* Configure MoltenVK to use a dedicated compute queue for compute[*] examples with sync barriers * Modify descriptorindexing example for iOS and variable descriptor count limitations on MoltenVK * Remove obsolete macOS #ifdefs no longer needed for modern MoltenVK versions * Update iOS project to fix missing vkloader.c reference and revise example list * Set required features and API version for VVL in debugprintf example * Remove unnecessary Apple-specific code from descriptorindexing example * Add Layer Settings capability to VulkanExampleBase::createInstance() * Replace setenv() in examples with Layer Settings configuration for macOS/iOS * Update comments in examples.h and fix missing initializer in computeraytracing example * Update imgui overlay and example to support iOS Simulator * Update more comments in examples.h and remove redundant initializers in deferred* examples * Separate variable descriptor count declarations for apple and non-apple platforms * Consolidate variable descriptor count declarations for apple vs. non-apple platforms * Configure MoltenVK with a dedicated compute queue in VulkanExampleBase() and remove from samples
804 lines
34 KiB
C++
804 lines
34 KiB
C++
/*
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* Vulkan Example - Deferred shading with multiple render targets (aka G-Buffer) example
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*
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* This samples shows how to do deferred rendering. Unlike forward rendering, different components like
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* albedo, normals, world positions are rendered to offscreen images which are then put together and lit
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* in a composition pass
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* Use the dropdown in the ui to switch between the final composition pass or the separate components
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*
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*
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* Copyright (C) 2016-2023 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 "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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class VulkanExample : public VulkanExampleBase
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{
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public:
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int32_t debugDisplayTarget = 0;
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struct {
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struct {
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vks::Texture2D colorMap;
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vks::Texture2D normalMap;
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} model;
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struct {
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vks::Texture2D colorMap;
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vks::Texture2D normalMap;
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} floor;
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} textures;
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struct {
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vkglTF::Model model;
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vkglTF::Model floor;
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} models;
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struct UniformDataOffscreen {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::vec4 instancePos[3];
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} uniformDataOffscreen;
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struct Light {
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glm::vec4 position;
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glm::vec3 color;
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float radius;
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};
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struct UniformDataComposition {
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Light lights[6];
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glm::vec4 viewPos;
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int debugDisplayTarget = 0;
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} uniformDataComposition;
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struct {
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vks::Buffer offscreen;
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vks::Buffer composition;
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} uniformBuffers;
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struct {
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VkPipeline offscreen{ VK_NULL_HANDLE };
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VkPipeline composition{ VK_NULL_HANDLE };
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} pipelines;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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struct {
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VkDescriptorSet model{ VK_NULL_HANDLE };
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VkDescriptorSet floor{ VK_NULL_HANDLE };
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VkDescriptorSet composition{ VK_NULL_HANDLE };
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} descriptorSets;
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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// Framebuffers holding the deferred attachments
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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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VkFormat format;
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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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// One attachment for every component required for a deferred rendering setup
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FrameBufferAttachment position, normal, albedo;
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FrameBufferAttachment depth;
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VkRenderPass renderPass;
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} offScreenFrameBuf{};
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// One sampler for the frame buffer color attachments
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VkSampler colorSampler{ VK_NULL_HANDLE };
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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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VulkanExample() : VulkanExampleBase()
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{
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title = "Deferred shading";
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camera.type = Camera::CameraType::firstperson;
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camera.movementSpeed = 5.0f;
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#ifndef __ANDROID__
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camera.rotationSpeed = 0.25f;
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#endif
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
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~VulkanExample()
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{
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if (device) {
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vkDestroySampler(device, colorSampler, nullptr);
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// Frame buffer
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// Color attachments
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vkDestroyImageView(device, offScreenFrameBuf.position.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.position.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.position.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.normal.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.normal.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.normal.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.albedo.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.albedo.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.albedo.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.composition, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Uniform buffers
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uniformBuffers.offscreen.destroy();
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uniformBuffers.composition.destroy();
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vkDestroyRenderPass(device, offScreenFrameBuf.renderPass, nullptr);
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textures.model.colorMap.destroy();
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textures.model.normalMap.destroy();
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textures.floor.colorMap.destroy();
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textures.floor.normalMap.destroy();
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Enable anisotropic filtering if supported
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if (deviceFeatures.samplerAnisotropy) {
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enabledFeatures.samplerAnisotropy = VK_TRUE;
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}
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};
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// Create a frame buffer attachment
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void createAttachment(
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VkFormat format,
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VkImageUsageFlagBits usage,
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FrameBufferAttachment *attachment)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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if (format >= VK_FORMAT_D16_UNORM_S8_UINT)
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aspectMask |=VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vks::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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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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image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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VkImageViewCreateInfo imageView = vks::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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imageView.format = format;
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imageView.subresourceRange = {};
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imageView.subresourceRange.aspectMask = aspectMask;
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imageView.subresourceRange.baseMipLevel = 0;
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imageView.subresourceRange.levelCount = 1;
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imageView.subresourceRange.baseArrayLayer = 0;
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imageView.subresourceRange.layerCount = 1;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Prepare a new framebuffer and attachments for offscreen rendering (G-Buffer)
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void prepareOffscreenFramebuffer()
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{
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// Note: Instead of using fixed sizes, one could also match the window size and recreate the attachments on resize
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offScreenFrameBuf.width = 2048;
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offScreenFrameBuf.height = 2048;
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// Color attachments
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// (World space) Positions
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createAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.position);
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// (World space) Normals
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createAttachment(
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VK_FORMAT_R16G16B16A16_SFLOAT,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.normal);
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// Albedo (color)
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createAttachment(
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
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&offScreenFrameBuf.albedo);
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// Depth attachment
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// Find a suitable depth format
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VkFormat attDepthFormat;
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VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
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assert(validDepthFormat);
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createAttachment(
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attDepthFormat,
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
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&offScreenFrameBuf.depth);
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// Set up separate renderpass with references to the color and depth attachments
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std::array<VkAttachmentDescription, 4> attachmentDescs = {};
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// Init attachment properties
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for (uint32_t i = 0; i < 4; ++i)
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{
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attachmentDescs[i].samples = VK_SAMPLE_COUNT_1_BIT;
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attachmentDescs[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentDescs[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDescs[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachmentDescs[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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if (i == 3)
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{
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attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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else
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{
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attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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}
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// Formats
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attachmentDescs[0].format = offScreenFrameBuf.position.format;
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attachmentDescs[1].format = offScreenFrameBuf.normal.format;
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attachmentDescs[2].format = offScreenFrameBuf.albedo.format;
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attachmentDescs[3].format = offScreenFrameBuf.depth.format;
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std::vector<VkAttachmentReference> colorReferences;
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colorReferences.push_back({ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
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colorReferences.push_back({ 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
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colorReferences.push_back({ 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
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VkAttachmentReference depthReference = {};
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depthReference.attachment = 3;
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.pColorAttachments = colorReferences.data();
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subpass.colorAttachmentCount = static_cast<uint32_t>(colorReferences.size());
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subpass.pDepthStencilAttachment = &depthReference;
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// Use subpass dependencies for attachment layout transitions
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std::array<VkSubpassDependency, 2> dependencies;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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VkRenderPassCreateInfo renderPassInfo = {};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.pAttachments = attachmentDescs.data();
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attachmentDescs.size());
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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renderPassInfo.dependencyCount = 2;
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renderPassInfo.pDependencies = dependencies.data();
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offScreenFrameBuf.renderPass));
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std::array<VkImageView,4> attachments;
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attachments[0] = offScreenFrameBuf.position.view;
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attachments[1] = offScreenFrameBuf.normal.view;
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attachments[2] = offScreenFrameBuf.albedo.view;
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attachments[3] = offScreenFrameBuf.depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = {};
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fbufCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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fbufCreateInfo.pNext = NULL;
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fbufCreateInfo.renderPass = offScreenFrameBuf.renderPass;
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fbufCreateInfo.pAttachments = attachments.data();
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fbufCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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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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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_NEAREST;
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sampler.minFilter = VK_FILTER_NEAREST;
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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 = 1.0f;
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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, &colorSampler));
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}
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// Build command buffer for rendering the scene to the offscreen frame buffer attachments
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void buildDeferredCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE) {
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offScreenCmdBuffer = vulkanDevice->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 = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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// Clear values for all attachments written in the fragment shader
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std::array<VkClearValue,4> clearValues;
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[3].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offScreenFrameBuf.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 = static_cast<uint32_t>(clearValues.size());
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renderPassBeginInfo.pClearValues = clearValues.data();
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::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 = vks::initializers::rect2D(offScreenFrameBuf.width, offScreenFrameBuf.height, 0, 0);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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// Floor
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.floor, 0, nullptr);
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models.floor.draw(offScreenCmdBuffer);
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// We render multiple instances of a model
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.model, 0, nullptr);
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models.model.bindBuffers(offScreenCmdBuffer);
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vkCmdDrawIndexed(offScreenCmdBuffer, models.model.indices.count, 3, 0, 0, 0);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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}
|
|
|
|
void loadAssets()
|
|
{
|
|
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
|
|
models.model.loadFromFile(getAssetPath() + "models/armor/armor.gltf", vulkanDevice, queue, glTFLoadingFlags);
|
|
models.floor.loadFromFile(getAssetPath() + "models/deferred_floor.gltf", vulkanDevice, queue, glTFLoadingFlags);
|
|
textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
|
textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
|
textures.floor.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor01_color_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
|
textures.floor.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor01_normal_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
|
}
|
|
|
|
void buildCommandBuffers()
|
|
{
|
|
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
|
|
|
|
VkClearValue clearValues[2];
|
|
clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 0.0f } };
|
|
clearValues[1].depthStencil = { 1.0f, 0 };
|
|
|
|
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
|
|
renderPassBeginInfo.renderPass = renderPass;
|
|
renderPassBeginInfo.renderArea.offset.x = 0;
|
|
renderPassBeginInfo.renderArea.offset.y = 0;
|
|
renderPassBeginInfo.renderArea.extent.width = width;
|
|
renderPassBeginInfo.renderArea.extent.height = height;
|
|
renderPassBeginInfo.clearValueCount = 2;
|
|
renderPassBeginInfo.pClearValues = clearValues;
|
|
|
|
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
|
{
|
|
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
|
|
|
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
|
|
|
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, pipelineLayout, 0, 1, &descriptorSets.composition, 0, nullptr);
|
|
|
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.composition);
|
|
|
|
// Final composition
|
|
// This is done by simply drawing a full screen quad
|
|
// The fragment shader then combines the deferred attachments into the final image
|
|
// Note: Also used for debug display if debugDisplayTarget > 0
|
|
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
|
|
|
|
drawUI(drawCmdBuffers[i]);
|
|
|
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
|
|
|
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
|
}
|
|
}
|
|
|
|
void setupDescriptors()
|
|
{
|
|
// Pool
|
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
|
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 9)
|
|
};
|
|
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
|
|
|
// Layouts
|
|
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 : Position texture target / Scene colormap
|
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
|
|
// Binding 2 : Normals texture target
|
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
|
|
// Binding 3 : Albedo texture target
|
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
|
|
// Binding 4 : Fragment shader uniform buffer
|
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4),
|
|
};
|
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
|
|
|
// Sets
|
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
|
|
|
|
// Image descriptors for the offscreen color attachments
|
|
VkDescriptorImageInfo texDescriptorPosition =
|
|
vks::initializers::descriptorImageInfo(
|
|
colorSampler,
|
|
offScreenFrameBuf.position.view,
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
VkDescriptorImageInfo texDescriptorNormal =
|
|
vks::initializers::descriptorImageInfo(
|
|
colorSampler,
|
|
offScreenFrameBuf.normal.view,
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
VkDescriptorImageInfo texDescriptorAlbedo =
|
|
vks::initializers::descriptorImageInfo(
|
|
colorSampler,
|
|
offScreenFrameBuf.albedo.view,
|
|
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
|
|
|
// Deferred composition
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.composition));
|
|
writeDescriptorSets = {
|
|
// Binding 1 : Position texture target
|
|
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
|
|
// Binding 2 : Normals texture target
|
|
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
|
|
// Binding 3 : Albedo texture target
|
|
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
|
|
// Binding 4 : Fragment shader uniform buffer
|
|
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
|
|
};
|
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
|
|
|
// Offscreen (scene)
|
|
|
|
// Model
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
|
|
writeDescriptorSets = {
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
|
|
// Binding 1: Color map
|
|
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.model.colorMap.descriptor),
|
|
// Binding 2: Normal map
|
|
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.model.normalMap.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
|
|
|
// Background
|
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.floor));
|
|
writeDescriptorSets = {
|
|
// Binding 0: Vertex shader uniform buffer
|
|
vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
|
|
// Binding 1: Color map
|
|
vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.floor.colorMap.descriptor),
|
|
// Binding 2: Normal map
|
|
vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.floor.normalMap.descriptor)
|
|
};
|
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
|
}
|
|
|
|
void preparePipelines()
|
|
{
|
|
// Pipeline layout
|
|
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
|
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
|
|
|
// Pipelines
|
|
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_COUNTER_CLOCKWISE, 0);
|
|
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
|
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
|
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
|
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
|
|
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
|
|
pipelineCI.pInputAssemblyState = &inputAssemblyState;
|
|
pipelineCI.pRasterizationState = &rasterizationState;
|
|
pipelineCI.pColorBlendState = &colorBlendState;
|
|
pipelineCI.pMultisampleState = &multisampleState;
|
|
pipelineCI.pViewportState = &viewportState;
|
|
pipelineCI.pDepthStencilState = &depthStencilState;
|
|
pipelineCI.pDynamicState = &dynamicState;
|
|
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
|
|
pipelineCI.pStages = shaderStages.data();
|
|
|
|
// Final fullscreen composition pass pipeline
|
|
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
|
shaderStages[0] = loadShader(getShadersPath() + "deferred/deferred.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getShadersPath() + "deferred/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
// Empty vertex input state, vertices are generated by the vertex shader
|
|
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
pipelineCI.pVertexInputState = &emptyInputState;
|
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.composition));
|
|
|
|
// Vertex input state from glTF model for pipeline rendering models
|
|
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Tangent});
|
|
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
|
|
|
// Offscreen pipeline
|
|
shaderStages[0] = loadShader(getShadersPath() + "deferred/mrt.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader(getShadersPath() + "deferred/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
|
|
// Separate render pass
|
|
pipelineCI.renderPass = offScreenFrameBuf.renderPass;
|
|
|
|
// 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, &pipelineCI, nullptr, &pipelines.offscreen));
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Offscreen vertex shader
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.offscreen, sizeof(UniformDataOffscreen)));
|
|
|
|
// Deferred fragment shader
|
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.composition, sizeof(UniformDataComposition)));
|
|
|
|
// Map persistent
|
|
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
|
|
VK_CHECK_RESULT(uniformBuffers.composition.map());
|
|
|
|
// Setup instanced model positions
|
|
uniformDataOffscreen.instancePos[0] = glm::vec4(0.0f);
|
|
uniformDataOffscreen.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
|
|
uniformDataOffscreen.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
|
|
|
|
// Update
|
|
updateUniformBufferOffscreen();
|
|
updateUniformBufferComposition();
|
|
}
|
|
|
|
// Update matrices used for the offscreen rendering of the scene
|
|
void updateUniformBufferOffscreen()
|
|
{
|
|
uniformDataOffscreen.projection = camera.matrices.perspective;
|
|
uniformDataOffscreen.view = camera.matrices.view;
|
|
uniformDataOffscreen.model = glm::mat4(1.0f);
|
|
memcpy(uniformBuffers.offscreen.mapped, &uniformDataOffscreen, sizeof(UniformDataOffscreen));
|
|
}
|
|
|
|
// Update lights and parameters passed to the composition shaders
|
|
void updateUniformBufferComposition()
|
|
{
|
|
// White
|
|
uniformDataComposition.lights[0].position = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f);
|
|
uniformDataComposition.lights[0].color = glm::vec3(1.5f);
|
|
uniformDataComposition.lights[0].radius = 15.0f * 0.25f;
|
|
// Red
|
|
uniformDataComposition.lights[1].position = glm::vec4(-2.0f, 0.0f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[1].color = glm::vec3(1.0f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[1].radius = 15.0f;
|
|
// Blue
|
|
uniformDataComposition.lights[2].position = glm::vec4(2.0f, -1.0f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[2].color = glm::vec3(0.0f, 0.0f, 2.5f);
|
|
uniformDataComposition.lights[2].radius = 5.0f;
|
|
// Yellow
|
|
uniformDataComposition.lights[3].position = glm::vec4(0.0f, -0.9f, 0.5f, 0.0f);
|
|
uniformDataComposition.lights[3].color = glm::vec3(1.0f, 1.0f, 0.0f);
|
|
uniformDataComposition.lights[3].radius = 2.0f;
|
|
// Green
|
|
uniformDataComposition.lights[4].position = glm::vec4(0.0f, -0.5f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[4].color = glm::vec3(0.0f, 1.0f, 0.2f);
|
|
uniformDataComposition.lights[4].radius = 5.0f;
|
|
// Yellow
|
|
uniformDataComposition.lights[5].position = glm::vec4(0.0f, -1.0f, 0.0f, 0.0f);
|
|
uniformDataComposition.lights[5].color = glm::vec3(1.0f, 0.7f, 0.3f);
|
|
uniformDataComposition.lights[5].radius = 25.0f;
|
|
|
|
// Animate the lights
|
|
if (!paused) {
|
|
uniformDataComposition.lights[0].position.x = sin(glm::radians(360.0f * timer)) * 5.0f;
|
|
uniformDataComposition.lights[0].position.z = cos(glm::radians(360.0f * timer)) * 5.0f;
|
|
|
|
uniformDataComposition.lights[1].position.x = -4.0f + sin(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
|
|
uniformDataComposition.lights[1].position.z = 0.0f + cos(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
|
|
|
|
uniformDataComposition.lights[2].position.x = 4.0f + sin(glm::radians(360.0f * timer)) * 2.0f;
|
|
uniformDataComposition.lights[2].position.z = 0.0f + cos(glm::radians(360.0f * timer)) * 2.0f;
|
|
|
|
uniformDataComposition.lights[4].position.x = 0.0f + sin(glm::radians(360.0f * timer + 90.0f)) * 5.0f;
|
|
uniformDataComposition.lights[4].position.z = 0.0f - cos(glm::radians(360.0f * timer + 45.0f)) * 5.0f;
|
|
|
|
uniformDataComposition.lights[5].position.x = 0.0f + sin(glm::radians(-360.0f * timer + 135.0f)) * 10.0f;
|
|
uniformDataComposition.lights[5].position.z = 0.0f - cos(glm::radians(-360.0f * timer - 45.0f)) * 10.0f;
|
|
}
|
|
|
|
// Current view position
|
|
uniformDataComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
|
|
|
|
uniformDataComposition.debugDisplayTarget = debugDisplayTarget;
|
|
|
|
memcpy(uniformBuffers.composition.mapped, &uniformDataComposition, sizeof(UniformDataComposition));
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
prepareOffscreenFramebuffer();
|
|
prepareUniformBuffers();
|
|
setupDescriptors();
|
|
preparePipelines();
|
|
buildCommandBuffers();
|
|
buildDeferredCommandBuffer();
|
|
prepared = true;
|
|
}
|
|
|
|
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 rendering
|
|
// has been finished
|
|
// This is necessary as an implementation may start both
|
|
// command buffers at the same time, there is no guarantee
|
|
// that command 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 semaphore
|
|
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
|
|
|
// Submit work
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
updateUniformBufferComposition();
|
|
updateUniformBufferOffscreen();
|
|
draw();
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (overlay->header("Settings")) {
|
|
overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Position", "Normals", "Albedo", "Specular" });
|
|
}
|
|
}
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|