procedural-3d-engine/examples/particlefire/particlefire.cpp

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/*
* Vulkan Example - CPU based fire particle system
*
* 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>
#include <random>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_inverse.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanTexture.hpp"
#include "VulkanModel.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
#define PARTICLE_COUNT 512
#define PARTICLE_SIZE 10.0f
#define FLAME_RADIUS 8.0f
#define PARTICLE_TYPE_FLAME 0
#define PARTICLE_TYPE_SMOKE 1
struct Particle {
glm::vec4 pos;
glm::vec4 color;
float alpha;
float size;
float rotation;
uint32_t type;
// Attributes not used in shader
glm::vec4 vel;
float rotationSpeed;
};
class VulkanExample : public VulkanExampleBase
{
public:
struct {
struct {
vks::Texture2D smoke;
vks::Texture2D fire;
// Use a custom sampler to change sampler attributes required for rotating the uvs in the shader for alpha blended textures
VkSampler sampler;
} particles;
struct {
vks::Texture2D colorMap;
vks::Texture2D normalMap;
} floor;
} textures;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_UV,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_TANGENT,
vks::VERTEX_COMPONENT_BITANGENT,
});
struct {
vks::Model environment;
} models;
glm::vec3 emitterPos = glm::vec3(0.0f, -FLAME_RADIUS + 2.0f, 0.0f);
glm::vec3 minVel = glm::vec3(-3.0f, 0.5f, -3.0f);
glm::vec3 maxVel = glm::vec3(3.0f, 7.0f, 3.0f);
struct {
VkBuffer buffer;
VkDeviceMemory memory;
// Store the mapped address of the particle data for reuse
void *mappedMemory;
// Size of the particle buffer in bytes
size_t size;
} particles;
struct {
vks::Buffer fire;
vks::Buffer environment;
} uniformBuffers;
struct UBOVS {
glm::mat4 projection;
glm::mat4 model;
glm::vec2 viewportDim;
float pointSize = PARTICLE_SIZE;
} uboVS;
struct UBOEnv {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 normal;
glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
} uboEnv;
struct {
VkPipeline particles;
VkPipeline environment;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSetLayout descriptorSetLayout;
struct {
VkDescriptorSet particles;
VkDescriptorSet environment;
} descriptorSets;
std::vector<Particle> particleBuffer;
std::default_random_engine rndEngine;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -75.0f;
rotation = { -15.0f, 45.0f, 0.0f };
title = "CPU based particle system";
settings.overlay = true;
zoomSpeed *= 1.5f;
timerSpeed *= 8.0f;
rndEngine.seed(benchmark.active ? 0 : (unsigned)time(nullptr));
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
textures.particles.smoke.destroy();
textures.particles.fire.destroy();
textures.floor.colorMap.destroy();
textures.floor.normalMap.destroy();
vkDestroyPipeline(device, pipelines.particles, nullptr);
vkDestroyPipeline(device, pipelines.environment, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkUnmapMemory(device, particles.memory);
vkDestroyBuffer(device, particles.buffer, nullptr);
vkFreeMemory(device, particles.memory, nullptr);
uniformBuffers.environment.destroy();
uniformBuffers.fire.destroy();
models.environment.destroy();
vkDestroySampler(device, textures.particles.sampler, nullptr);
}
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(width, height, 0,0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// Environment
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.environment, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.environment);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.environment.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.environment.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.environment.indexCount, 1, 0, 0, 0);
// Particle system (no index buffer)
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.particles, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.particles);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &particles.buffer, offsets);
vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
float rnd(float range)
{
std::uniform_real_distribution<float> rndDist(0.0f, range);
return rndDist(rndEngine);
}
void initParticle(Particle *particle, glm::vec3 emitterPos)
{
particle->vel = glm::vec4(0.0f, minVel.y + rnd(maxVel.y - minVel.y), 0.0f, 0.0f);
particle->alpha = rnd(0.75f);
particle->size = 1.0f + rnd(0.5f);
particle->color = glm::vec4(1.0f);
particle->type = PARTICLE_TYPE_FLAME;
particle->rotation = rnd(2.0f * float(M_PI));
particle->rotationSpeed = rnd(2.0f) - rnd(2.0f);
// Get random sphere point
float theta = rnd(2.0f * float(M_PI));
float phi = rnd(float(M_PI)) - float(M_PI) / 2.0f;
float r = rnd(FLAME_RADIUS);
particle->pos.x = r * cos(theta) * cos(phi);
particle->pos.y = r * sin(phi);
particle->pos.z = r * sin(theta) * cos(phi);
particle->pos += glm::vec4(emitterPos, 0.0f);
}
void transitionParticle(Particle *particle)
{
switch (particle->type)
{
case PARTICLE_TYPE_FLAME:
// Flame particles have a chance of turning into smoke
if (rnd(1.0f) < 0.05f)
{
particle->alpha = 0.0f;
particle->color = glm::vec4(0.25f + rnd(0.25f));
particle->pos.x *= 0.5f;
particle->pos.z *= 0.5f;
particle->vel = glm::vec4(rnd(1.0f) - rnd(1.0f), (minVel.y * 2) + rnd(maxVel.y - minVel.y), rnd(1.0f) - rnd(1.0f), 0.0f);
particle->size = 1.0f + rnd(0.5f);
particle->rotationSpeed = rnd(1.0f) - rnd(1.0f);
particle->type = PARTICLE_TYPE_SMOKE;
}
else
{
initParticle(particle, emitterPos);
}
break;
case PARTICLE_TYPE_SMOKE:
// Respawn at end of life
initParticle(particle, emitterPos);
break;
}
}
void prepareParticles()
{
particleBuffer.resize(PARTICLE_COUNT);
for (auto& particle : particleBuffer)
{
initParticle(&particle, emitterPos);
particle.alpha = 1.0f - (abs(particle.pos.y) / (FLAME_RADIUS * 2.0f));
}
particles.size = particleBuffer.size() * sizeof(Particle);
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
particles.size,
&particles.buffer,
&particles.memory,
particleBuffer.data()));
// Map the memory and store the pointer for reuse
VK_CHECK_RESULT(vkMapMemory(device, particles.memory, 0, particles.size, 0, &particles.mappedMemory));
}
void updateParticles()
{
float particleTimer = frameTimer * 0.45f;
for (auto& particle : particleBuffer)
{
switch (particle.type)
{
case PARTICLE_TYPE_FLAME:
particle.pos.y -= particle.vel.y * particleTimer * 3.5f;
particle.alpha += particleTimer * 2.5f;
particle.size -= particleTimer * 0.5f;
break;
case PARTICLE_TYPE_SMOKE:
particle.pos -= particle.vel * frameTimer * 1.0f;
particle.alpha += particleTimer * 1.25f;
particle.size += particleTimer * 0.125f;
particle.color -= particleTimer * 0.05f;
break;
}
particle.rotation += particleTimer * particle.rotationSpeed;
// Transition particle state
if (particle.alpha > 2.0f)
{
transitionParticle(&particle);
}
}
size_t size = particleBuffer.size() * sizeof(Particle);
memcpy(particles.mappedMemory, particleBuffer.data(), size);
}
void loadAssets()
{
// Textures
std::string texFormatSuffix;
VkFormat texFormat;
// Get supported compressed texture format
if (vulkanDevice->features.textureCompressionBC) {
texFormatSuffix = "_bc3_unorm";
texFormat = VK_FORMAT_BC3_UNORM_BLOCK;
}
else if (vulkanDevice->features.textureCompressionASTC_LDR) {
texFormatSuffix = "_astc_8x8_unorm";
texFormat = VK_FORMAT_ASTC_8x8_UNORM_BLOCK;
}
else if (vulkanDevice->features.textureCompressionETC2) {
texFormatSuffix = "_etc2_unorm";
texFormat = VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK;
}
else {
vks::tools::exitFatal("Device does not support any compressed texture format!", VK_ERROR_FEATURE_NOT_PRESENT);
}
// Particles
textures.particles.smoke.loadFromFile(getAssetPath() + "textures/particle_smoke.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.particles.fire.loadFromFile(getAssetPath() + "textures/particle_fire.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
// Floor
textures.floor.colorMap.loadFromFile(getAssetPath() + "textures/fireplace_colormap" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
textures.floor.normalMap.loadFromFile(getAssetPath() + "textures/fireplace_normalmap" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
// Create a custom sampler to be used with the particle textures
// Create sampler
VkSamplerCreateInfo samplerCreateInfo = vks::initializers::samplerCreateInfo();
samplerCreateInfo.magFilter = VK_FILTER_LINEAR;
samplerCreateInfo.minFilter = VK_FILTER_LINEAR;
samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
// Different address mode
samplerCreateInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerCreateInfo.addressModeV = samplerCreateInfo.addressModeU;
samplerCreateInfo.addressModeW = samplerCreateInfo.addressModeU;
samplerCreateInfo.mipLodBias = 0.0f;
samplerCreateInfo.compareOp = VK_COMPARE_OP_NEVER;
samplerCreateInfo.minLod = 0.0f;
// Both particle textures have the same number of mip maps
samplerCreateInfo.maxLod = float(textures.particles.fire.mipLevels);
// Enable anisotropic filtering
samplerCreateInfo.maxAnisotropy = 8.0f;
samplerCreateInfo.anisotropyEnable = VK_TRUE;
// Use a different border color (than the normal texture loader) for additive blending
samplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
VK_CHECK_RESULT(vkCreateSampler(device, &samplerCreateInfo, nullptr, &textures.particles.sampler));
models.environment.loadFromFile(getAssetPath() + "models/fireplace.obj", vertexLayout, 10.0f, vulkanDevice, queue);
}
void setupDescriptorPool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
2)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
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 setupDescriptorSets()
{
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.particles));
// Image descriptor for the color map texture
VkDescriptorImageInfo texDescriptorSmoke =
vks::initializers::descriptorImageInfo(
textures.particles.sampler,
textures.particles.smoke.view,
VK_IMAGE_LAYOUT_GENERAL);
VkDescriptorImageInfo texDescriptorFire =
vks::initializers::descriptorImageInfo(
textures.particles.sampler,
textures.particles.fire.view,
VK_IMAGE_LAYOUT_GENERAL);
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSets.particles,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.fire.descriptor),
// Binding 1: Smoke texture
vks::initializers::writeDescriptorSet(
descriptorSets.particles,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorSmoke),
// Binding 1: Fire texture array
vks::initializers::writeDescriptorSet(
descriptorSets.particles,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
2,
&texDescriptorFire)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Environment
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.environment));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSets.environment,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.environment.descriptor),
// Binding 1: Color map
vks::initializers::writeDescriptorSet(
descriptorSets.environment,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textures.floor.colorMap.descriptor),
// Binding 2: Normal map
vks::initializers::writeDescriptorSet(
descriptorSets.environment,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
2,
&textures.floor.normalMap.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_POINT_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.data(),
dynamicStateEnables.size(),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
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();
// Particle rendering pipeline
{
// Shaders
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input state
VkVertexInputBindingDescription vertexInputBinding =
vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, sizeof(Particle), VK_VERTEX_INPUT_RATE_VERTEX);
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, pos)), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, color)), // Location 1: Color
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32_SFLOAT, offsetof(Particle, alpha)), // Location 2: Alpha
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32_SFLOAT, offsetof(Particle, size)), // Location 3: Size
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32_SFLOAT, offsetof(Particle, rotation)), // Location 4: Rotation
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 5, VK_FORMAT_R32_SINT, offsetof(Particle, type)), // Location 5: Particle type
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = 1;
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
// Dont' write to depth buffer
depthStencilState.depthWriteEnable = VK_FALSE;
// Premulitplied alpha
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.particles));
}
// Environment rendering pipeline (normal mapped)
{
// Shaders
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex input state
VkVertexInputBindingDescription vertexInputBinding =
vks::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX);
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: UV
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangen
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = 1;
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE;
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.environment));
}
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.fire,
sizeof(uboVS)));
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.environment,
sizeof(uboEnv)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.fire.map());
VK_CHECK_RESULT(uniformBuffers.environment.map());
updateUniformBuffers();
}
void updateUniformBufferLight()
{
// Environment
uboEnv.lightPos.x = sin(timer * 2.0f * float(M_PI)) * 1.5f;
uboEnv.lightPos.y = 0.0f;
uboEnv.lightPos.z = cos(timer * 2.0f * float(M_PI)) * 1.5f;
memcpy(uniformBuffers.environment.mapped, &uboEnv, sizeof(uboEnv));
}
void updateUniformBuffers()
{
// Vertex shader
glm::mat4 viewMatrix = glm::mat4(1.0f);
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
uboVS.model = glm::mat4(1.0f);
uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(0.0f, 15.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboVS.viewportDim = glm::vec2((float)width, (float)height);
memcpy(uniformBuffers.fire.mapped, &uboVS, sizeof(uboVS));
// Environment
uboEnv.projection = uboVS.projection;
uboEnv.model = uboVS.model;
uboEnv.normal = glm::inverseTranspose(uboEnv.model);
memcpy(uniformBuffers.environment.mapped, &uboEnv, sizeof(uboEnv));
}
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()
{
VulkanExampleBase::prepare();
loadAssets();
prepareParticles();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSets();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (!paused)
{
updateUniformBufferLight();
updateParticles();
}
}
virtual void viewChanged()
{
updateUniformBuffers();
}
};
VULKAN_EXAMPLE_MAIN()