350 lines
14 KiB
C++
350 lines
14 KiB
C++
/*
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* Vulkan Example - Tessellation shader PN triangles
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*
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* Based on http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf
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* Shaders based on http://onrendering.blogspot.de/2011/12/tessellation-on-gpu-curved-pn-triangles.html
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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 "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool splitScreen = true;
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bool wireframe = true;
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vkglTF::Model model;
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struct {
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vks::Buffer tessControl, tessEval;
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} uniformBuffers;
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struct UBOTessControl {
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float tessLevel = 3.0f;
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} uboTessControl;
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struct UBOTessEval {
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glm::mat4 projection;
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glm::mat4 modelView;
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float tessAlpha = 1.0f;
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} uboTessEval;
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struct Pipelines {
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VkPipeline solid;
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VkPipeline wire = VK_NULL_HANDLE;
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VkPipeline solidPassThrough;
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VkPipeline wirePassThrough = VK_NULL_HANDLE;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Tessellation shader (PN Triangles)";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -4.0f));
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camera.setRotation(glm::vec3(-350.0f, 60.0f, 0.0f));
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camera.setPerspective(45.0f, (float)(width * ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
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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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vkDestroyPipeline(device, pipelines.solid, nullptr);
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if (pipelines.wire != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, pipelines.wire, nullptr);
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};
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vkDestroyPipeline(device, pipelines.solidPassThrough, nullptr);
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if (pipelines.wirePassThrough != VK_NULL_HANDLE) {
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vkDestroyPipeline(device, pipelines.wirePassThrough, nullptr);
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};
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffers.tessControl.destroy();
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uniformBuffers.tessEval.destroy();
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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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// Example uses tessellation shaders
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if (deviceFeatures.tessellationShader) {
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enabledFeatures.tessellationShader = VK_TRUE;
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}
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else {
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vks::tools::exitFatal("Selected GPU does not support tessellation shaders!", VK_ERROR_FEATURE_NOT_PRESENT);
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}
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// Fill mode non solid is required for wireframe display
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if (deviceFeatures.fillModeNonSolid) {
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enabledFeatures.fillModeNonSolid = VK_TRUE;
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}
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else {
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wireframe = false;
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}
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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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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = { {0.5f, 0.5f, 0.5f, 0.0f} };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::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 = vks::initializers::viewport(splitScreen ? (float)width / 2.0f : (float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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if (splitScreen) {
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wirePassThrough : pipelines.solidPassThrough);
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model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout);
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viewport.x = float(width) / 2;
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}
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wire : pipelines.solid);
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model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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model.loadFromFile(getAssetPath() + "models/deer.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::FlipY);
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}
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void setupDescriptorPool()
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{
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const std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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const std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Tessellation control shader ubo
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT, 0),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 1),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Layout uses set 0 for passing tessellation shader ubos and set 1 for fragment shader images (taken from glTF model)
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const std::vector<VkDescriptorSetLayout> setLayouts = {
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descriptorSetLayout,
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vkglTF::descriptorSetLayoutImage,
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};
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Tessellation control shader ubo
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.tessControl.descriptor),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.tessEval.descriptor),
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables, 0);
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VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3);
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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// Tessellation pipelines
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shaderStages[0] = loadShader(getShadersPath() + "tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.pTessellationState = &tessellationState;
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pipelineCI.stageCount = shaderStages.size();
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.renderPass = renderPass;
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
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// Tessellation pipelines
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// Solid
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
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// Wireframe
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if (deviceFeatures.fillModeNonSolid) {
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wire));
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}
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// Pass through pipelines
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// Load pass through tessellation shaders (Vert and frag are reused)
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shaderStages[2] = loadShader(getShadersPath() + "tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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// Solid
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rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solidPassThrough));
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// Wireframe
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if (deviceFeatures.fillModeNonSolid) {
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wirePassThrough));
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}
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Tessellation evaluation shader uniform buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.tessEval,
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sizeof(uboTessEval)));
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// Tessellation control shader uniform buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.tessControl,
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sizeof(uboTessControl)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffers.tessControl.map());
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VK_CHECK_RESULT(uniformBuffers.tessEval.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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uboTessEval.projection = camera.matrices.perspective;
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uboTessEval.modelView = camera.matrices.view;
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// Tessellation evaluation uniform block
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memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
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// Tessellation control uniform block
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memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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preparePipelines();
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setupDescriptorPool();
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setupDescriptorSet();
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buildCommandBuffers();
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prepared = true;
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}
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virtual void render()
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{
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if (!prepared)
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return;
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draw();
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if (camera.updated) {
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updateUniformBuffers();
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}
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
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if (overlay->header("Settings")) {
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if (overlay->inputFloat("Tessellation level", &uboTessControl.tessLevel, 0.25f, 2)) {
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updateUniformBuffers();
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}
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if (deviceFeatures.fillModeNonSolid) {
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if (overlay->checkBox("Wireframe", &wireframe)) {
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updateUniformBuffers();
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buildCommandBuffers();
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}
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if (overlay->checkBox("Splitscreen", &splitScreen)) {
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camera.setPerspective(45.0f, (float)(width * ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
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updateUniformBuffers();
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buildCommandBuffers();
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}
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}
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}
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}
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};
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VULKAN_EXAMPLE_MAIN()
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