init
This commit is contained in:
@@ -0,0 +1,405 @@
|
||||
/* Copyright (c) 2023-2025, Mobica Limited
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 the "License";
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
#include "fragment_shader_barycentric.h"
|
||||
|
||||
FragmentShaderBarycentric::FragmentShaderBarycentric()
|
||||
{
|
||||
title = "Fragment shader barycentric";
|
||||
|
||||
add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
add_device_extension(VK_KHR_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME);
|
||||
}
|
||||
|
||||
FragmentShaderBarycentric::~FragmentShaderBarycentric()
|
||||
{
|
||||
if (has_device())
|
||||
{
|
||||
vkDestroySampler(get_device().get_handle(), textures.envmap.sampler, VK_NULL_HANDLE);
|
||||
vkDestroySampler(get_device().get_handle(), textures.cube.sampler, VK_NULL_HANDLE);
|
||||
textures = {};
|
||||
skybox.reset();
|
||||
object.reset();
|
||||
ubo.reset();
|
||||
|
||||
vkDestroyPipeline(get_device().get_handle(), pipelines.object, VK_NULL_HANDLE);
|
||||
vkDestroyPipeline(get_device().get_handle(), pipelines.skybox, VK_NULL_HANDLE);
|
||||
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, VK_NULL_HANDLE);
|
||||
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, VK_NULL_HANDLE);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* @fn bool FragmentShaderBarycentric::prepare(const vkb::ApplicationOptions &options)
|
||||
* @brief Configuring all sample specific settings, creating descriptor sets/pool, pipelines, generating or loading models etc.
|
||||
*/
|
||||
bool FragmentShaderBarycentric::prepare(const vkb::ApplicationOptions &options)
|
||||
{
|
||||
if (!ApiVulkanSample::prepare(options))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Set up camera properties */
|
||||
camera.type = vkb::CameraType::LookAt;
|
||||
camera.set_position({0.f, 1.0f, -6.0f});
|
||||
camera.set_rotation({0.f, 0.f, 0.f});
|
||||
camera.set_perspective(60.f, static_cast<float>(width) / static_cast<float>(height), 256.f, 0.1f);
|
||||
|
||||
load_assets();
|
||||
prepare_uniform_buffers();
|
||||
create_descriptor_pool();
|
||||
setup_descriptor_set_layout();
|
||||
create_descriptor_sets();
|
||||
create_pipeline();
|
||||
build_command_buffers();
|
||||
prepared = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::load_assets()
|
||||
* @brief Loading extra models, textures from assets
|
||||
*/
|
||||
void FragmentShaderBarycentric::load_assets()
|
||||
{
|
||||
// Loading models
|
||||
skybox = load_model("scenes/cube.gltf"); // background
|
||||
object = load_model("scenes/textured_unit_cube.gltf"); // cube in the center of the scene
|
||||
|
||||
// Loading textures
|
||||
textures.envmap = load_texture_cubemap("textures/uffizi_rgba16f_cube.ktx", vkb::sg::Image::Color);
|
||||
textures.cube = load_texture("textures/checkerboard_rgba.ktx", vkb::sg::Image::Color);
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::prepare_uniform_buffers()
|
||||
* @brief Preparing uniform buffer and updating UB data
|
||||
*/
|
||||
void FragmentShaderBarycentric::prepare_uniform_buffers()
|
||||
{
|
||||
ubo = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubo_vs), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
|
||||
|
||||
update_uniform_buffers();
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::create_descriptor_pool()
|
||||
* @brief Creating descriptor pool with size adjusted to use uniform buffer and image sampler
|
||||
*/
|
||||
void FragmentShaderBarycentric::create_descriptor_pool()
|
||||
{
|
||||
std::vector<VkDescriptorPoolSize> pool_sizes = {
|
||||
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
|
||||
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)};
|
||||
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
|
||||
vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), 2);
|
||||
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::update_uniform_buffers()
|
||||
* @brief Updating data from application to GPU uniform buffer
|
||||
*/
|
||||
void FragmentShaderBarycentric::update_uniform_buffers()
|
||||
{
|
||||
ubo_vs.projection = camera.matrices.perspective;
|
||||
ubo_vs.modelview = camera.matrices.view;
|
||||
ubo->convert_and_update(ubo_vs);
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::setup_descriptor_set_layout()
|
||||
* @brief Creating layout for descriptor sets
|
||||
*/
|
||||
void FragmentShaderBarycentric::setup_descriptor_set_layout()
|
||||
{
|
||||
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
|
||||
vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
|
||||
|
||||
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
|
||||
vkb::initializers::pipeline_layout_create_info(
|
||||
&descriptor_set_layout,
|
||||
1);
|
||||
|
||||
// Pass selected effect information via push constants
|
||||
VkPushConstantRange push_constant_range =
|
||||
vkb::initializers::push_constant_range(VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(gui_settings.selected_effect), 0);
|
||||
pipeline_layout_create_info.pushConstantRangeCount = 1;
|
||||
pipeline_layout_create_info.pPushConstantRanges = &push_constant_range;
|
||||
|
||||
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::create_descriptor_sets()
|
||||
* @brief Creating descriptor sets for two models
|
||||
*/
|
||||
void FragmentShaderBarycentric::create_descriptor_sets()
|
||||
{
|
||||
VkDescriptorSetAllocateInfo alloc_info =
|
||||
vkb::initializers::descriptor_set_allocate_info(
|
||||
descriptor_pool,
|
||||
&descriptor_set_layout,
|
||||
1);
|
||||
|
||||
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.skybox));
|
||||
|
||||
VkDescriptorBufferInfo matrix_buffer_descriptor = create_descriptor(*ubo);
|
||||
VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.envmap);
|
||||
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
|
||||
vkb::initializers::write_descriptor_set(descriptor_sets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
|
||||
vkb::initializers::write_descriptor_set(descriptor_sets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &environment_image_descriptor)};
|
||||
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
|
||||
|
||||
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.object));
|
||||
VkDescriptorImageInfo cube_image_descriptor = create_descriptor(textures.cube);
|
||||
write_descriptor_sets = {
|
||||
vkb::initializers::write_descriptor_set(descriptor_sets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
|
||||
vkb::initializers::write_descriptor_set(descriptor_sets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &cube_image_descriptor)};
|
||||
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::create_pipeline()
|
||||
* @brief Creating graphical pipeline
|
||||
*/
|
||||
void FragmentShaderBarycentric::create_pipeline()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
|
||||
vkb::initializers::pipeline_input_assembly_state_create_info(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterization_state =
|
||||
vkb::initializers::pipeline_rasterization_state_create_info(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blend_attachment_state =
|
||||
vkb::initializers::pipeline_color_blend_attachment_state(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo color_blend_state =
|
||||
vkb::initializers::pipeline_color_blend_state_create_info(
|
||||
1,
|
||||
&blend_attachment_state);
|
||||
|
||||
// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
|
||||
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
|
||||
vkb::initializers::pipeline_depth_stencil_state_create_info(
|
||||
VK_FALSE,
|
||||
VK_FALSE,
|
||||
VK_COMPARE_OP_GREATER);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_state =
|
||||
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisample_state =
|
||||
vkb::initializers::pipeline_multisample_state_create_info(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamic_state_enables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR};
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state =
|
||||
vkb::initializers::pipeline_dynamic_state_create_info(
|
||||
dynamic_state_enables.data(),
|
||||
static_cast<uint32_t>(dynamic_state_enables.size()),
|
||||
0);
|
||||
|
||||
// Vertex bindings an attributes for model rendering
|
||||
// Binding description
|
||||
std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
|
||||
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
|
||||
// Attribute descriptions
|
||||
std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
|
||||
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0) // Position
|
||||
};
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
|
||||
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
|
||||
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
|
||||
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
|
||||
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
|
||||
shader_stages[0] = load_shader("fragment_shader_barycentric/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shader_stages[1] = load_shader("fragment_shader_barycentric/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Use the pNext to point to the rendering create struct
|
||||
VkGraphicsPipelineCreateInfo graphics_create{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
|
||||
graphics_create.pNext = VK_NULL_HANDLE;
|
||||
graphics_create.renderPass = render_pass;
|
||||
graphics_create.pInputAssemblyState = &input_assembly_state;
|
||||
graphics_create.pRasterizationState = &rasterization_state;
|
||||
graphics_create.pColorBlendState = &color_blend_state;
|
||||
graphics_create.pMultisampleState = &multisample_state;
|
||||
graphics_create.pViewportState = &viewport_state;
|
||||
graphics_create.pDepthStencilState = &depth_stencil_state;
|
||||
graphics_create.pDynamicState = &dynamic_state;
|
||||
graphics_create.pVertexInputState = &vertex_input_state;
|
||||
graphics_create.stageCount = static_cast<uint32_t>(shader_stages.size());
|
||||
graphics_create.pStages = shader_stages.data();
|
||||
graphics_create.layout = pipeline_layout;
|
||||
|
||||
// Skybox pipeline (background cube)
|
||||
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &graphics_create, VK_NULL_HANDLE, &pipelines.skybox));
|
||||
|
||||
// Object pipeline
|
||||
shader_stages[0] = load_shader("fragment_shader_barycentric/object.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shader_stages[1] = load_shader("fragment_shader_barycentric/object.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Flip cull mode
|
||||
rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &graphics_create, VK_NULL_HANDLE, &pipelines.object));
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::draw()
|
||||
* @brief Preparing frame and submitting it to the present queue
|
||||
*/
|
||||
void FragmentShaderBarycentric::draw()
|
||||
{
|
||||
ApiVulkanSample::prepare_frame();
|
||||
submit_info.commandBufferCount = 1;
|
||||
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
||||
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
|
||||
ApiVulkanSample::submit_frame();
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::build_command_buffers()
|
||||
* @brief Creating command buffers and drawing background and model on window
|
||||
*/
|
||||
void FragmentShaderBarycentric::build_command_buffers()
|
||||
{
|
||||
std::array<VkClearValue, 2> clear_values{};
|
||||
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
|
||||
clear_values[1].depthStencil = {0.0f, 0};
|
||||
|
||||
int i = -1;
|
||||
for (auto &draw_cmd_buffer : draw_cmd_buffers)
|
||||
{
|
||||
i++;
|
||||
auto command_begin = vkb::initializers::command_buffer_begin_info();
|
||||
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffer, &command_begin));
|
||||
|
||||
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
|
||||
render_pass_begin_info.renderPass = render_pass;
|
||||
render_pass_begin_info.framebuffer = framebuffers[i];
|
||||
render_pass_begin_info.renderArea.extent.width = width;
|
||||
render_pass_begin_info.renderArea.extent.height = height;
|
||||
render_pass_begin_info.clearValueCount = static_cast<uint32_t>(clear_values.size());
|
||||
render_pass_begin_info.pClearValues = clear_values.data();
|
||||
|
||||
vkCmdBeginRenderPass(draw_cmd_buffer, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
|
||||
vkCmdSetViewport(draw_cmd_buffer, 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vkb::initializers::rect2D(static_cast<int>(width), static_cast<int>(height), 0, 0);
|
||||
vkCmdSetScissor(draw_cmd_buffer, 0, 1, &scissor);
|
||||
|
||||
vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.skybox, 0, nullptr);
|
||||
|
||||
// skybox
|
||||
vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
|
||||
draw_model(skybox, draw_cmd_buffer);
|
||||
|
||||
// object
|
||||
vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.object, 0, nullptr);
|
||||
vkCmdPushConstants(draw_cmd_buffer, pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(gui_settings.selected_effect), &gui_settings.selected_effect);
|
||||
vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.object);
|
||||
draw_model(object, draw_cmd_buffer);
|
||||
|
||||
// UI
|
||||
draw_ui(draw_cmd_buffer);
|
||||
|
||||
vkCmdEndRenderPass(draw_cmd_buffer);
|
||||
|
||||
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffer));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::render(float delta_time)
|
||||
* @brief Drawing frames and/or updating uniform buffers when camera position/rotation was changed
|
||||
*/
|
||||
void FragmentShaderBarycentric::render(float delta_time)
|
||||
{
|
||||
if (!prepared)
|
||||
{
|
||||
return;
|
||||
}
|
||||
draw();
|
||||
if (camera.updated)
|
||||
{
|
||||
update_uniform_buffers();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::on_update_ui_overlay(vkb::Drawer &drawer)
|
||||
* @brief Projecting GUI and transferring data between GUI and application
|
||||
*/
|
||||
void FragmentShaderBarycentric::on_update_ui_overlay(vkb::Drawer &drawer)
|
||||
{
|
||||
if (drawer.header("Settings"))
|
||||
{
|
||||
if (drawer.combo_box("Effects", &gui_settings.selected_effect, gui_settings.effect_names))
|
||||
{
|
||||
rebuild_command_buffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void FragmentShaderBarycentric::request_gpu_features(vkb::PhysicalDevice &gpu)
|
||||
* @brief Enabling features related to Vulkan extensions
|
||||
*/
|
||||
void FragmentShaderBarycentric::request_gpu_features(vkb::PhysicalDevice &gpu)
|
||||
{
|
||||
REQUEST_REQUIRED_FEATURE(gpu,
|
||||
VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR,
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_KHR,
|
||||
fragmentShaderBarycentric);
|
||||
|
||||
if (gpu.get_features().samplerAnisotropy)
|
||||
{
|
||||
gpu.get_mutable_requested_features().samplerAnisotropy = true;
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_fragment_shader_barycentric()
|
||||
{
|
||||
return std::make_unique<FragmentShaderBarycentric>();
|
||||
}
|
||||
Reference in New Issue
Block a user