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Vulkan-Samples/samples/api/hdr/hdr.cpp
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2019-2025, Sascha Willems
*
* 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.
*/
/*
* High dynamic range rendering
*/
#include "hdr.h"
#include "scene_graph/components/sub_mesh.h"
HDR::HDR()
{
title = "High dynamic range rendering";
}
HDR::~HDR()
{
if (has_device())
{
vkDestroyPipeline(get_device().get_handle(), pipelines.skybox, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.reflect, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.composition, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.bloom[0], nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.bloom[1], nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.models, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.composition, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.bloom_filter, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.models, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.composition, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.bloom_filter, nullptr);
vkDestroyRenderPass(get_device().get_handle(), offscreen.render_pass, nullptr);
vkDestroyRenderPass(get_device().get_handle(), filter_pass.render_pass, nullptr);
vkDestroyFramebuffer(get_device().get_handle(), offscreen.framebuffer, nullptr);
vkDestroyFramebuffer(get_device().get_handle(), filter_pass.framebuffer, nullptr);
vkDestroySampler(get_device().get_handle(), offscreen.sampler, nullptr);
vkDestroySampler(get_device().get_handle(), filter_pass.sampler, nullptr);
offscreen.depth.destroy(get_device().get_handle());
offscreen.color[0].destroy(get_device().get_handle());
offscreen.color[1].destroy(get_device().get_handle());
filter_pass.color[0].destroy(get_device().get_handle());
vkDestroySampler(get_device().get_handle(), textures.envmap.sampler, nullptr);
}
}
void HDR::request_gpu_features(vkb::PhysicalDevice &gpu)
{
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
}
}
void HDR::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[1].depthStencil = {0.0f, 0};
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.clearValueCount = 2;
render_pass_begin_info.pClearValues = clear_values;
for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
{
/*
First pass: Render scene to offscreen framebuffer
*/
std::array<VkClearValue, 3> clear_values;
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[1].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[2].depthStencil = {0.0f, 0};
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = offscreen.render_pass;
render_pass_begin_info.framebuffer = offscreen.framebuffer;
render_pass_begin_info.renderArea.extent.width = offscreen.width;
render_pass_begin_info.renderArea.extent.height = offscreen.height;
render_pass_begin_info.clearValueCount = 3;
render_pass_begin_info.pClearValues = clear_values.data();
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(offscreen.width), static_cast<float>(offscreen.height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(offscreen.width, offscreen.height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = {0};
// Skybox
if (display_skybox)
{
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.models, 0, 1, &descriptor_sets.skybox, 0, NULL);
draw_model(models.skybox, draw_cmd_buffers[i]);
}
// 3D object
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.reflect);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.models, 0, 1, &descriptor_sets.object, 0, NULL);
draw_model(models.objects[models.object_index], draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
}
/*
Second render pass: First bloom pass
*/
if (bloom)
{
VkClearValue clear_values[2];
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[1].depthStencil = {0.0f, 0};
// Bloom filter
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.framebuffer = filter_pass.framebuffer;
render_pass_begin_info.renderPass = filter_pass.render_pass;
render_pass_begin_info.clearValueCount = 1;
render_pass_begin_info.renderArea.extent.width = filter_pass.width;
render_pass_begin_info.renderArea.extent.height = filter_pass.height;
render_pass_begin_info.pClearValues = clear_values;
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(filter_pass.width), static_cast<float>(filter_pass.height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(filter_pass.width, filter_pass.height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.bloom_filter, 0, 1, &descriptor_sets.bloom_filter, 0, NULL);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bloom[1]);
vkCmdDraw(draw_cmd_buffers[i], 3, 1, 0, 0);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
}
/*
Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
*/
/*
Third render pass: Scene rendering with applied second bloom pass (when enabled)
*/
{
VkClearValue clear_values[2];
clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
clear_values[1].depthStencil = {0.0f, 0};
// Final composition
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.framebuffer = framebuffers[i];
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.clearValueCount = 2;
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.pClearValues = clear_values;
vkCmdBeginRenderPass(draw_cmd_buffers[i], &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_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.composition, 0, 1, &descriptor_sets.composition, 0, NULL);
// Scene
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.composition);
vkCmdDraw(draw_cmd_buffers[i], 3, 1, 0, 0);
// Bloom
if (bloom)
{
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bloom[0]);
vkCmdDraw(draw_cmd_buffers[i], 3, 1, 0, 0);
}
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
}
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
void HDR::create_attachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment)
{
VkImageAspectFlags aspect_mask = 0;
VkImageLayout image_layout;
attachment->format = format;
if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
{
aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
image_layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
}
if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
{
aspect_mask = VK_IMAGE_ASPECT_DEPTH_BIT;
// Stencil aspect should only be set on depth + stencil formats (VK_FORMAT_D16_UNORM_S8_UINT..VK_FORMAT_D32_SFLOAT_S8_UINT
if (format >= VK_FORMAT_D16_UNORM_S8_UINT)
{
aspect_mask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
image_layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
assert(aspect_mask > 0);
VkImageCreateInfo image = vkb::initializers::image_create_info();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = format;
image.extent.width = offscreen.width;
image.extent.height = offscreen.height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
image.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info();
VkMemoryRequirements memory_requirements;
VK_CHECK(vkCreateImage(get_device().get_handle(), &image, nullptr, &attachment->image));
vkGetImageMemoryRequirements(get_device().get_handle(), attachment->image, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &attachment->mem));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), attachment->image, attachment->mem, 0));
VkImageViewCreateInfo image_view_create_info = vkb::initializers::image_view_create_info();
image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
image_view_create_info.format = format;
image_view_create_info.subresourceRange = {};
image_view_create_info.subresourceRange.aspectMask = aspect_mask;
image_view_create_info.subresourceRange.baseMipLevel = 0;
image_view_create_info.subresourceRange.levelCount = 1;
image_view_create_info.subresourceRange.baseArrayLayer = 0;
image_view_create_info.subresourceRange.layerCount = 1;
image_view_create_info.image = attachment->image;
VK_CHECK(vkCreateImageView(get_device().get_handle(), &image_view_create_info, nullptr, &attachment->view));
}
// Prepare a new framebuffer and attachments for offscreen rendering (G-Buffer)
void HDR::prepare_offscreen_buffer()
{
// We need to select a format that supports the color attachment blending flag, so we iterate over multiple formats to find one that supports this flag
const std::vector<VkFormat> float_format_priority_list = {
VK_FORMAT_R32G32B32A32_SFLOAT,
VK_FORMAT_R16G16B16A16_SFLOAT // Guaranteed blend support for this
};
VkFormat color_format = vkb::choose_blendable_format(get_device().get_gpu().get_handle(), float_format_priority_list);
{
offscreen.width = width;
offscreen.height = height;
// Color attachments
// We are using two 128-Bit RGBA floating point color buffers for this sample
// In a performance or bandwidth-limited scenario you should consider using a format with lower precision
create_attachment(color_format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &offscreen.color[0]);
create_attachment(color_format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &offscreen.color[1]);
// Depth attachment
create_attachment(depth_format, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, &offscreen.depth);
// Set up separate renderpass with references to the color and depth attachments
std::array<VkAttachmentDescription, 3> attachment_descriptions = {};
// Init attachment properties
for (uint32_t i = 0; i < 3; ++i)
{
attachment_descriptions[i].samples = VK_SAMPLE_COUNT_1_BIT;
attachment_descriptions[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment_descriptions[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_descriptions[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_descriptions[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
if (i == 2)
{
attachment_descriptions[i].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment_descriptions[i].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
}
else
{
attachment_descriptions[i].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment_descriptions[i].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
}
// Formats
attachment_descriptions[0].format = offscreen.color[0].format;
attachment_descriptions[1].format = offscreen.color[1].format;
attachment_descriptions[2].format = offscreen.depth.format;
std::vector<VkAttachmentReference> color_references;
color_references.push_back({0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL});
color_references.push_back({1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL});
VkAttachmentReference depth_reference = {};
depth_reference.attachment = 2;
depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = color_references.data();
subpass.colorAttachmentCount = 2;
subpass.pDepthStencilAttachment = &depth_reference;
// Use subpass dependencies for attachment layout transitions
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// End of previous commands
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].srcAccessMask = 0;
// Read/write from/to depth
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
// Write to attachment
dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// End of write to attachment
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
// Attachment later read using sampler in 'composition' pipeline
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
VkRenderPassCreateInfo render_pass_create_info = {};
render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
render_pass_create_info.pAttachments = attachment_descriptions.data();
render_pass_create_info.attachmentCount = static_cast<uint32_t>(attachment_descriptions.size());
render_pass_create_info.subpassCount = 1;
render_pass_create_info.pSubpasses = &subpass;
render_pass_create_info.dependencyCount = 2;
render_pass_create_info.pDependencies = dependencies.data();
VK_CHECK(vkCreateRenderPass(get_device().get_handle(), &render_pass_create_info, nullptr, &offscreen.render_pass));
std::array<VkImageView, 3> attachments;
attachments[0] = offscreen.color[0].view;
attachments[1] = offscreen.color[1].view;
attachments[2] = offscreen.depth.view;
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.pNext = NULL;
framebuffer_create_info.renderPass = offscreen.render_pass;
framebuffer_create_info.pAttachments = attachments.data();
framebuffer_create_info.attachmentCount = static_cast<uint32_t>(attachments.size());
framebuffer_create_info.width = offscreen.width;
framebuffer_create_info.height = offscreen.height;
framebuffer_create_info.layers = 1;
VK_CHECK(vkCreateFramebuffer(get_device().get_handle(), &framebuffer_create_info, nullptr, &offscreen.framebuffer));
// Calculate valid filter and mipmap modes
VkFilter filter = VK_FILTER_NEAREST;
VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkb::make_filters_valid(get_device().get_gpu().get_handle(), color_format, &filter, &mipmap_mode);
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
sampler.magFilter = filter;
sampler.minFilter = filter;
sampler.mipmapMode = mipmap_mode;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 1.0f;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &offscreen.sampler));
}
// Bloom separable filter pass
{
filter_pass.width = width;
filter_pass.height = height;
// Floating point color attachment
create_attachment(color_format, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &filter_pass.color[0]);
// Set up separate renderpass with references to the color and depth attachments
std::array<VkAttachmentDescription, 1> attachment_descriptions = {};
// Init attachment properties
attachment_descriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachment_descriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment_descriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_descriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_descriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_descriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment_descriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
attachment_descriptions[0].format = filter_pass.color[0].format;
std::vector<VkAttachmentReference> color_references;
color_references.push_back({0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL});
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.pColorAttachments = color_references.data();
subpass.colorAttachmentCount = 1;
// Use subpass dependencies for attachment layout transitions
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// End of previous commands
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
dependencies[0].srcAccessMask = 0;
// Read from image in fragment shader
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
// Write to attachment
dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].dstAccessMask |= VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// End of write to attachment
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
// Attachment later read using sampler in 'bloom[0]' pipeline
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
VkRenderPassCreateInfo render_pass_create_info = {};
render_pass_create_info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
render_pass_create_info.pAttachments = attachment_descriptions.data();
render_pass_create_info.attachmentCount = static_cast<uint32_t>(attachment_descriptions.size());
render_pass_create_info.subpassCount = 1;
render_pass_create_info.pSubpasses = &subpass;
render_pass_create_info.dependencyCount = 2;
render_pass_create_info.pDependencies = dependencies.data();
VK_CHECK(vkCreateRenderPass(get_device().get_handle(), &render_pass_create_info, nullptr, &filter_pass.render_pass));
std::array<VkImageView, 1> attachments;
attachments[0] = filter_pass.color[0].view;
VkFramebufferCreateInfo framebuffer_create_info = {};
framebuffer_create_info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebuffer_create_info.pNext = NULL;
framebuffer_create_info.renderPass = filter_pass.render_pass;
framebuffer_create_info.pAttachments = attachments.data();
framebuffer_create_info.attachmentCount = static_cast<uint32_t>(attachments.size());
framebuffer_create_info.width = filter_pass.width;
framebuffer_create_info.height = filter_pass.height;
framebuffer_create_info.layers = 1;
VK_CHECK(vkCreateFramebuffer(get_device().get_handle(), &framebuffer_create_info, nullptr, &filter_pass.framebuffer));
// Calculate valid filter and mipmap modes
VkFilter filter = VK_FILTER_NEAREST;
VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkb::make_filters_valid(get_device().get_gpu().get_handle(), color_format, &filter, &mipmap_mode);
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
sampler.magFilter = filter;
sampler.minFilter = filter;
sampler.mipmapMode = mipmap_mode;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 1.0f;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &filter_pass.sampler));
}
}
void HDR::load_assets()
{
// Models
models.skybox = load_model("scenes/cube.gltf");
std::vector<std::string> filenames = {"geosphere.gltf", "teapot.gltf", "torusknot.gltf"};
object_names = {"Sphere", "Teapot", "Torusknot"};
for (auto file : filenames)
{
auto object = load_model("scenes/" + file);
models.objects.emplace_back(std::move(object));
}
// Transforms
auto geosphere_matrix = glm::mat4(1.0f);
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));
auto torus_matrix = glm::mat4(1.0f);
models.transforms.push_back(geosphere_matrix);
models.transforms.push_back(teapot_matrix);
models.transforms.push_back(torus_matrix);
// Load HDR cube map
textures.envmap = load_texture_cubemap("textures/uffizi_rgba16f_cube.ktx", vkb::sg::Image::Color);
}
void HDR::setup_descriptor_pool()
{
std::vector<VkDescriptorPoolSize> pool_sizes = {
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)};
uint32_t num_descriptor_sets = 4;
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), num_descriptor_sets);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void HDR::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 | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
};
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_layouts.models));
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));
// Bloom filter
set_layout_bindings = {
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
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_layouts.bloom_filter));
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.bloom_filter, 1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.bloom_filter));
// G-Buffer composition
set_layout_bindings = {
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
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_layouts.composition));
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.composition, 1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.composition));
}
void HDR::setup_descriptor_sets()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layouts.models,
1);
// 3D object descriptor set
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.object));
VkDescriptorBufferInfo matrix_buffer_descriptor = create_descriptor(*uniform_buffers.matrices);
VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.envmap);
VkDescriptorBufferInfo params_buffer_descriptor = create_descriptor(*uniform_buffers.params);
std::vector<VkWriteDescriptorSet> 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, &environment_image_descriptor),
vkb::initializers::write_descriptor_set(descriptor_sets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &params_buffer_descriptor),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
// Sky box descriptor set
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.skybox));
matrix_buffer_descriptor = create_descriptor(*uniform_buffers.matrices);
environment_image_descriptor = create_descriptor(textures.envmap);
params_buffer_descriptor = create_descriptor(*uniform_buffers.params);
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),
vkb::initializers::write_descriptor_set(descriptor_sets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2, &params_buffer_descriptor),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
// Bloom filter
alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.bloom_filter, 1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.bloom_filter));
std::vector<VkDescriptorImageInfo> color_descriptors = {
vkb::initializers::descriptor_image_info(offscreen.sampler, offscreen.color[0].view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vkb::initializers::descriptor_image_info(offscreen.sampler, offscreen.color[1].view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
};
write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_sets.bloom_filter, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &color_descriptors[0]),
vkb::initializers::write_descriptor_set(descriptor_sets.bloom_filter, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &color_descriptors[1]),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
// Composition descriptor set
alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.composition, 1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.composition));
color_descriptors = {
vkb::initializers::descriptor_image_info(offscreen.sampler, offscreen.color[0].view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
vkb::initializers::descriptor_image_info(offscreen.sampler, filter_pass.color[0].view, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL),
};
write_descriptor_sets = {
vkb::initializers::write_descriptor_set(descriptor_sets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &color_descriptors[0]),
vkb::initializers::write_descriptor_set(descriptor_sets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &color_descriptors[1]),
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
void HDR::prepare_pipelines()
{
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);
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layouts.models,
render_pass,
0);
std::vector<VkPipelineColorBlendAttachmentState> blend_attachment_states = {
vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE),
vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE),
};
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VkSpecializationInfo specialization_info;
std::array<VkSpecializationMapEntry, 1> specialization_map_entries;
// Full screen pipelines
// Empty vertex input state, full screen triangles are generated by the vertex shader
VkPipelineVertexInputStateCreateInfo empty_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
pipeline_create_info.pVertexInputState = &empty_input_state;
// Final fullscreen composition pass pipeline
shader_stages[0] = load_shader("hdr", "composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("hdr", "composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipeline_create_info.layout = pipeline_layouts.composition;
pipeline_create_info.renderPass = render_pass;
rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
color_blend_state.attachmentCount = 1;
color_blend_state.pAttachments = blend_attachment_states.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.composition));
// Bloom pass
shader_stages[0] = load_shader("hdr", "bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("hdr", "bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
color_blend_state.pAttachments = &blend_attachment_state;
blend_attachment_state.colorWriteMask = 0xF;
blend_attachment_state.blendEnable = VK_TRUE;
blend_attachment_state.colorBlendOp = VK_BLEND_OP_ADD;
blend_attachment_state.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blend_attachment_state.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blend_attachment_state.alphaBlendOp = VK_BLEND_OP_ADD;
blend_attachment_state.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend_attachment_state.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
// Set constant parameters via specialization constants
specialization_map_entries[0] = vkb::initializers::specialization_map_entry(0, 0, sizeof(uint32_t));
uint32_t dir = 1;
specialization_info = vkb::initializers::specialization_info(1, specialization_map_entries.data(), sizeof(dir), &dir);
shader_stages[1].pSpecializationInfo = &specialization_info;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.bloom[0]));
// Second blur pass (into separate framebuffer)
pipeline_create_info.renderPass = filter_pass.render_pass;
dir = 0;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.bloom[1]));
// Object rendering pipelines
rasterization_state.cullMode = VK_CULL_MODE_BACK_BIT;
// 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
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3) // Normal
};
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();
pipeline_create_info.pVertexInputState = &vertex_input_state;
// Skybox pipeline (background cube)
blend_attachment_state.blendEnable = VK_FALSE;
pipeline_create_info.layout = pipeline_layouts.models;
pipeline_create_info.renderPass = offscreen.render_pass;
color_blend_state.attachmentCount = 2;
color_blend_state.pAttachments = blend_attachment_states.data();
shader_stages[0] = load_shader("hdr", "gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("hdr", "gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Set constant parameters via specialization constants
specialization_map_entries[0] = vkb::initializers::specialization_map_entry(0, 0, sizeof(uint32_t));
uint32_t shadertype = 0;
specialization_info = vkb::initializers::specialization_info(1, specialization_map_entries.data(), sizeof(shadertype), &shadertype);
shader_stages[0].pSpecializationInfo = &specialization_info;
shader_stages[1].pSpecializationInfo = &specialization_info;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.skybox));
// Object rendering pipeline
shadertype = 1;
// Enable depth test and write
depth_stencil_state.depthWriteEnable = VK_TRUE;
depth_stencil_state.depthTestEnable = VK_TRUE;
// Flip cull mode
rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.reflect));
}
// Prepare and initialize uniform buffer containing shader uniforms
void HDR::prepare_uniform_buffers()
{
// Matrices vertex shader uniform buffer
uniform_buffers.matrices = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_vs),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
// Params
uniform_buffers.params = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_params),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers();
update_params();
}
void HDR::update_uniform_buffers()
{
ubo_vs.projection = camera.matrices.perspective;
ubo_vs.modelview = camera.matrices.view * models.transforms[models.object_index];
ubo_vs.skybox_modelview = camera.matrices.view;
ubo_vs.inverse_modelview = glm::inverse(camera.matrices.view);
uniform_buffers.matrices->convert_and_update(ubo_vs);
}
void HDR::update_params()
{
uniform_buffers.params->convert_and_update(ubo_params);
}
void HDR::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();
}
bool HDR::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
camera.type = vkb::CameraType::LookAt;
camera.set_position(glm::vec3(0.0f, 0.0f, -4.0f));
camera.set_rotation(glm::vec3(0.0f, 180.0f, 0.0f));
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
load_assets();
prepare_uniform_buffers();
prepare_offscreen_buffer();
setup_descriptor_set_layout();
prepare_pipelines();
setup_descriptor_pool();
setup_descriptor_sets();
build_command_buffers();
prepared = true;
return true;
}
void HDR::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
if (camera.updated)
{
update_uniform_buffers();
}
}
void HDR::on_update_ui_overlay(vkb::Drawer &drawer)
{
if (drawer.header("Settings"))
{
if (drawer.combo_box("Object type", &models.object_index, object_names))
{
update_uniform_buffers();
rebuild_command_buffers();
}
if (drawer.input_float("Exposure", &ubo_params.exposure, 0.025f, "%.3f"))
{
update_params();
}
if (drawer.checkbox("Bloom", &bloom))
{
rebuild_command_buffers();
}
if (drawer.checkbox("Skybox", &display_skybox))
{
rebuild_command_buffers();
}
}
}
bool HDR::resize(const uint32_t width, const uint32_t height)
{
ApiVulkanSample::resize(width, height);
update_uniform_buffers();
return true;
}
std::unique_ptr<vkb::Application> create_hdr()
{
return std::make_unique<HDR>();
}