590 lines
No EOL
19 KiB
C++
590 lines
No EOL
19 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 <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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#include "VulkanTexture.hpp"
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#include "VulkanModel.hpp"
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#include "VulkanBuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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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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struct {
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vks::Texture2D colorMap;
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} textures;
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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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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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});
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struct {
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vks::Model object;
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} models;
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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 model;
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float tessAlpha = 1.0f;
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} uboTessEval;
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struct {
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VkPipeline solid;
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VkPipeline wire;
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VkPipeline solidPassThrough;
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VkPipeline wirePassThrough;
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} pipelines;
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VkPipeline *pipelineLeft = &pipelines.wirePassThrough;
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VkPipeline *pipelineRight = &pipelines.wire;
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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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zoom = -6.5f;
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rotation = glm::vec3(-350.0f, 60.0f, 0.0f);
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cameraPos = glm::vec3(-3.0f, 2.3f, 0.0f);
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title = "Vulkan Example - Tessellation shader (PN Triangles)";
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enableTextOverlay = true;
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// Enable physical device features required for this example
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// Tell the driver that we are going to use geometry shaders
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enabledFeatures.tessellationShader = VK_TRUE;
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// Example also uses a wireframe pipeline, enable non-solid fill modes
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enabledFeatures.fillModeNonSolid = VK_TRUE;
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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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vkDestroyPipeline(device, pipelines.wire, nullptr);
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vkDestroyPipeline(device, pipelines.solidPassThrough, nullptr);
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vkDestroyPipeline(device, pipelines.wirePassThrough, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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models.object.destroy();
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uniformBuffers.tessControl.destroy();
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uniformBuffers.tessEval.destroy();
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textures.colorMap.destroy();
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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 = 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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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.object.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.object.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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if (splitScreen)
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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, *pipelineLeft);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
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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, *pipelineRight);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
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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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models.object.loadFromFile(getAssetPath() + "models/lowpoly/deer.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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textures.colorMap.loadFromFile(getAssetPath() + "textures/deer.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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}
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void setupVertexDescriptions()
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{
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// Binding description
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(3);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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// Location 1 : Normals
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vertices.attributeDescriptions[1] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 3);
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// Location 2 : Texture coordinates
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vertices.attributeDescriptions[2] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 6);
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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// Example uses two ubos and one combined image sampler
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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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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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Tessellation control shader ubo
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
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0),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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1),
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// Binding 2 : Fragment shader combined sampler
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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2),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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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 =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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VkDescriptorImageInfo texDescriptor =
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vks::initializers::descriptorImageInfo(
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textures.colorMap.sampler,
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textures.colorMap.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Tessellation control shader ubo
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.tessControl.descriptor),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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1,
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&uniformBuffers.tessEval.descriptor),
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// Binding 2 : Color map
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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&texDescriptor)
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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 =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_LINE_WIDTH
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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VkPipelineTessellationStateCreateInfo tessellationState =
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vks::initializers::pipelineTessellationStateCreateInfo(3);
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// Tessellation pipelines
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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pipelineLayout,
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renderPass,
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0);
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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pipelineCreateInfo.pMultisampleState = &multisampleState;
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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pipelineCreateInfo.pTessellationState = &tessellationState;
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.renderPass = renderPass;
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// Tessellation pipelines
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// Solid
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
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// Wireframe
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wire));
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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(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/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, &pipelineCreateInfo, nullptr, &pipelines.solidPassThrough));
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// Wireframe
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wirePassThrough));
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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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// Tessellation eval
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glm::mat4 viewMatrix = glm::mat4();
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uboTessEval.projection = glm::perspective(glm::radians(45.0f), (float)(width* ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
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viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
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uboTessEval.model = glm::mat4();
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uboTessEval.model = viewMatrix * glm::translate(uboTessEval.model, cameraPos);
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uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
uboTessEval.model = glm::rotate(uboTessEval.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
// Tessellation evaulation uniform block
|
|
memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
|
|
|
|
// Tessellation control uniform block
|
|
memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));
|
|
}
|
|
|
|
void draw()
|
|
{
|
|
VulkanExampleBase::prepareFrame();
|
|
|
|
submitInfo.commandBufferCount = 1;
|
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
|
|
VulkanExampleBase::submitFrame();
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
// Check if device supports tessellation shaders
|
|
if (!deviceFeatures.tessellationShader)
|
|
{
|
|
vkTools::exitFatal("Selected GPU does not support tessellation shaders!", "Feature not supported");
|
|
}
|
|
|
|
VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
setupVertexDescriptions();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
vkDeviceWaitIdle(device);
|
|
draw();
|
|
vkDeviceWaitIdle(device);
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
virtual void keyPressed(uint32_t keyCode)
|
|
{
|
|
switch (keyCode)
|
|
{
|
|
case KEY_KPADD:
|
|
case GAMEPAD_BUTTON_R1:
|
|
changeTessellationLevel(0.25);
|
|
break;
|
|
case KEY_KPSUB:
|
|
case GAMEPAD_BUTTON_L1:
|
|
changeTessellationLevel(-0.25);
|
|
break;
|
|
case KEY_W:
|
|
case GAMEPAD_BUTTON_A:
|
|
togglePipelines();
|
|
break;
|
|
case KEY_S:
|
|
case GAMEPAD_BUTTON_X:
|
|
toggleSplitScreen();
|
|
break;
|
|
}
|
|
}
|
|
|
|
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
|
{
|
|
std::stringstream ss;
|
|
ss << std::setprecision(2) << std::fixed << uboTessControl.tessLevel;
|
|
#if defined(__ANDROID__)
|
|
textOverlay->addText("Tessellation level: " + ss.str() + " (Buttons L1/R1 to change)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
textOverlay->addText("Press \"Button X\" to toggle splitscreen", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
|
#else
|
|
textOverlay->addText("Tessellation level: " + ss.str() + " (NUMPAD +/- to change)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
|
textOverlay->addText("Press \"s\" to toggle splitscreen", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
|
#endif
|
|
}
|
|
|
|
void changeTessellationLevel(float delta)
|
|
{
|
|
uboTessControl.tessLevel += delta;
|
|
// Clamp
|
|
uboTessControl.tessLevel = fmax(1.0f, fmin(uboTessControl.tessLevel, 32.0f));
|
|
updateUniformBuffers();
|
|
updateTextOverlay();
|
|
}
|
|
|
|
void togglePipelines()
|
|
{
|
|
if (pipelineRight == &pipelines.solid)
|
|
{
|
|
pipelineRight = &pipelines.wire;
|
|
pipelineLeft = &pipelines.wirePassThrough;
|
|
}
|
|
else
|
|
{
|
|
pipelineRight = &pipelines.solid;
|
|
pipelineLeft = &pipelines.solidPassThrough;
|
|
}
|
|
reBuildCommandBuffers();
|
|
}
|
|
|
|
void toggleSplitScreen()
|
|
{
|
|
splitScreen = !splitScreen;
|
|
updateUniformBuffers();
|
|
reBuildCommandBuffers();
|
|
}
|
|
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN() |