procedural-3d-engine/texturearray/texturearray.cpp

789 lines
24 KiB
C++

/*
* Vulkan Example - Texture arrays and instanced rendering
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <time.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
};
class VulkanExample : public VulkanExampleBase
{
public:
// Number of array layers in texture array
// Also used as instance count
uint32_t layerCount;
vkTools::VulkanTexture textureArray;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vkMeshLoader::MeshBuffer quad;
} meshes;
struct {
vkTools::UniformData vertexShader;
} uniformData;
struct UboInstanceData {
// Model matrix
glm::mat4 model;
// Texture array index
// Vec4 due to padding
glm::vec4 arrayIndex;
};
struct {
// Global matrices
struct {
glm::mat4 projection;
glm::mat4 view;
} matrices;
// Seperate data for each instance
UboInstanceData *instance;
} uboVS;
struct {
VkPipeline solid;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -15.0f;
rotationSpeed = 0.25f;
rotation = { -15.0f, 35.0f, 0.0f };
title = "Vulkan Example - Texture arrays";
srand(time(NULL));
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
// Clean up texture resources
vkDestroyImageView(device, textureArray.view, nullptr);
vkDestroyImage(device, textureArray.image, nullptr);
vkDestroySampler(device, textureArray.sampler, nullptr);
vkFreeMemory(device, textureArray.deviceMemory, nullptr);
vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
vkTools::destroyUniformData(device, &uniformData.vertexShader);
delete[] uboVS.instance;
}
void loadTextureArray(const char* filename, VkFormat format)
{
VkFormatProperties formatProperties;
VkResult err;
gli::texture2DArray tex2DArray(gli::load(filename));
assert(!tex2DArray.empty());
textureArray.width = tex2DArray.dimensions().x;
textureArray.height = tex2DArray.dimensions().y;
layerCount = tex2DArray.layers();
// Get device properites for the requested texture format
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = { textureArray.width, textureArray.height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_LINEAR;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
imageCreateInfo.flags = 0;
VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
struct Layer {
VkImage image;
VkDeviceMemory memory;
};
std::vector<Layer> arrayLayer;
arrayLayer.resize(layerCount);
// Allocate command buffer for image copies and layouts
VkCommandBuffer cmdBuffer;
VkCommandBufferAllocateInfo cmdBufAlllocatInfo =
vkTools::initializers::commandBufferAllocateInfo(
cmdPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1);
err = vkAllocateCommandBuffers(device, &cmdBufAlllocatInfo, &cmdBuffer);
assert(!err);
VkCommandBufferBeginInfo cmdBufInfo =
vkTools::initializers::commandBufferBeginInfo();
err = vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo);
assert(!err);
// Load separate cube map faces into linear tiled textures
for (uint32_t i = 0; i < layerCount; ++i)
{
err = vkCreateImage(device, &imageCreateInfo, nullptr, &arrayLayer[i].image);
assert(!err);
vkGetImageMemoryRequirements(device, arrayLayer[i].image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAllocInfo.memoryTypeIndex);
err = vkAllocateMemory(device, &memAllocInfo, nullptr, &arrayLayer[i].memory);
assert(!err);
err = vkBindImageMemory(device, arrayLayer[i].image, arrayLayer[i].memory, 0);
assert(!err);
VkImageSubresource subRes = {};
subRes.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
VkSubresourceLayout subResLayout;
void *data;
vkGetImageSubresourceLayout(device, arrayLayer[i].image, &subRes, &subResLayout);
assert(!err);
err = vkMapMemory(device, arrayLayer[i].memory, 0, memReqs.size, 0, &data);
assert(!err);
memcpy(data, tex2DArray[i].data(), tex2DArray[i].size());
vkUnmapMemory(device, arrayLayer[i].memory);
// Image barrier for linear image (base)
// Linear image will be used as a source for the copy
vkTools::setImageLayout(
cmdBuffer,
arrayLayer[i].image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PREINITIALIZED,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
}
// Transfer cube map faces to optimal tiling
// Setup texture as blit target with optimal tiling
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.arrayLayers = layerCount;
err = vkCreateImage(device, &imageCreateInfo, nullptr, &textureArray.image);
assert(!err);
vkGetImageMemoryRequirements(device, textureArray.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &memAllocInfo.memoryTypeIndex);
err = vkAllocateMemory(device, &memAllocInfo, nullptr, &textureArray.deviceMemory);
assert(!err);
err = vkBindImageMemory(device, textureArray.image, textureArray.deviceMemory, 0);
assert(!err);
// Image barrier for optimal image (target)
// Set initial layout for all array layers of the optimal (target) tiled texture
VkImageSubresourceRange subresourceRange = {};
subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresourceRange.baseMipLevel = 0;
subresourceRange.levelCount = 1;
subresourceRange.layerCount = layerCount;
vkTools::setImageLayout(
cmdBuffer,
textureArray.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PREINITIALIZED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
subresourceRange);
// Copy cube map faces one by one
for (uint32_t i = 0; i < layerCount; ++i)
{
// Copy region for image blit
VkImageCopy copyRegion = {};
copyRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.srcSubresource.baseArrayLayer = 0;
copyRegion.srcSubresource.mipLevel = 0;
copyRegion.srcSubresource.layerCount = 1;
copyRegion.srcOffset = { 0, 0, 0 };
copyRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.dstSubresource.baseArrayLayer = i;
copyRegion.dstSubresource.mipLevel = 0;
copyRegion.dstSubresource.layerCount = 1;
copyRegion.dstOffset = { 0, 0, 0 };
copyRegion.extent.width = textureArray.width;
copyRegion.extent.height = textureArray.height;
copyRegion.extent.depth = 1;
// Put image copy into command buffer
vkCmdCopyImage(
cmdBuffer,
arrayLayer[i].image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
textureArray.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1, &copyRegion);
}
// Change texture image layout to shader read after all layers have been copied
textureArray.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkTools::setImageLayout(
cmdBuffer,
textureArray.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
textureArray.imageLayout,
subresourceRange);
err = vkEndCommandBuffer(cmdBuffer);
assert(!err);
VkFence nullFence = { VK_NULL_HANDLE };
// Submit command buffer to graphis queue
VkSubmitInfo submitInfo = vkTools::initializers::submitInfo();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &cmdBuffer;
err = vkQueueSubmit(queue, 1, &submitInfo, nullFence);
assert(!err);
err = vkQueueWaitIdle(queue);
assert(!err);
// Create sampler
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 8;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
err = vkCreateSampler(device, &sampler, nullptr, &textureArray.sampler);
assert(!err);
// Create image view
VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.subresourceRange.layerCount = layerCount;
view.image = textureArray.image;
err = vkCreateImageView(device, &view, nullptr, &textureArray.view);
assert(!err);
// Cleanup
for (auto& layer : arrayLayer)
{
vkDestroyImage(device, layer.image, nullptr);
vkFreeMemory(device, layer.memory, nullptr);
}
}
void loadTextures()
{
loadTextureArray("./../data/textures/texturearray_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::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;
VkResult err;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
assert(!err);
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport(
(float)width,
(float)height,
0.0f,
1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(
width,
height,
0,
0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.quad.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.quad.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.quad.indexCount, layerCount, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
err = vkEndCommandBuffer(drawCmdBuffers[i]);
assert(!err);
}
}
void draw()
{
VkResult err;
// Get next image in the swap chain (back/front buffer)
err = swapChain.acquireNextImage(semaphores.presentComplete, &currentBuffer);
assert(!err);
submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
assert(!err);
submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
assert(!err);
err = vkQueueWaitIdle(queue);
assert(!err);
}
// Setup vertices for a single uv-mapped quad
void generateQuad()
{
#define dim 2.5f
std::vector<Vertex> vertexBuffer =
{
{ { dim, dim, 0.0f }, { 1.0f, 1.0f } },
{ { -dim, dim, 0.0f }, { 0.0f, 1.0f } },
{ { -dim, -dim, 0.0f }, { 0.0f, 0.0f } },
{ { dim, -dim, 0.0f }, { 1.0f, 0.0f } }
};
#undef dim
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
vertexBuffer.size() * sizeof(Vertex),
vertexBuffer.data(),
&meshes.quad.vertices.buf,
&meshes.quad.vertices.mem);
// Setup indices
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
meshes.quad.indexCount = indexBuffer.size();
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
indexBuffer.size() * sizeof(uint32_t),
indexBuffer.data(),
&meshes.quad.indices.buf,
&meshes.quad.indices.mem);
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
sizeof(Vertex),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(2);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Texture coordinates
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 3);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
assert(!vkRes);
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler (texture array)
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
assert(!err);
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
assert(!err);
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
assert(!vkRes);
// Image descriptor for the texture array
VkDescriptorImageInfo texArrayDescriptor =
vkTools::initializers::descriptorImageInfo(
textureArray.sampler,
textureArray.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vertexShader.descriptor),
// Binding 1 : Fragment shader cubemap sampler
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texArrayDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Instacing pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader("./../data/shaders/texturearray/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader("./../data/shaders/texturearray/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid);
assert(!err);
}
void prepareUniformBuffers()
{
uboVS.instance = new UboInstanceData[layerCount];
VkResult err;
uint32_t uboSize = sizeof(uboVS.matrices) + (layerCount * sizeof(UboInstanceData));
// Vertex shader uniform buffer block
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
uboSize,
&uboVS,
&uniformData.vertexShader.buffer,
&uniformData.vertexShader.memory,
&uniformData.vertexShader.descriptor);
// Array indices and model matrices are fixed
float offset = -1.5f;
uint32_t index = 0;
float center = (layerCount*offset) / 2;
for (int32_t i = 0; i < layerCount; i++)
{
// Instance model matrix
uboVS.instance[i].model = glm::translate(glm::mat4(), glm::vec3(0.0f, i * offset - center, 0.0f));
uboVS.instance[i].model = glm::rotate(uboVS.instance[i].model, glm::radians(60.0f), glm::vec3(1.0f, 0.0f, 0.0f));
// Instance texture array index
uboVS.instance[i].arrayIndex.x = i;
}
// Update instanced part of the uniform buffer
uint8_t *pData;
uint32_t dataOffset = sizeof(uboVS.matrices);
uint32_t dataSize = layerCount * sizeof(UboInstanceData);
err = vkMapMemory(device, uniformData.vertexShader.memory, dataOffset, dataSize, 0, (void **)&pData);
assert(!err);
memcpy(pData, uboVS.instance, dataSize);
vkUnmapMemory(device, uniformData.vertexShader.memory);
updateUniformBufferMatrices();
}
void updateUniformBufferMatrices()
{
// Only updates the uniform buffer block part containing the global matrices
// Projection
uboVS.matrices.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
// View
uboVS.matrices.view = glm::translate(glm::mat4(), glm::vec3(0.0f, -1.0f, zoom));
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
// Only update the matrices part of the uniform buffer
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.vertexShader.memory, 0, sizeof(uboVS.matrices), 0, (void **)&pData);
assert(!err);
memcpy(pData, &uboVS.matrices, sizeof(uboVS.matrices));
vkUnmapMemory(device, uniformData.vertexShader.memory);
}
void prepare()
{
VulkanExampleBase::prepare();
setupVertexDescriptions();
loadTextures();
generateQuad();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
vkDeviceWaitIdle(device);
draw();
vkDeviceWaitIdle(device);
}
virtual void viewChanged()
{
updateUniformBufferMatrices();
}
};
VulkanExample *vulkanExample;
#ifdef _WIN32
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#else
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
#ifdef _WIN32
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#else
int main(const int argc, const char *argv[])
#endif
{
vulkanExample = new VulkanExample();
#ifdef _WIN32
vulkanExample->setupWindow(hInstance, WndProc);
#else
vulkanExample->setupWindow();
#endif
vulkanExample->initSwapchain();
vulkanExample->prepare();
vulkanExample->renderLoop();
delete(vulkanExample);
return 0;
}