procedural-3d-engine/examples/sphericalenvmapping/sphericalenvmapping.cpp
Sascha Willems 4d67a5a8b5 Code cleanup
2024-01-15 19:12:23 +01:00

230 lines
9.7 KiB
C++

/*
* Vulkan Example - Spherical Environment Mapping, using different mat caps stored in an array texture
*
* Use +/-/space toggle through different material captures
*
* Based on https://www.clicktorelease.com/blog/creating-spherical-environment-mapping-shader
*
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
class VulkanExample : public VulkanExampleBase
{
public:
vkglTF::Model model;
vks::Texture2DArray matCapTextureArray;
struct UniformData {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 normal;
glm::mat4 view;
// Selects the texture index of the material to display (see sem.vert)
int32_t texIndex = 0;
} uniformData;
vks::Buffer uniformBuffer;
VkPipeline pipeline{ VK_NULL_HANDLE };
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
title = "Spherical Environment Mapping";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -3.5f));
camera.setRotation(glm::vec3(-25.0f, 23.75f, 0.0f));
camera.setRotationSpeed(0.75f);
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
matCapTextureArray.destroy();
}
}
void loadAssets()
{
model.loadFromFile(getAssetPath() + "models/chinesedragon.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
// Multiple mat caps are stored in a single array texture so they can easily be switched inside the shader just by updating the index in a uniform buffer
matCapTextureArray.loadFromFile(getAssetPath() + "textures/matcap_array_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
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)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
model.draw(drawCmdBuffers[i]);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1 : Fragment shader color map image sampler
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
// Binding 1 : Fragment shader image sampler
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &matCapTextureArray.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipeline
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
// Spherical environment rendering pipeline
shaderStages[0] = loadShader(getShadersPath() + "sphericalenvmapping/sem.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "sphericalenvmapping/sem.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
VK_CHECK_RESULT(uniformBuffer.map());
}
void updateUniformBuffers()
{
uniformData.projection = camera.matrices.perspective;
uniformData.view = camera.matrices.view;
uniformData.model = glm::mat4(1.0f);
uniformData.normal = glm::inverseTranspose(uniformData.view * uniformData.model);
memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
overlay->sliderInt("Material cap", &uniformData.texIndex, 0, matCapTextureArray.layerCount);
}
}
};
VULKAN_EXAMPLE_MAIN()