procedural-3d-engine/examples/pbrbasic/pbrbasic.cpp
2018-01-01 14:01:57 +01:00

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/*
* Vulkan Example - Physical based shading basics
*
* See http://graphicrants.blogspot.de/2013/08/specular-brdf-reference.html for a good reference to the different functions that make up a specular BRDF
*
* Copyright (C) 2017 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 <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gli/gli.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanModel.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
#define GRID_DIM 7
#define OBJ_DIM 0.05f
struct Material {
// Parameter block used as push constant block
struct PushBlock {
float roughness;
float metallic;
float r, g, b;
} params;
std::string name;
Material() {};
Material(std::string n, glm::vec3 c, float r, float m) : name(n) {
params.roughness = r;
params.metallic = m;
params.r = c.r;
params.g = c.g;
params.b = c.b;
};
};
class VulkanExample : public VulkanExampleBase
{
public:
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_UV,
});
struct Meshes {
std::vector<vks::Model> objects;
int32_t objectIndex = 0;
} models;
struct {
vks::Buffer object;
vks::Buffer params;
} uniformBuffers;
struct UBOMatrices {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec3 camPos;
} uboMatrices;
struct UBOParams {
glm::vec4 lights[4];
} uboParams;
VkPipelineLayout pipelineLayout;
VkPipeline pipeline;
VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSet descriptorSet;
// Default materials to select from
std::vector<Material> materials;
int32_t materialIndex = 0;
std::vector<std::string> materialNames;
std::vector<std::string> objectNames;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Physical based shading basics";
camera.type = Camera::CameraType::firstperson;
camera.setPosition(glm::vec3(10.0f, 13.0f, 1.8f));
camera.setRotation(glm::vec3(-62.5f, 90.0f, 0.0f));
camera.movementSpeed = 4.0f;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
camera.rotationSpeed = 0.25f;
paused = true;
timerSpeed *= 0.25f;
settings.overlay = true;
// Setup some default materials (source: https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/)
materials.push_back(Material("Gold", glm::vec3(1.0f, 0.765557f, 0.336057f), 0.1f, 1.0f));
materials.push_back(Material("Copper", glm::vec3(0.955008f, 0.637427f, 0.538163f), 0.1f, 1.0f));
materials.push_back(Material("Chromium", glm::vec3(0.549585f, 0.556114f, 0.554256f), 0.1f, 1.0f));
materials.push_back(Material("Nickel", glm::vec3(0.659777f, 0.608679f, 0.525649f), 0.1f, 1.0f));
materials.push_back(Material("Titanium", glm::vec3(0.541931f, 0.496791f, 0.449419f), 0.1f, 1.0f));
materials.push_back(Material("Cobalt", glm::vec3(0.662124f, 0.654864f, 0.633732f), 0.1f, 1.0f));
materials.push_back(Material("Platinum", glm::vec3(0.672411f, 0.637331f, 0.585456f), 0.1f, 1.0f));
// Testing materials
materials.push_back(Material("White", glm::vec3(1.0f), 0.1f, 1.0f));
materials.push_back(Material("Red", glm::vec3(1.0f, 0.0f, 0.0f), 0.1f, 1.0f));
materials.push_back(Material("Blue", glm::vec3(0.0f, 0.0f, 1.0f), 0.1f, 1.0f));
materials.push_back(Material("Black", glm::vec3(0.0f), 0.1f, 1.0f));
for (auto material : materials) {
materialNames.push_back(material.name);
}
objectNames = { "Sphere", "Teapot", "Torusknot", "Venus" };
materialIndex = 0;
}
~VulkanExample()
{
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
for (auto& model : models.objects) {
model.destroy();
}
uniformBuffers.object.destroy();
uniformBuffers.params.destroy();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
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)
{
// Set target frame buffer
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);
VkDeviceSize offsets[1] = { 0 };
// Objects
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.objects[models.objectIndex].vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.objects[models.objectIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
Material mat = materials[materialIndex];
//#define SINGLE_ROW 1
#ifdef SINGLE_ROW
mat.params.metallic = 1.0;
uint32_t objcount = 10;
for (uint32_t x = 0; x < objcount; x++) {
glm::vec3 pos = glm::vec3(float(x - (objcount / 2.0f)) * 2.5f, 0.0f, 0.0f);
mat.params.roughness = glm::clamp((float)x / (float)objcount, 0.005f, 1.0f);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material::PushBlock), &mat);
vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
}
#else
for (uint32_t y = 0; y < GRID_DIM; y++) {
for (uint32_t x = 0; x < GRID_DIM; x++) {
glm::vec3 pos = glm::vec3(float(x - (GRID_DIM / 2.0f)) * 2.5f, 0.0f, float(y - (GRID_DIM / 2.0f)) * 2.5f);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
mat.params.metallic = glm::clamp((float)x / (float)(GRID_DIM - 1), 0.1f, 1.0f);
mat.params.roughness = glm::clamp((float)y / (float)(GRID_DIM - 1), 0.05f, 1.0f);
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material::PushBlock), &mat);
vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
}
}
#endif
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
std::vector<std::string> filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx" };
for (auto file : filenames) {
vks::Model model;
model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "venus.fbx" ? 3.0f : 1.0f), vulkanDevice, queue);
models.objects.push_back(model);
}
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
std::vector<VkPushConstantRange> pushConstantRanges = {
vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
vks::initializers::pushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(Material::PushBlock), sizeof(glm::vec3)),
};
pipelineLayoutCreateInfo.pushConstantRangeCount = 2;
pipelineLayoutCreateInfo.pPushConstantRanges = pushConstantRanges.data();
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSets()
{
// Descriptor Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Descriptor sets
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// 3D object descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor),
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.params.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
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);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Vertex bindings an attributes
// Binding description
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
// Attribute descriptions
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
// PBR pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable depth test and write
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthTestEnable = VK_TRUE;
// Flip cull mode
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Objact vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.object,
sizeof(uboMatrices)));
// Shared parameter uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.params,
sizeof(uboParams)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.object.map());
VK_CHECK_RESULT(uniformBuffers.params.map());
updateUniformBuffers();
updateLights();
}
void updateUniformBuffers()
{
// 3D object
uboMatrices.projection = camera.matrices.perspective;
uboMatrices.view = camera.matrices.view;
uboMatrices.model = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f + (models.objectIndex == 1 ? 45.0f : 0.0f)), glm::vec3(0.0f, 1.0f, 0.0f));
uboMatrices.camPos = camera.position * -1.0f;
memcpy(uniformBuffers.object.mapped, &uboMatrices, sizeof(uboMatrices));
}
void updateLights()
{
const float p = 15.0f;
uboParams.lights[0] = glm::vec4(-p, -p*0.5f, -p, 1.0f);
uboParams.lights[1] = glm::vec4(-p, -p*0.5f, p, 1.0f);
uboParams.lights[2] = glm::vec4( p, -p*0.5f, p, 1.0f);
uboParams.lights[3] = glm::vec4( p, -p*0.5f, -p, 1.0f);
if (!paused)
{
uboParams.lights[0].x = sin(glm::radians(timer * 360.0f)) * 20.0f;
uboParams.lights[0].z = cos(glm::radians(timer * 360.0f)) * 20.0f;
uboParams.lights[1].x = cos(glm::radians(timer * 360.0f)) * 20.0f;
uboParams.lights[1].y = sin(glm::radians(timer * 360.0f)) * 20.0f;
}
memcpy(uniformBuffers.params.mapped, &uboParams, sizeof(uboParams));
}
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()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorSets();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (!paused)
updateLights();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->comboBox("Material", &materialIndex, materialNames)) {
buildCommandBuffers();
}
if (overlay->comboBox("Object type", &models.objectIndex, objectNames)) {
updateUniformBuffers();
buildCommandBuffers();
}
}
}
};
VULKAN_EXAMPLE_MAIN()