1080 lines
No EOL
38 KiB
C++
1080 lines
No EOL
38 KiB
C++
/*
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* Vulkan Example - Offscreen rendering using a separate framebuffer
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Texture properties
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#define TEX_DIM 512
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#define TEX_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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#define TEX_FILTER VK_FILTER_LINEAR
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// Offscreen frame buffer properties
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#define FB_DIM TEX_DIM
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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// Vertex layout for this example
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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vkMeshLoader::VERTEX_LAYOUT_COLOR,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool debugDisplay = false;
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struct {
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vkTools::VulkanTexture colorMap;
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} textures;
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struct {
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vkMeshLoader::MeshBuffer example;
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vkMeshLoader::MeshBuffer quad;
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vkMeshLoader::MeshBuffer plane;
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} meshes;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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struct {
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vkTools::UniformData vsShared;
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vkTools::UniformData vsMirror;
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vkTools::UniformData vsOffScreen;
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vkTools::UniformData vsDebugQuad;
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} uniformData;
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struct UBO {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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};
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struct {
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UBO vsShared;
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} ubos;
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struct {
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VkPipeline debug;
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VkPipeline shaded;
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VkPipeline shadedOffscreen;
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VkPipeline mirror;
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} pipelines;
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struct {
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VkPipelineLayout textured;
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VkPipelineLayout shaded;
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} pipelineLayouts;
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struct {
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VkDescriptorSet offscreen;
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VkDescriptorSet mirror;
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VkDescriptorSet model;
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VkDescriptorSet debugQuad;
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} descriptorSets;
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struct {
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VkDescriptorSetLayout textured;
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VkDescriptorSetLayout shaded;
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} descriptorSetLayouts;
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// Framebuffer for offscreen rendering
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struct FrameBufferAttachment {
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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};
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struct FrameBuffer {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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VkSampler colorSampler;
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} offScreenFrameBuf;
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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glm::vec3 meshPos = glm::vec3(0.0f, -1.5f, 0.0f);
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glm::vec3 meshRot = glm::vec3(0.0f);
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -6.0f;
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rotation = { -2.5f, 0.0f, 0.0f };
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cameraPos = { 0.0f, 1.0f, 0.0f };
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timerSpeed *= 0.25f;
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enableTextOverlay = true;
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title = "Vulkan Example - Offscreen rendering";
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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// Textures
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textureLoader->destroyTexture(textures.colorMap);
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vkDestroySampler(device, offScreenFrameBuf.colorSampler, nullptr);
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// Frame buffer
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// Color attachment
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vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.color.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.color.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
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vkDestroyPipeline(device, pipelines.debug, nullptr);
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vkDestroyPipeline(device, pipelines.shaded, nullptr);
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vkDestroyPipeline(device, pipelines.shadedOffscreen, nullptr);
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vkDestroyPipeline(device, pipelines.mirror, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.textured, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.shaded, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.shaded, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.textured, nullptr);
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// Meshes
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vkMeshLoader::freeMeshBufferResources(device, &meshes.example);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.plane);
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// Uniform buffers
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vkTools::destroyUniformData(device, &uniformData.vsShared);
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vkTools::destroyUniformData(device, &uniformData.vsMirror);
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vkTools::destroyUniformData(device, &uniformData.vsOffScreen);
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vkTools::destroyUniformData(device, &uniformData.vsDebugQuad);
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vkFreeCommandBuffers(device, cmdPool, 1, &offScreenCmdBuffer);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Setup the offscreen framebuffer for rendering the mirrored scene
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// The color attachment of this framebuffer will then be used
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// to sample frame in the fragment shader of the final pass
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void prepareOffscreenFramebuffer()
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{
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offScreenFrameBuf.width = FB_DIM;
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offScreenFrameBuf.height = FB_DIM;
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
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// Find a suitable depth format
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VkFormat fbDepthFormat;
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VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
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assert(validDepthFormat);
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// Color attachment
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = fbColorFormat;
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image.extent.width = offScreenFrameBuf.width;
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image.extent.height = offScreenFrameBuf.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = fbColorFormat;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.baseMipLevel = 0;
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colorImageView.subresourceRange.levelCount = 1;
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colorImageView.subresourceRange.baseArrayLayer = 0;
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colorImageView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.color.image));
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vkGetImageMemoryRequirements(device, offScreenFrameBuf.color.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.color.image, offScreenFrameBuf.color.mem, 0));
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// Get a primary command buffer for submitting image layout transitions for the framebuffer attachments
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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layoutCmd,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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colorImageView.image = offScreenFrameBuf.color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offScreenFrameBuf.color.view));
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// Create sampler to sample from to collor attachment
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// Used to sample in the fragment shader for final rendering
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offScreenFrameBuf.colorSampler));
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// Depth stencil attachment
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image.format = fbDepthFormat;
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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depthStencilView.format = fbDepthFormat;
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depthStencilView.flags = 0;
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depthStencilView.subresourceRange = {};
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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depthStencilView.subresourceRange.baseMipLevel = 0;
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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depthStencilView.subresourceRange.layerCount = 1;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offScreenFrameBuf.depth.image));
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vkGetImageMemoryRequirements(device, offScreenFrameBuf.depth.image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offScreenFrameBuf.depth.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, offScreenFrameBuf.depth.image, offScreenFrameBuf.depth.mem, 0));
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vkTools::setImageLayout(
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layoutCmd,
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offScreenFrameBuf.depth.image,
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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// Submit the command buffer to apply the image memory barrier
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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depthStencilView.image = offScreenFrameBuf.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
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VkImageView attachments[2];
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attachments[0] = offScreenFrameBuf.color.view;
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attachments[1] = offScreenFrameBuf.depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = renderPass;
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fbufCreateInfo.attachmentCount = 2;
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fbufCreateInfo.pAttachments = attachments;
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fbufCreateInfo.width = offScreenFrameBuf.width;
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fbufCreateInfo.height = offScreenFrameBuf.height;
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fbufCreateInfo.layers = 1;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offScreenFrameBuf.frameBuffer));
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}
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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void buildOffscreenCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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{
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offScreenCmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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VkSemaphoreCreateInfo semaphoreCreateInfo = vkTools::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.framebuffer = offScreenFrameBuf.frameBuffer;
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renderPassBeginInfo.renderArea.extent.width = offScreenFrameBuf.width;
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renderPassBeginInfo.renderArea.extent.height = offScreenFrameBuf.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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// Change back layout of the color attachment after sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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// Mirrored scene
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.offscreen, 0, NULL);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadedOffscreen);
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vkCmdBindVertexBuffers(offScreenCmdBuffer, VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
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vkCmdBindIndexBuffer(offScreenCmdBuffer, meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(offScreenCmdBuffer, meshes.example.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Change layout of the color attachment for sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_DEPTH_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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}
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void reBuildCommandBuffers()
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{
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if (!checkCommandBuffers())
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{
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destroyCommandBuffers();
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createCommandBuffers();
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}
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buildCommandBuffers();
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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if (debugDisplay)
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{
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.textured, 0, 1, &descriptorSets.debugQuad, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debug);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, 1, 0, 0, 0);
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}
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// Scene
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debug);
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// Reflection plane
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.textured, 0, 1, &descriptorSets.mirror, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.mirror);
|
|
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.plane.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.plane.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.plane.indexCount, 1, 0, 0, 0);
|
|
|
|
// Model
|
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.model, 0, NULL);
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shaded);
|
|
|
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
|
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
|
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.example.indexCount, 1, 0, 0, 0);
|
|
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
void loadMeshes()
|
|
{
|
|
loadMesh(getAssetPath() + "models/plane.obj", &meshes.plane, vertexLayout, 0.4f);
|
|
loadMesh(getAssetPath() + "models/chinesedragon.dae", &meshes.example, vertexLayout, 0.3f);
|
|
}
|
|
|
|
void loadTextures()
|
|
{
|
|
textureLoader->loadTexture(
|
|
getAssetPath() + "textures/darkmetal_bc3.ktx",
|
|
VK_FORMAT_BC3_UNORM_BLOCK,
|
|
&textures.colorMap);
|
|
}
|
|
|
|
void generateQuad()
|
|
{
|
|
// Setup vertices for a single uv-mapped quad
|
|
struct Vertex {
|
|
float pos[3];
|
|
float uv[2];
|
|
float col[3];
|
|
float normal[3];
|
|
};
|
|
|
|
#define QUAD_COLOR_NORMAL { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f }
|
|
std::vector<Vertex> vertexBuffer =
|
|
{
|
|
{ { 1.0f, 1.0f, 0.0f },{ 1.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 0.0f, 1.0f, 0.0f },{ 0.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 0.0f, 0.0f, 0.0f },{ 0.0f, 0.0f }, QUAD_COLOR_NORMAL },
|
|
{ { 1.0f, 0.0f, 0.0f },{ 1.0f, 0.0f }, QUAD_COLOR_NORMAL }
|
|
};
|
|
#undef QUAD_COLOR_NORMAL
|
|
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
|
vertexBuffer.size() * sizeof(Vertex),
|
|
vertexBuffer.data(),
|
|
&meshes.quad.vertices.buf,
|
|
&meshes.quad.vertices.mem);
|
|
|
|
// Setup indices
|
|
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
|
|
meshes.quad.indexCount = indexBuffer.size();
|
|
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
|
indexBuffer.size() * sizeof(uint32_t),
|
|
indexBuffer.data(),
|
|
&meshes.quad.indices.buf,
|
|
&meshes.quad.indices.mem);
|
|
}
|
|
|
|
void setupVertexDescriptions()
|
|
{
|
|
// Binding description
|
|
vertices.bindingDescriptions.resize(1);
|
|
vertices.bindingDescriptions[0] =
|
|
vkTools::initializers::vertexInputBindingDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
vkMeshLoader::vertexSize(vertexLayout),
|
|
VK_VERTEX_INPUT_RATE_VERTEX);
|
|
|
|
// Attribute descriptions
|
|
vertices.attributeDescriptions.resize(4);
|
|
// Location 0 : Position
|
|
vertices.attributeDescriptions[0] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
0,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
0);
|
|
// Location 1 : Texture coordinates
|
|
vertices.attributeDescriptions[1] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
1,
|
|
VK_FORMAT_R32G32_SFLOAT,
|
|
sizeof(float) * 3);
|
|
// Location 2 : Color
|
|
vertices.attributeDescriptions[2] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
2,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
sizeof(float) * 5);
|
|
// Location 3 : Normal
|
|
vertices.attributeDescriptions[3] =
|
|
vkTools::initializers::vertexInputAttributeDescription(
|
|
VERTEX_BUFFER_BIND_ID,
|
|
3,
|
|
VK_FORMAT_R32G32B32_SFLOAT,
|
|
sizeof(float) * 8);
|
|
|
|
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
|
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
|
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
|
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
|
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
|
}
|
|
|
|
void setupDescriptorPool()
|
|
{
|
|
std::vector<VkDescriptorPoolSize> poolSizes =
|
|
{
|
|
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
|
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 8)
|
|
};
|
|
|
|
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
|
vkTools::initializers::descriptorPoolCreateInfo(
|
|
poolSizes.size(),
|
|
poolSizes.data(),
|
|
5);
|
|
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
}
|
|
|
|
void setupDescriptorSetLayout()
|
|
{
|
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
|
|
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo;
|
|
VkPipelineLayoutCreateInfo pipelineLayoutInfo;
|
|
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
setLayoutBindings.push_back(vkTools::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
VK_SHADER_STAGE_VERTEX_BIT,
|
|
0));
|
|
// Binding 1 : Fragment shader image sampler
|
|
setLayoutBindings.push_back(vkTools::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
1));
|
|
// Binding 2 : Fragment shader image sampler
|
|
setLayoutBindings.push_back(vkTools::initializers::descriptorSetLayoutBinding(
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
2));
|
|
|
|
// Shaded layouts (only use first layout binding)
|
|
descriptorLayoutInfo = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), 1);
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayouts.shaded));
|
|
|
|
pipelineLayoutInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.shaded, 1);
|
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayouts.shaded));
|
|
|
|
// Textured layouts (use all layout bindings)
|
|
descriptorLayoutInfo = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayouts.textured));
|
|
|
|
pipelineLayoutInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.textured, 1);
|
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayouts.textured));
|
|
}
|
|
|
|
void setupDescriptorSet()
|
|
{
|
|
// Mirror plane descriptor set
|
|
VkDescriptorSetAllocateInfo allocInfo =
|
|
vkTools::initializers::descriptorSetAllocateInfo(
|
|
descriptorPool,
|
|
&descriptorSetLayouts.textured,
|
|
1);
|
|
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.mirror));
|
|
|
|
// Image descriptor for the offscreen mirror color attachment image
|
|
VkDescriptorImageInfo texDescriptorMirror =
|
|
vkTools::initializers::descriptorImageInfo(
|
|
offScreenFrameBuf.colorSampler,
|
|
offScreenFrameBuf.color.view,
|
|
VK_IMAGE_LAYOUT_GENERAL);
|
|
|
|
// Image descriptor for the color map
|
|
VkDescriptorImageInfo texDescriptorColorMap =
|
|
vkTools::initializers::descriptorImageInfo(
|
|
textures.colorMap.sampler,
|
|
textures.colorMap.view,
|
|
VK_IMAGE_LAYOUT_GENERAL);
|
|
|
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.mirror,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&uniformData.vsMirror.descriptor),
|
|
// Binding 1 : Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.mirror,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
1,
|
|
&texDescriptorMirror),
|
|
// Binding 2 : Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.mirror,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
2,
|
|
&texDescriptorColorMap)
|
|
};
|
|
|
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
|
|
|
// Debug quad
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.debugQuad));
|
|
|
|
std::vector<VkWriteDescriptorSet> debugQuadWriteDescriptorSets =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.debugQuad,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&uniformData.vsDebugQuad.descriptor),
|
|
// Binding 1 : Fragment shader texture sampler
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.debugQuad,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
1,
|
|
&texDescriptorMirror)
|
|
};
|
|
vkUpdateDescriptorSets(device, debugQuadWriteDescriptorSets.size(), debugQuadWriteDescriptorSets.data(), 0, NULL);
|
|
|
|
// Shaded descriptor sets
|
|
allocInfo.pSetLayouts = &descriptorSetLayouts.shaded;
|
|
|
|
// Model
|
|
// No texture
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
|
|
|
|
std::vector<VkWriteDescriptorSet> modelWriteDescriptorSets =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.model,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&uniformData.vsShared.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, modelWriteDescriptorSets.size(), modelWriteDescriptorSets.data(), 0, NULL);
|
|
|
|
// Offscreen
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
|
|
|
|
std::vector<VkWriteDescriptorSet> offScreenWriteDescriptorSets =
|
|
{
|
|
// Binding 0 : Vertex shader uniform buffer
|
|
vkTools::initializers::writeDescriptorSet(
|
|
descriptorSets.offscreen,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&uniformData.vsOffScreen.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, offScreenWriteDescriptorSets.size(), offScreenWriteDescriptorSets.data(), 0, NULL);
|
|
}
|
|
|
|
void preparePipelines()
|
|
{
|
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
|
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
|
|
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
|
0,
|
|
VK_FALSE);
|
|
|
|
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
|
vkTools::initializers::pipelineRasterizationStateCreateInfo(
|
|
VK_POLYGON_MODE_FILL,
|
|
VK_CULL_MODE_FRONT_BIT,
|
|
VK_FRONT_FACE_CLOCKWISE,
|
|
0);
|
|
|
|
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
|
vkTools::initializers::pipelineColorBlendAttachmentState(
|
|
0xf,
|
|
VK_FALSE);
|
|
|
|
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
|
vkTools::initializers::pipelineColorBlendStateCreateInfo(
|
|
1,
|
|
&blendAttachmentState);
|
|
|
|
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
|
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
|
|
VK_TRUE,
|
|
VK_TRUE,
|
|
VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
|
|
VkPipelineViewportStateCreateInfo viewportState =
|
|
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
|
|
VkPipelineMultisampleStateCreateInfo multisampleState =
|
|
vkTools::initializers::pipelineMultisampleStateCreateInfo(
|
|
VK_SAMPLE_COUNT_1_BIT,
|
|
0);
|
|
|
|
std::vector<VkDynamicState> dynamicStateEnables = {
|
|
VK_DYNAMIC_STATE_VIEWPORT,
|
|
VK_DYNAMIC_STATE_SCISSOR
|
|
};
|
|
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
|
dynamicStateEnables.data(),
|
|
dynamicStateEnables.size(),
|
|
0);
|
|
|
|
// Solid rendering pipeline
|
|
// Load shaders
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
|
vkTools::initializers::pipelineCreateInfo(
|
|
pipelineLayouts.textured,
|
|
renderPass,
|
|
0);
|
|
|
|
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
|
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
|
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
|
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
|
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
|
pipelineCreateInfo.pViewportState = &viewportState;
|
|
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
|
pipelineCreateInfo.pDynamicState = &dynamicState;
|
|
pipelineCreateInfo.stageCount = shaderStages.size();
|
|
pipelineCreateInfo.pStages = shaderStages.data();
|
|
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.debug));
|
|
|
|
// Flip culling
|
|
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
|
|
|
// Mirror
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/mirror.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/mirror.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.mirror));
|
|
|
|
// Phong shading pipelines
|
|
pipelineCreateInfo.layout = pipelineLayouts.shaded;
|
|
// Scene
|
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/offscreen/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/offscreen/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shaded));
|
|
// Offscreen
|
|
// Flip culling
|
|
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadedOffscreen));
|
|
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Mesh vertex shader uniform buffer block
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
sizeof(ubos.vsShared),
|
|
nullptr,
|
|
&uniformData.vsShared.buffer,
|
|
&uniformData.vsShared.memory,
|
|
&uniformData.vsShared.descriptor);
|
|
|
|
// Mirror plane vertex shader uniform buffer block
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
sizeof(ubos.vsShared),
|
|
nullptr,
|
|
&uniformData.vsMirror.buffer,
|
|
&uniformData.vsMirror.memory,
|
|
&uniformData.vsMirror.descriptor);
|
|
|
|
// Offscreen vertex shader uniform buffer block
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
sizeof(ubos.vsShared),
|
|
nullptr,
|
|
&uniformData.vsOffScreen.buffer,
|
|
&uniformData.vsOffScreen.memory,
|
|
&uniformData.vsOffScreen.descriptor);
|
|
|
|
// Debug quad vertex shader uniform buffer block
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
sizeof(ubos.vsShared),
|
|
nullptr,
|
|
&uniformData.vsDebugQuad.buffer,
|
|
&uniformData.vsDebugQuad.memory,
|
|
&uniformData.vsDebugQuad.descriptor);
|
|
|
|
updateUniformBuffers();
|
|
updateUniformBufferOffscreen();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
// Mesh
|
|
ubos.vsShared.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
|
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
|
|
|
|
ubos.vsShared.model = viewMatrix * glm::translate(glm::mat4(), cameraPos);
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y + meshRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
ubos.vsShared.model = glm::translate(ubos.vsShared.model, meshPos);
|
|
|
|
uint8_t *pData;
|
|
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsShared.memory, 0, sizeof(ubos.vsShared), 0, (void **)&pData));
|
|
memcpy(pData, &ubos.vsShared, sizeof(ubos.vsShared));
|
|
vkUnmapMemory(device, uniformData.vsShared.memory);
|
|
|
|
// Mirror
|
|
ubos.vsShared.model = viewMatrix * glm::translate(glm::mat4(), cameraPos);
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsMirror.memory, 0, sizeof(ubos.vsShared), 0, (void **)&pData));
|
|
memcpy(pData, &ubos.vsShared, sizeof(ubos.vsShared));
|
|
vkUnmapMemory(device, uniformData.vsMirror.memory);
|
|
|
|
// Debug quad
|
|
ubos.vsShared.projection = glm::ortho(4.0f, 0.0f, 0.0f, 4.0f*(float)height / (float)width, -1.0f, 1.0f);
|
|
ubos.vsShared.model = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f));
|
|
|
|
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsDebugQuad.memory, 0, sizeof(ubos.vsShared), 0, (void **)&pData));
|
|
memcpy(pData, &ubos.vsShared, sizeof(ubos.vsShared));
|
|
vkUnmapMemory(device, uniformData.vsDebugQuad.memory);
|
|
}
|
|
|
|
void updateUniformBufferOffscreen()
|
|
{
|
|
ubos.vsShared.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
|
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
|
|
|
|
ubos.vsShared.model = viewMatrix * glm::translate(glm::mat4(), cameraPos);
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.y + meshRot.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
ubos.vsShared.model = glm::rotate(ubos.vsShared.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
ubos.vsShared.model = glm::scale(ubos.vsShared.model, glm::vec3(1.0f, -1.0f, 1.0f));
|
|
ubos.vsShared.model = glm::translate(ubos.vsShared.model, meshPos);
|
|
|
|
uint8_t *pData;
|
|
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsOffScreen.memory, 0, sizeof(ubos.vsShared), 0, (void **)&pData));
|
|
memcpy(pData, &ubos.vsShared, sizeof(ubos.vsShared));
|
|
vkUnmapMemory(device, uniformData.vsOffScreen.memory);
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
|
|
// The scene render command buffer has to wait for the offscreen
|
|
// rendering to be finished before we can use the framebuffer
|
|
// color image for sampling during final rendering
|
|
// To ensure this we use a dedicated offscreen synchronization
|
|
// semaphore that will be signaled when offscreen renderin
|
|
// has been finished
|
|
// This is necessary as an implementation may start both
|
|
// command buffers at the same time, there is no guarantee
|
|
// that commnad buffers will be executed in the order they
|
|
// have been submitted by the application
|
|
|
|
// Offscreen rendering
|
|
|
|
// Wait for swap chain presentation to finish
|
|
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
|
// Signal ready with offscreen semaphore
|
|
submitInfo.pSignalSemaphores = &offscreenSemaphore;
|
|
|
|
// Submit work
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
// Scene rendering
|
|
|
|
// Wait for offscreen semaphore
|
|
submitInfo.pWaitSemaphores = &offscreenSemaphore;
|
|
// Signal ready with render complete semaphpre
|
|
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
|
|
|
// Submit work
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
loadTextures();
|
|
generateQuad();
|
|
loadMeshes();
|
|
prepareOffscreenFramebuffer();
|
|
setupVertexDescriptions();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
buildOffscreenCommandBuffer();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
if (!paused)
|
|
{
|
|
meshRot.y += frameTimer * 10.0f;
|
|
updateUniformBuffers();
|
|
updateUniformBufferOffscreen();
|
|
}
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffers();
|
|
updateUniformBufferOffscreen();
|
|
}
|
|
|
|
virtual void keyPressed(uint32_t keyCode)
|
|
{
|
|
switch (keyCode)
|
|
{
|
|
case 0x44:
|
|
case GAMEPAD_BUTTON_A:
|
|
toggleDebugDisplay();
|
|
break;
|
|
}
|
|
}
|
|
|
|
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
|
{
|
|
#if defined(__ANDROID__)
|
|
textOverlay->addText("Press \"Button A\" to display offscreen target", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
#else
|
|
textOverlay->addText("Press \"d\" to display offscreen target", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
#endif
|
|
}
|
|
|
|
void toggleDebugDisplay()
|
|
{
|
|
debugDisplay = !debugDisplay;
|
|
reBuildCommandBuffers();
|
|
}
|
|
};
|
|
|
|
VulkanExample *vulkanExample;
|
|
|
|
#if defined(_WIN32)
|
|
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
|
}
|
|
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
|
}
|
|
#elif defined(__linux__) && !defined(__ANDROID__)
|
|
static void handleEvent(const xcb_generic_event_t *event)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleEvent(event);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Main entry point
|
|
#if defined(_WIN32)
|
|
// Windows entry point
|
|
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
|
#elif defined(__ANDROID__)
|
|
// Android entry point
|
|
void android_main(android_app* state)
|
|
#elif defined(__linux__)
|
|
// Linux entry point
|
|
int main(const int argc, const char *argv[])
|
|
#endif
|
|
{
|
|
#if defined(__ANDROID__)
|
|
// Removing this may cause the compiler to omit the main entry point
|
|
// which would make the application crash at start
|
|
app_dummy();
|
|
#endif
|
|
vulkanExample = new VulkanExample();
|
|
#if defined(_WIN32)
|
|
vulkanExample->setupWindow(hInstance, WndProc);
|
|
#elif defined(__ANDROID__)
|
|
// Attach vulkan example to global android application state
|
|
state->userData = vulkanExample;
|
|
state->onAppCmd = VulkanExample::handleAppCommand;
|
|
state->onInputEvent = VulkanExample::handleAppInput;
|
|
vulkanExample->androidApp = state;
|
|
#elif defined(__linux__)
|
|
vulkanExample->setupWindow();
|
|
#endif
|
|
#if !defined(__ANDROID__)
|
|
vulkanExample->initSwapchain();
|
|
vulkanExample->prepare();
|
|
#endif
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
#if !defined(__ANDROID__)
|
|
return 0;
|
|
#endif
|
|
} |