/* Copyright (c) 2024-2025, 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. */ /* * Rendering using primitive clipping configured by dynamic pipeline state */ #include "dynamic_primitive_clipping.h" DynamicPrimitiveClipping::DynamicPrimitiveClipping() { title = "Dynamic primitive clipping"; set_api_version(VK_API_VERSION_1_1); // Extensions required by vkCmdSetDepthClipEnableEXT(). add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); add_device_extension(VK_EXT_DEPTH_CLIP_ENABLE_EXTENSION_NAME); add_device_extension(VK_EXT_EXTENDED_DYNAMIC_STATE_3_EXTENSION_NAME); } DynamicPrimitiveClipping::~DynamicPrimitiveClipping() { if (has_device()) { vkDestroyPipeline(get_device().get_handle(), sample_pipeline, nullptr); vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.models, nullptr); vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.models, nullptr); } } bool DynamicPrimitiveClipping::prepare(const vkb::ApplicationOptions &options) { if (!ApiVulkanSample::prepare(options)) { return false; } // Setup camera position. camera.type = vkb::CameraType::LookAt; camera.set_position(glm::vec3(0.0f, 0.0f, -50.0f)); camera.set_rotation(glm::vec3(0.0f, 180.0f, 0.0f)); // Near plane is set far away from observer position in order to show depth clipping better. camera.set_perspective(60.0f, static_cast(width) / static_cast(height), 30.f, 256.0f); // Load assets from file. load_assets(); // Setup parameters used on CPU. visualization_names = {"World space X", "World space Y", "Half-space in world space coordinates", "Half-space in clip space coordinates", "Clip space X", "Clip space Y", "Euclidean distance to center", "Manhattan distance to center", "Chebyshev distance to center"}; // Setup Vulkan objects required by GPU. prepare_uniform_buffers(); setup_layouts(); prepare_pipelines(); setup_descriptor_pool(); setup_descriptor_sets(); build_command_buffers(); prepared = true; return true; } void DynamicPrimitiveClipping::request_gpu_features(vkb::PhysicalDevice &gpu) { // shaderClipDistance feature is required in order to gl_ClipDistance builtin shader variable to work. if (gpu.get_features().shaderClipDistance) { gpu.get_mutable_requested_features().shaderClipDistance = VK_TRUE; } else { throw vkb::VulkanException(VK_ERROR_FEATURE_NOT_PRESENT, "Selected GPU does not support gl_ClipDistance builtin shader variable"); } // Features required by vkCmdSetDepthClipEnableEXT(). REQUEST_REQUIRED_FEATURE(gpu, VkPhysicalDeviceDepthClipEnableFeaturesEXT, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_CLIP_ENABLE_FEATURES_EXT, depthClipEnable); REQUEST_REQUIRED_FEATURE(gpu, VkPhysicalDeviceExtendedDynamicState3FeaturesEXT, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_3_FEATURES_EXT, extendedDynamicState3DepthClipEnable); } void DynamicPrimitiveClipping::build_command_buffers() { VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info(); // Clear color and depth values. VkClearValue clear_values[2]; clear_values[0].color = {{0.1f, 0.1f, 0.1f, 0.0f}}; clear_values[1].depthStencil = {1.0f, 0}; // Begin the render pass. VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info(); render_pass_begin_info.renderPass = render_pass; render_pass_begin_info.renderArea.offset.x = 0; render_pass_begin_info.renderArea.offset.y = 0; render_pass_begin_info.renderArea.extent.width = width; render_pass_begin_info.renderArea.extent.height = height; render_pass_begin_info.clearValueCount = 2; render_pass_begin_info.pClearValues = clear_values; for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i) { auto cmd = draw_cmd_buffers[i]; // Begin command buffer. vkBeginCommandBuffer(cmd, &command_buffer_begin_info); // Set framebuffer for this command buffer. render_pass_begin_info.framebuffer = framebuffers[i]; // We will add draw commands in the same command buffer. vkCmdBeginRenderPass(cmd, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE); // Bind the graphics pipeline. vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, sample_pipeline); // Set viewport dynamically. VkViewport viewport = vkb::initializers::viewport(static_cast(width), static_cast(height), 0.0f, 1.0f); vkCmdSetViewport(cmd, 0, 1, &viewport); // Set scissor dynamically. VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0); vkCmdSetScissor(cmd, 0, 1, &scissor); // Enable depth clipping dynamically as defined in GUI. vkCmdSetDepthClipEnableEXT(cmd, params.useDepthClipping); // Draw object once using descriptor_positive. if (params.drawObject[0]) { vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.models, 0, 1, &descriptor_sets.descriptor_positive, 0, NULL); draw_model(models.objects[models.object_index], cmd); } // Draw the same object for the second time, but this time using descriptor_negative. // Skip second rendering if primitive clipping is turned off by user in a GUI. if (params.drawObject[1] && params.usePrimitiveClipping) { vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.models, 0, 1, &descriptor_sets.descriptor_negative, 0, NULL); draw_model(models.objects[models.object_index], cmd); } // Draw user interface. draw_ui(draw_cmd_buffers[i]); // Complete render pass. vkCmdEndRenderPass(cmd); // Complete the command buffer. VK_CHECK(vkEndCommandBuffer(cmd)); } } void DynamicPrimitiveClipping::render(float delta_time) { if (!prepared) { return; } 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(); update_uniform_buffers(); } void DynamicPrimitiveClipping::on_update_ui_overlay(vkb::Drawer &drawer) { if (drawer.header("Settings")) { if (drawer.combo_box("Object type", &models.object_index, model_names)) { update_uniform_buffers(); rebuild_command_buffers(); } if (drawer.checkbox("Use primitive clipping", ¶ms.usePrimitiveClipping)) { update_uniform_buffers(); rebuild_command_buffers(); } if (drawer.combo_box("Visualization", ¶ms.visualization, visualization_names)) { } if (drawer.checkbox("Draw object 1", ¶ms.drawObject[0])) { rebuild_command_buffers(); } if (drawer.checkbox("Draw object 2", ¶ms.drawObject[1])) { rebuild_command_buffers(); } if (drawer.checkbox("Use depth clipping", ¶ms.useDepthClipping)) { rebuild_command_buffers(); } } } void DynamicPrimitiveClipping::load_assets() { // Load three different models. User may pick them from GUI. std::vector filenames = {"teapot.gltf", "torusknot.gltf", "geosphere.gltf"}; model_names = {"Teapot", "Torusknot", "Sphere"}; for (auto file : filenames) { auto object = load_model("scenes/" + file); models.objects.emplace_back(std::move(object)); } // Setup model transformation matrices. auto teapot_matrix = glm::mat4(1.0f); teapot_matrix = glm::scale(teapot_matrix, glm::vec3(10.0f, 10.0f, 10.0f)); teapot_matrix = glm::rotate(teapot_matrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f)); models.transforms.push_back(teapot_matrix); // teapot matrix models.transforms.push_back(glm::mat4(1.0f)); // torusknot matrix models.transforms.push_back(glm::mat4(1.0f)); // sphere matrix } void DynamicPrimitiveClipping::setup_layouts() { // Descriptor set layout contains information about single UBO. std::vector set_layout_bindings = { vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0), }; VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info = vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast(set_layout_bindings.size())); VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layouts.models)); // Pipeline layout contains above defined descriptor set layout. VkPipelineLayoutCreateInfo pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info( &descriptor_set_layouts.models, 1); VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.models)); } void DynamicPrimitiveClipping::prepare_pipelines() { // Binding description. std::vector vertex_input_bindings = { vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX), }; // Attribute descriptions. std::vector vertex_input_attributes = { vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3u), // Normal vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5u) // UV }; VkPipelineVertexInputStateCreateInfo vertex_input = vkb::initializers::pipeline_vertex_input_state_create_info(); vertex_input.vertexBindingDescriptionCount = static_cast(vertex_input_bindings.size()); vertex_input.pVertexBindingDescriptions = vertex_input_bindings.data(); vertex_input.vertexAttributeDescriptionCount = static_cast(vertex_input_attributes.size()); vertex_input.pVertexAttributeDescriptions = vertex_input_attributes.data(); // Specify we will use triangle lists to draw geometry. VkPipelineInputAssemblyStateCreateInfo input_assembly = vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); // Specify rasterization state. VkPipelineRasterizationStateCreateInfo raster = vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE); // Our attachment will write to all color channels, but no blending is enabled. VkPipelineColorBlendAttachmentState blend_attachment = vkb::initializers::pipeline_color_blend_attachment_state(VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT, VK_FALSE); VkPipelineColorBlendStateCreateInfo blend = vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment); // We will have one viewport and scissor box. VkPipelineViewportStateCreateInfo viewport = vkb::initializers::pipeline_viewport_state_create_info(1, 1); // Enable depth testing. VkPipelineDepthStencilStateCreateInfo depth_stencil = vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS); // No multisampling. VkPipelineMultisampleStateCreateInfo multisample = vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT); // Specify that these states will be dynamic, i.e. not part of pipeline state object. // VK_DYNAMIC_STATE_DEPTH_CLIP_ENABLE_EXT must be specified here in order to use vkCmdSetDepthClipEnableEXT() std::array dynamics{VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_DEPTH_CLIP_ENABLE_EXT}; VkPipelineDynamicStateCreateInfo dynamic = vkb::initializers::pipeline_dynamic_state_create_info(dynamics.data(), vkb::to_u32(dynamics.size())); // Load shaders. std::array shader_stages{}; shader_stages[0] = load_shader("dynamic_primitive_clipping", "primitive_clipping.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shader_stages[1] = load_shader("dynamic_primitive_clipping", "primitive_clipping.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // We need to specify the pipeline layout and the render pass description up front as well. VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(pipeline_layouts.models, render_pass); pipeline_create_info.stageCount = vkb::to_u32(shader_stages.size()); pipeline_create_info.pStages = shader_stages.data(); pipeline_create_info.pVertexInputState = &vertex_input; pipeline_create_info.pInputAssemblyState = &input_assembly; pipeline_create_info.pRasterizationState = &raster; pipeline_create_info.pColorBlendState = &blend; pipeline_create_info.pMultisampleState = &multisample; pipeline_create_info.pViewportState = &viewport; pipeline_create_info.pDepthStencilState = &depth_stencil; pipeline_create_info.pDynamicState = &dynamic; VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &sample_pipeline)); } // Prepare and initialize uniform buffer containing shader uniforms. void DynamicPrimitiveClipping::prepare_uniform_buffers() { // We will render the same object twice using two different sets of parameters called "positive" and "negative". uniform_buffers.buffer_positive = std::make_unique(get_device(), sizeof(UBOVS), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); uniform_buffers.buffer_negative = std::make_unique(get_device(), sizeof(UBOVS), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU); update_uniform_buffers(); } void DynamicPrimitiveClipping::update_uniform_buffers() { ubo_positive.projection = camera.matrices.perspective; ubo_positive.view = camera.matrices.view; ubo_positive.model = models.transforms[models.object_index]; ubo_positive.colorTransformation = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f); ubo_positive.sceneTransformation = glm::ivec2(params.visualization, 1); ubo_positive.usePrimitiveClipping = params.usePrimitiveClipping ? 1.0f : -1.0f; uniform_buffers.buffer_positive->convert_and_update(ubo_positive); ubo_negative.projection = camera.matrices.perspective; ubo_negative.view = camera.matrices.view; ubo_negative.model = models.transforms[models.object_index]; ubo_negative.colorTransformation = glm::vec4(-1.0f, 1.0f, 0.0f, 0.0f); ubo_negative.sceneTransformation = glm::ivec2(params.visualization, -1); ubo_negative.usePrimitiveClipping = params.usePrimitiveClipping ? 1.0f : -1.0f; uniform_buffers.buffer_negative->convert_and_update(ubo_negative); } void DynamicPrimitiveClipping::setup_descriptor_pool() { std::vector pool_sizes = { vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2 * 4)}; uint32_t num_descriptor_sets = 2 * 2 * 4; VkDescriptorPoolCreateInfo descriptor_pool_create_info = vkb::initializers::descriptor_pool_create_info(static_cast(pool_sizes.size()), pool_sizes.data(), num_descriptor_sets); VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool)); } void DynamicPrimitiveClipping::setup_descriptor_sets() { VkDescriptorSetAllocateInfo alloc_info = vkb::initializers::descriptor_set_allocate_info( descriptor_pool, &descriptor_set_layouts.models, 1); VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.descriptor_positive)); VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.descriptor_negative)); std::vector descriptor_buffer_infos = { create_descriptor(*uniform_buffers.buffer_positive), create_descriptor(*uniform_buffers.buffer_negative)}; std::vector write_descriptor_sets = { vkb::initializers::write_descriptor_set(descriptor_sets.descriptor_positive, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor_buffer_infos[0]), vkb::initializers::write_descriptor_set(descriptor_sets.descriptor_negative, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &descriptor_buffer_infos[1])}; vkUpdateDescriptorSets(get_device().get_handle(), static_cast(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL); } std::unique_ptr create_dynamic_primitive_clipping() { return std::make_unique(); }