procedural-3d-engine/examples/ssao/ssao.cpp
Ben Clayton ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00

1000 lines
45 KiB
C++

/*
* Vulkan Example - Screen space ambient occlusion example
*
* Copyright (C) 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>
#include <random>
#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 "VulkanTexture.hpp"
#include "VulkanModel.hpp"
#define ENABLE_VALIDATION false
#define SSAO_KERNEL_SIZE 32
#define SSAO_RADIUS 0.5f
#if defined(__ANDROID__)
#define SSAO_NOISE_DIM 8
#else
#define SSAO_NOISE_DIM 4
#endif
class VulkanExample : public VulkanExampleBase
{
public:
struct {
vks::Texture2D ssaoNoise;
} textures;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_UV,
vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_NORMAL,
});
struct {
vks::Model scene;
} models;
struct UBOSceneMatrices {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
} uboSceneMatrices;
struct UBOSSAOParams {
glm::mat4 projection;
int32_t ssao = true;
int32_t ssaoOnly = false;
int32_t ssaoBlur = true;
} uboSSAOParams;
struct {
VkPipeline offscreen;
VkPipeline composition;
VkPipeline ssao;
VkPipeline ssaoBlur;
} pipelines;
struct {
VkPipelineLayout gBuffer;
VkPipelineLayout ssao;
VkPipelineLayout ssaoBlur;
VkPipelineLayout composition;
} pipelineLayouts;
struct {
const uint32_t count = 5;
VkDescriptorSet model;
VkDescriptorSet floor;
VkDescriptorSet ssao;
VkDescriptorSet ssaoBlur;
VkDescriptorSet composition;
} descriptorSets;
struct {
VkDescriptorSetLayout gBuffer;
VkDescriptorSetLayout ssao;
VkDescriptorSetLayout ssaoBlur;
VkDescriptorSetLayout composition;
} descriptorSetLayouts;
struct {
vks::Buffer sceneMatrices;
vks::Buffer ssaoKernel;
vks::Buffer ssaoParams;
} uniformBuffers;
// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image;
VkDeviceMemory mem;
VkImageView view;
VkFormat format;
void destroy(VkDevice device)
{
vkDestroyImage(device, image, nullptr);
vkDestroyImageView(device, view, nullptr);
vkFreeMemory(device, mem, nullptr);
}
};
struct FrameBuffer {
int32_t width, height;
VkFramebuffer frameBuffer;
VkRenderPass renderPass;
void setSize(int32_t w, int32_t h)
{
this->width = w;
this->height = h;
}
void destroy(VkDevice device)
{
vkDestroyFramebuffer(device, frameBuffer, nullptr);
vkDestroyRenderPass(device, renderPass, nullptr);
}
};
struct {
struct Offscreen : public FrameBuffer {
FrameBufferAttachment position, normal, albedo, depth;
} offscreen;
struct SSAO : public FrameBuffer {
FrameBufferAttachment color;
} ssao, ssaoBlur;
} frameBuffers;
// One sampler for the frame buffer color attachments
VkSampler colorSampler;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Screen space ambient occlusion";
settings.overlay = true;
camera.type = Camera::CameraType::firstperson;
camera.movementSpeed = 5.0f;
#ifndef __ANDROID__
camera.rotationSpeed = 0.25f;
#endif
camera.position = { 7.5f, -6.75f, 0.0f };
camera.setRotation(glm::vec3(5.0f, 90.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 64.0f);
}
~VulkanExample()
{
vkDestroySampler(device, colorSampler, nullptr);
// Attachments
frameBuffers.offscreen.position.destroy(device);
frameBuffers.offscreen.normal.destroy(device);
frameBuffers.offscreen.albedo.destroy(device);
frameBuffers.offscreen.depth.destroy(device);
frameBuffers.ssao.color.destroy(device);
frameBuffers.ssaoBlur.color.destroy(device);
// Framebuffers
frameBuffers.offscreen.destroy(device);
frameBuffers.ssao.destroy(device);
frameBuffers.ssaoBlur.destroy(device);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.composition, nullptr);
vkDestroyPipeline(device, pipelines.ssao, nullptr);
vkDestroyPipeline(device, pipelines.ssaoBlur, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.gBuffer, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.ssao, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.ssaoBlur, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.composition, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.gBuffer, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.ssao, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.ssaoBlur, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.composition, nullptr);
// Meshes
models.scene.destroy();
// Uniform buffers
uniformBuffers.sceneMatrices.destroy();
uniformBuffers.ssaoKernel.destroy();
uniformBuffers.ssaoParams.destroy();
textures.ssaoNoise.destroy();
}
// Create a frame buffer attachment
void createAttachment(
VkFormat format,
VkImageUsageFlagBits usage,
FrameBufferAttachment *attachment,
uint32_t width,
uint32_t height)
{
VkImageAspectFlags aspectMask = 0;
VkImageLayout imageLayout;
attachment->format = format;
if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
{
aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
assert(aspectMask > 0);
VkImageCreateInfo image = vks::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = format;
image.extent.width = width;
image.extent.height = height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
vkGetImageMemoryRequirements(device, attachment->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, &attachment->mem));
VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
VkImageViewCreateInfo imageView = vks::initializers::imageViewCreateInfo();
imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
imageView.format = format;
imageView.subresourceRange = {};
imageView.subresourceRange.aspectMask = aspectMask;
imageView.subresourceRange.baseMipLevel = 0;
imageView.subresourceRange.levelCount = 1;
imageView.subresourceRange.baseArrayLayer = 0;
imageView.subresourceRange.layerCount = 1;
imageView.image = attachment->image;
VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
}
void prepareOffscreenFramebuffers()
{
// Attachments
#if defined(__ANDROID__)
const uint32_t ssaoWidth = width / 2;
const uint32_t ssaoHeight = height / 2;
#else
const uint32_t ssaoWidth = width;
const uint32_t ssaoHeight = height;
#endif
frameBuffers.offscreen.setSize(width, height);
frameBuffers.ssao.setSize(ssaoWidth, ssaoHeight);
frameBuffers.ssaoBlur.setSize(width, height);
// Find a suitable depth format
VkFormat attDepthFormat;
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
assert(validDepthFormat);
// G-Buffer
createAttachment(VK_FORMAT_R32G32B32A32_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.position, width, height); // Position + Depth
createAttachment(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.normal, width, height); // Normals
createAttachment(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.offscreen.albedo, width, height); // Albedo (color)
createAttachment(attDepthFormat, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, &frameBuffers.offscreen.depth, width, height); // Depth
// SSAO
createAttachment(VK_FORMAT_R8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.ssao.color, ssaoWidth, ssaoHeight); // Color
// SSAO blur
createAttachment(VK_FORMAT_R8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &frameBuffers.ssaoBlur.color, width, height); // Color
// Render passes
// G-Buffer creation
{
std::array<VkAttachmentDescription, 4> attachmentDescs = {};
// Init attachment properties
for (uint32_t i = 0; i < static_cast<uint32_t>(attachmentDescs.size()); i++)
{
attachmentDescs[i].samples = VK_SAMPLE_COUNT_1_BIT;
attachmentDescs[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentDescs[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentDescs[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachmentDescs[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescs[i].finalLayout = (i == 3) ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
// Formats
attachmentDescs[0].format = frameBuffers.offscreen.position.format;
attachmentDescs[1].format = frameBuffers.offscreen.normal.format;
attachmentDescs[2].format = frameBuffers.offscreen.albedo.format;
attachmentDescs[3].format = frameBuffers.offscreen.depth.format;
std::vector<VkAttachmentReference> colorReferences;
colorReferences.push_back({ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
colorReferences.push_back({ 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
colorReferences.push_back({ 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
VkAttachmentReference depthReference = {};
depthReference.attachment = 3;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = colorReferences.data();
subpass.colorAttachmentCount = static_cast<uint32_t>(colorReferences.size());
subpass.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for attachment layout transitions
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[0].dstAccessMask = 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_FRAGMENT_SHADER_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.pAttachments = attachmentDescs.data();
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachmentDescs.size());
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 2;
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.offscreen.renderPass));
std::array<VkImageView, 4> attachments;
attachments[0] = frameBuffers.offscreen.position.view;
attachments[1] = frameBuffers.offscreen.normal.view;
attachments[2] = frameBuffers.offscreen.albedo.view;
attachments[3] = frameBuffers.offscreen.depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = frameBuffers.offscreen.renderPass;
fbufCreateInfo.pAttachments = attachments.data();
fbufCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
fbufCreateInfo.width = frameBuffers.offscreen.width;
fbufCreateInfo.height = frameBuffers.offscreen.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.offscreen.frameBuffer));
}
// SSAO
{
VkAttachmentDescription attachmentDescription{};
attachmentDescription.format = frameBuffers.ssao.color.format;
attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = &colorReference;
subpass.colorAttachmentCount = 1;
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;
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.pAttachments = &attachmentDescription;
renderPassInfo.attachmentCount = 1;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 2;
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.ssao.renderPass));
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = frameBuffers.ssao.renderPass;
fbufCreateInfo.pAttachments = &frameBuffers.ssao.color.view;
fbufCreateInfo.attachmentCount = 1;
fbufCreateInfo.width = frameBuffers.ssao.width;
fbufCreateInfo.height = frameBuffers.ssao.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.ssao.frameBuffer));
}
// SSAO Blur
{
VkAttachmentDescription attachmentDescription{};
attachmentDescription.format = frameBuffers.ssaoBlur.color.format;
attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = &colorReference;
subpass.colorAttachmentCount = 1;
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;
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.pAttachments = &attachmentDescription;
renderPassInfo.attachmentCount = 1;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 2;
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.ssaoBlur.renderPass));
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = frameBuffers.ssaoBlur.renderPass;
fbufCreateInfo.pAttachments = &frameBuffers.ssaoBlur.color.view;
fbufCreateInfo.attachmentCount = 1;
fbufCreateInfo.width = frameBuffers.ssaoBlur.width;
fbufCreateInfo.height = frameBuffers.ssaoBlur.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.ssaoBlur.frameBuffer));
}
// Shared sampler used for all color attachments
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_NEAREST;
sampler.minFilter = VK_FILTER_NEAREST;
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 = 1.0f;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
}
void loadAssets()
{
vks::ModelCreateInfo modelCreateInfo;
modelCreateInfo.scale = glm::vec3(0.5f);
modelCreateInfo.uvscale = glm::vec2(1.0f);
modelCreateInfo.center = glm::vec3(0.0f, 0.0f, 0.0f);
models.scene.loadFromFile(getAssetPath() + "models/sibenik/sibenik.dae", vertexLayout, &modelCreateInfo, vulkanDevice, queue);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkDeviceSize offsets[1] = { 0 };
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
/*
Offscreen SSAO generation
*/
{
// Clear values for all attachments written in the fragment sahder
std::vector<VkClearValue> clearValues(4);
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[3].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = frameBuffers.offscreen.renderPass;
renderPassBeginInfo.framebuffer = frameBuffers.offscreen.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = frameBuffers.offscreen.width;
renderPassBeginInfo.renderArea.extent.height = frameBuffers.offscreen.height;
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
renderPassBeginInfo.pClearValues = clearValues.data();
/*
First pass: Fill G-Buffer components (positions+depth, normals, albedo) using MRT
*/
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)frameBuffers.offscreen.width, (float)frameBuffers.offscreen.height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(frameBuffers.offscreen.width, frameBuffers.offscreen.height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.gBuffer, 0, 1, &descriptorSets.floor, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.scene.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.scene.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
/*
Second pass: SSAO generation
*/
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
renderPassBeginInfo.framebuffer = frameBuffers.ssao.frameBuffer;
renderPassBeginInfo.renderPass = frameBuffers.ssao.renderPass;
renderPassBeginInfo.renderArea.extent.width = frameBuffers.ssao.width;
renderPassBeginInfo.renderArea.extent.height = frameBuffers.ssao.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues.data();
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
viewport = vks::initializers::viewport((float)frameBuffers.ssao.width, (float)frameBuffers.ssao.height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
scissor = vks::initializers::rect2D(frameBuffers.ssao.width, frameBuffers.ssao.height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.ssao, 0, 1, &descriptorSets.ssao, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.ssao);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
/*
Third pass: SSAO blur
*/
renderPassBeginInfo.framebuffer = frameBuffers.ssaoBlur.frameBuffer;
renderPassBeginInfo.renderPass = frameBuffers.ssaoBlur.renderPass;
renderPassBeginInfo.renderArea.extent.width = frameBuffers.ssaoBlur.width;
renderPassBeginInfo.renderArea.extent.height = frameBuffers.ssaoBlur.height;
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
viewport = vks::initializers::viewport((float)frameBuffers.ssaoBlur.width, (float)frameBuffers.ssaoBlur.height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
scissor = vks::initializers::rect2D(frameBuffers.ssaoBlur.width, frameBuffers.ssaoBlur.height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.ssaoBlur, 0, 1, &descriptorSets.ssaoBlur, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.ssaoBlur);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
}
/*
Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
*/
/*
Final render pass: Scene rendering with applied radial blur
*/
{
std::vector<VkClearValue> clearValues(2);
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = VulkanExampleBase::frameBuffers[i];
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues.data();
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);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.composition, 0, 1, &descriptorSets.composition, 0, NULL);
// Final composition pass
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.composition);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
}
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 10),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 12)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, descriptorSets.count);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupLayoutsAndDescriptors()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
VkDescriptorSetLayoutCreateInfo setLayoutCreateInfo;
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo();
VkDescriptorSetAllocateInfo descriptorAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, nullptr, 1);
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
std::vector<VkDescriptorImageInfo> imageDescriptors;
// G-Buffer creation (offscreen scene rendering)
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // VS UBO
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // FS Color
};
setLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &setLayoutCreateInfo, nullptr, &descriptorSetLayouts.gBuffer));
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayouts.gBuffer;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.gBuffer));
descriptorAllocInfo.pSetLayouts = &descriptorSetLayouts.gBuffer;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocInfo, &descriptorSets.floor));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.sceneMatrices.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// SSAO Generation
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // FS Position+Depth
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // FS Normals
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // FS SSAO Noise
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), // FS SSAO Kernel UBO
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4), // FS Params UBO
};
setLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &setLayoutCreateInfo, nullptr, &descriptorSetLayouts.ssao));
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayouts.ssao;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.ssao));
descriptorAllocInfo.pSetLayouts = &descriptorSetLayouts.ssao;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocInfo, &descriptorSets.ssao));
imageDescriptors = {
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.offscreen.position.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.offscreen.normal.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
};
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.ssao, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &imageDescriptors[0]), // FS Position+Depth
vks::initializers::writeDescriptorSet(descriptorSets.ssao, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &imageDescriptors[1]), // FS Normals
vks::initializers::writeDescriptorSet(descriptorSets.ssao, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.ssaoNoise.descriptor), // FS SSAO Noise
vks::initializers::writeDescriptorSet(descriptorSets.ssao, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3, &uniformBuffers.ssaoKernel.descriptor), // FS SSAO Kernel UBO
vks::initializers::writeDescriptorSet(descriptorSets.ssao, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.ssaoParams.descriptor), // FS SSAO Params UBO
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// SSAO Blur
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // FS Sampler SSAO
};
setLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &setLayoutCreateInfo, nullptr, &descriptorSetLayouts.ssaoBlur));
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayouts.ssaoBlur;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.ssaoBlur));
descriptorAllocInfo.pSetLayouts = &descriptorSetLayouts.ssaoBlur;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocInfo, &descriptorSets.ssaoBlur));
imageDescriptors = {
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.ssao.color.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
};
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.ssaoBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &imageDescriptors[0]),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
// Composition
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // FS Position+Depth
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // FS Normals
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // FS Albedo
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), // FS SSAO
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 4), // FS SSAO blurred
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 5), // FS Lights UBO
};
setLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &setLayoutCreateInfo, nullptr, &descriptorSetLayouts.composition));
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayouts.composition;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.composition));
descriptorAllocInfo.pSetLayouts = &descriptorSetLayouts.composition;
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocInfo, &descriptorSets.composition));
imageDescriptors = {
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.offscreen.position.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.offscreen.normal.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.offscreen.albedo.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.ssao.color.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vks::initializers::descriptorImageInfo(colorSampler, frameBuffers.ssaoBlur.color.view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
};
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &imageDescriptors[0]), // FS Sampler Position+Depth
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &imageDescriptors[1]), // FS Sampler Normals
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &imageDescriptors[2]), // FS Sampler Albedo
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &imageDescriptors[3]), // FS Sampler SSAO
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4, &imageDescriptors[4]), // FS Sampler SSAO blurred
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 5, &uniformBuffers.ssaoParams.descriptor), // FS SSAO Params UBO
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_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 };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
// Vertex input state for scene rendering
const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: UV
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Color
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Normal
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
// Empty vertex input state for fullscreen passes
VkPipelineVertexInputStateCreateInfo emptyVertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo( pipelineLayouts.composition, renderPass, 0);
pipelineCreateInfo.pVertexInputState = &emptyVertexInputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
shaderStages[0] = loadShader(getShadersPath() + "ssao/fullscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "ssao/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.composition));
// SSAO Pass
{
shaderStages[1] = loadShader(getShadersPath() + "ssao/ssao.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Set constant parameters via specialization constants
std::array<VkSpecializationMapEntry, 2> specializationMapEntries;
specializationMapEntries[0] = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t)); // SSAO Kernel size
specializationMapEntries[1] = vks::initializers::specializationMapEntry(1, sizeof(uint32_t), sizeof(float)); // SSAO radius
struct {
uint32_t kernelSize = SSAO_KERNEL_SIZE;
float radius = SSAO_RADIUS;
} specializationData;
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(2, specializationMapEntries.data(), sizeof(specializationData), &specializationData);
shaderStages[1].pSpecializationInfo = &specializationInfo;
pipelineCreateInfo.renderPass = frameBuffers.ssao.renderPass;
pipelineCreateInfo.layout = pipelineLayouts.ssao;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.ssao));
}
// SSAO blur pass
{
shaderStages[1] = loadShader(getShadersPath() + "ssao/blur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.renderPass = frameBuffers.ssaoBlur.renderPass;
pipelineCreateInfo.layout = pipelineLayouts.ssaoBlur;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.ssaoBlur));
}
// Fill G-Buffer
{
shaderStages[0] = loadShader(getShadersPath() + "ssao/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "ssao/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.pVertexInputState = &vertexInputState;
pipelineCreateInfo.renderPass = frameBuffers.offscreen.renderPass;
pipelineCreateInfo.layout = pipelineLayouts.gBuffer;
// Blend attachment states required for all color attachments
// This is important, as color write mask will otherwise be 0x0 and you
// won't see anything rendered to the attachment
std::array<VkPipelineColorBlendAttachmentState, 3> blendAttachmentStates = {
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
};
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
colorBlendState.pAttachments = blendAttachmentStates.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
}
}
float lerp(float a, float b, float f)
{
return a + f * (b - a);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Scene matrices
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.sceneMatrices,
sizeof(uboSceneMatrices));
// SSAO parameters
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.ssaoParams,
sizeof(uboSSAOParams));
// Update
updateUniformBufferMatrices();
updateUniformBufferSSAOParams();
// SSAO
std::default_random_engine rndEngine(benchmark.active ? 0 : (unsigned)time(nullptr));
std::uniform_real_distribution<float> rndDist(0.0f, 1.0f);
// Sample kernel
std::vector<glm::vec4> ssaoKernel(SSAO_KERNEL_SIZE);
for (uint32_t i = 0; i < SSAO_KERNEL_SIZE; ++i)
{
glm::vec3 sample(rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine) * 2.0 - 1.0, rndDist(rndEngine));
sample = glm::normalize(sample);
sample *= rndDist(rndEngine);
float scale = float(i) / float(SSAO_KERNEL_SIZE);
scale = lerp(0.1f, 1.0f, scale * scale);
ssaoKernel[i] = glm::vec4(sample * scale, 0.0f);
}
// Upload as UBO
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.ssaoKernel,
ssaoKernel.size() * sizeof(glm::vec4),
ssaoKernel.data());
// Random noise
std::vector<glm::vec4> ssaoNoise(SSAO_NOISE_DIM * SSAO_NOISE_DIM);
for (uint32_t i = 0; i < static_cast<uint32_t>(ssaoNoise.size()); i++)
{
ssaoNoise[i] = glm::vec4(rndDist(rndEngine) * 2.0f - 1.0f, rndDist(rndEngine) * 2.0f - 1.0f, 0.0f, 0.0f);
}
// Upload as texture
textures.ssaoNoise.fromBuffer(ssaoNoise.data(), ssaoNoise.size() * sizeof(glm::vec4), VK_FORMAT_R32G32B32A32_SFLOAT, SSAO_NOISE_DIM, SSAO_NOISE_DIM, vulkanDevice, queue, VK_FILTER_NEAREST);
}
void updateUniformBufferMatrices()
{
uboSceneMatrices.projection = camera.matrices.perspective;
uboSceneMatrices.view = camera.matrices.view;
uboSceneMatrices.model = glm::mat4(1.0f);
VK_CHECK_RESULT(uniformBuffers.sceneMatrices.map());
uniformBuffers.sceneMatrices.copyTo(&uboSceneMatrices, sizeof(uboSceneMatrices));
uniformBuffers.sceneMatrices.unmap();
}
void updateUniformBufferSSAOParams()
{
uboSSAOParams.projection = camera.matrices.perspective;
VK_CHECK_RESULT(uniformBuffers.ssaoParams.map());
uniformBuffers.ssaoParams.copyTo(&uboSSAOParams, sizeof(uboSSAOParams));
uniformBuffers.ssaoParams.unmap();
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareOffscreenFramebuffers();
prepareUniformBuffers();
setupDescriptorPool();
setupLayoutsAndDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBufferMatrices();
updateUniformBufferSSAOParams();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->checkBox("Enable SSAO", &uboSSAOParams.ssao)) {
updateUniformBufferSSAOParams();
}
if (overlay->checkBox("SSAO blur", &uboSSAOParams.ssaoBlur)) {
updateUniformBufferSSAOParams();
}
if (overlay->checkBox("SSAO pass only", &uboSSAOParams.ssaoOnly)) {
updateUniformBufferSSAOParams();
}
}
}
};
VULKAN_EXAMPLE_MAIN()