissor.offset.x = width / 2;
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
}
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vertexLayout.stride(),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normals
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 2 : Texture coordinates
vertices.attributeDescriptions[2] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 6);
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
// Example uses two ubos and two image samplers
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
static_cast<uint32_t>(poolSizes.size()),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Tessellation control shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
0),
// Binding 1 : Tessellation evaluation shader ubo
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
1),
// Binding 2 : Combined color (rgb) and height (alpha) map
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
2),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
// Color and height map image descriptor
VkDescriptorImageInfo texDescriptor =
vks::initializers::descriptorImageInfo(
textures.colorHeightMap.sampler,
textures.colorHeightMap.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Tessellation control shader ubo
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.tessControl.descriptor),
// Binding 1 : Tessellation evaluation shader ubo
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1,
&uniformBuffers.tessEval.descriptor),
// Binding 2 : Color and displacement map (alpha channel)
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
2,
&texDescriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
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.data(),
static_cast<uint32_t>(dynamicStateEnables.size()),
0);
VkPipelineTessellationStateCreateInfo tessellationState =
vks::initializers::pipelineTessellationStateCreateInfo(3);
// Tessellation pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.pTessellationState = &tessellationState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
// Solid pipeline
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
if (deviceFeatures.fillModeNonSolid) {
// Wireframe pipeline
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
rasterizationState.cullMode = VK_CULL_MODE_NONE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe));
}
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Tessellation evaluation shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.tessEval,
sizeof(uboTessEval)));
// Tessellation control shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.tessControl,
sizeof(uboTessControl)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.tessControl.map());
VK_CHECK_RESULT(uniformBuffers.tessEval.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
// Tessellation eval
glm::mat4 viewMatrix = glm::mat4(1.0f);
uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width) / (float)height, 0.1f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
uboTessEval.model = glm::mat4(1.0f);
uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, glm::vec3(0, 0, 0));
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboTessEval.lightPos.y = -0.5f - uboTessEval.tessStrength;
memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
// Tessellation control
float savedLevel = uboTessControl.tessLevel;
if (!displacement)
{
uboTessControl.tessLevel = 1.0f;
}
memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));
if (!displacement)
{
uboTessControl.tessLevel = savedLevel;
}
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
// Check if device supports tessellation shaders
if (!deviceFeatures.tessellationShader)
{
vks::tools::exitFatal("Selected GPU does not support tessellation shaders!", "Feature not supported");
}
VulkanExampleBase::prepare();
loadAssets();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->checkBox("Tessellation displacement", &displacement)) {
updateUniformBuffers();
}
if (overlay->inputFloat("Strength", &uboTessEval.tessStrength, 0.025f, 3)) {
updateUniformBuffers();
}
if (overlay->inputFloat("Level", &uboTessControl.tessLevel, 0.5f, 2)) {
updateUniformBuffers();
}
if (deviceFeatures.fillModeNonSolid) {
if (overlay->checkBox("Splitscreen", &splitScreen)) {
buildCommandBuffers();
updateUniformBuffers();
}
}
}
}
};
VULKAN_EXAMPLE_MAIN()