772 lines
30 KiB
C++
772 lines
30 KiB
C++
/* Copyright (c) 2019-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Dynamic terrain tessellation
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*/
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#include "terrain_tessellation.h"
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#include "heightmap.h"
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TerrainTessellation::TerrainTessellation()
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{
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title = "Dynamic terrain tessellation";
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}
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TerrainTessellation::~TerrainTessellation()
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{
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if (has_device())
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(get_device().get_handle(), pipelines.terrain, nullptr);
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if (pipelines.wireframe != VK_NULL_HANDLE)
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{
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vkDestroyPipeline(get_device().get_handle(), pipelines.wireframe, nullptr);
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}
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vkDestroyPipeline(get_device().get_handle(), pipelines.skysphere, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.skysphere, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layouts.terrain, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.terrain, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layouts.skysphere, nullptr);
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uniform_buffers.skysphere_vertex.reset();
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uniform_buffers.terrain_tessellation.reset();
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textures.heightmap.image.reset();
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vkDestroySampler(get_device().get_handle(), textures.heightmap.sampler, nullptr);
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textures.skysphere.image.reset();
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vkDestroySampler(get_device().get_handle(), textures.skysphere.sampler, nullptr);
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textures.terrain_array.image.reset();
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vkDestroySampler(get_device().get_handle(), textures.terrain_array.sampler, nullptr);
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if (query_pool != VK_NULL_HANDLE)
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{
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vkDestroyQueryPool(get_device().get_handle(), query_pool, nullptr);
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}
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}
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}
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void TerrainTessellation::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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auto &requested_features = gpu.get_mutable_requested_features();
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// Tessellation shader support is required for this example
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if (gpu.get_features().tessellationShader)
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{
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requested_features.tessellationShader = VK_TRUE;
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}
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else
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{
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throw vkb::VulkanException(VK_ERROR_FEATURE_NOT_PRESENT, "Selected GPU does not support tessellation shaders!");
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}
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// Fill mode non solid is required for wireframe display
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if (gpu.get_features().fillModeNonSolid)
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{
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requested_features.fillModeNonSolid = VK_TRUE;
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}
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// Pipeline statistics
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if (gpu.get_features().pipelineStatisticsQuery)
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{
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requested_features.pipelineStatisticsQuery = VK_TRUE;
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}
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// Enable anisotropic filtering if supported
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if (gpu.get_features().samplerAnisotropy)
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{
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requested_features.samplerAnisotropy = VK_TRUE;
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}
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}
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// Setup pool and buffer for storing pipeline statistics results
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void TerrainTessellation::setup_query_result_buffer()
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{
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// Create query pool
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if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
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{
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VkQueryPoolCreateInfo query_pool_info = {};
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query_pool_info.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
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query_pool_info.queryType = VK_QUERY_TYPE_PIPELINE_STATISTICS;
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query_pool_info.pipelineStatistics =
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VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT |
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VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT;
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query_pool_info.queryCount = 2;
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VK_CHECK(vkCreateQueryPool(get_device().get_handle(), &query_pool_info, NULL, &query_pool));
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}
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}
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// Retrieves the results of the pipeline statistics query submitted to the command buffer
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void TerrainTessellation::get_query_results()
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{
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// We use vkGetQueryResults to copy the results into a host visible buffer
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vkGetQueryPoolResults(
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get_device().get_handle(),
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query_pool,
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0,
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1,
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sizeof(pipeline_stats),
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pipeline_stats,
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sizeof(uint64_t),
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VK_QUERY_RESULT_64_BIT);
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}
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void TerrainTessellation::load_assets()
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{
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skysphere = load_model("scenes/geosphere.gltf");
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textures.skysphere = load_texture("textures/skysphere_rgba.ktx", vkb::sg::Image::Color);
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// Terrain textures are stored in a texture array with layers corresponding to terrain height
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textures.terrain_array = load_texture_array("textures/terrain_texturearray_rgba.ktx", vkb::sg::Image::Color);
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// Height data is stored in a one-channel texture
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textures.heightmap = load_texture("textures/terrain_heightmap_r16.ktx", vkb::sg::Image::Other);
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VkSamplerCreateInfo sampler_create_info = vkb::initializers::sampler_create_info();
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// Calculate valid filter and mipmap modes
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VkFilter filter = VK_FILTER_LINEAR;
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VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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vkb::make_filters_valid(get_device().get_gpu().get_handle(), textures.heightmap.image->get_format(), &filter, &mipmap_mode);
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// Setup a mirroring sampler for the height map
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vkDestroySampler(get_device().get_handle(), textures.heightmap.sampler, nullptr);
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sampler_create_info.magFilter = filter;
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sampler_create_info.minFilter = filter;
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sampler_create_info.mipmapMode = mipmap_mode;
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sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
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sampler_create_info.addressModeV = sampler_create_info.addressModeU;
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sampler_create_info.addressModeW = sampler_create_info.addressModeU;
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sampler_create_info.compareOp = VK_COMPARE_OP_NEVER;
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sampler_create_info.minLod = 0.0f;
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sampler_create_info.maxLod = static_cast<float>(textures.heightmap.image->get_mipmaps().size());
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sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler_create_info, nullptr, &textures.heightmap.sampler));
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filter = VK_FILTER_LINEAR;
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mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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vkb::make_filters_valid(get_device().get_gpu().get_handle(), textures.terrain_array.image->get_format(), &filter, &mipmap_mode);
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// Setup a repeating sampler for the terrain texture layers
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vkDestroySampler(get_device().get_handle(), textures.terrain_array.sampler, nullptr);
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sampler_create_info = vkb::initializers::sampler_create_info();
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sampler_create_info.magFilter = filter;
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sampler_create_info.minFilter = filter;
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sampler_create_info.mipmapMode = mipmap_mode;
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sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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sampler_create_info.addressModeV = sampler_create_info.addressModeU;
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sampler_create_info.addressModeW = sampler_create_info.addressModeU;
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sampler_create_info.compareOp = VK_COMPARE_OP_NEVER;
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sampler_create_info.minLod = 0.0f;
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sampler_create_info.maxLod = static_cast<float>(textures.terrain_array.image->get_mipmaps().size());
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sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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if (get_device().get_gpu().get_features().samplerAnisotropy)
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{
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sampler_create_info.maxAnisotropy = 4.0f;
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sampler_create_info.anisotropyEnable = VK_TRUE;
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}
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VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler_create_info, nullptr, &textures.terrain_array.sampler));
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}
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void TerrainTessellation::build_command_buffers()
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{
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VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
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VkClearValue clear_values[2];
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clear_values[0].color = default_clear_color;
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clear_values[1].depthStencil = {0.0f, 0};
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.renderArea.offset.x = 0;
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render_pass_begin_info.renderArea.offset.y = 0;
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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render_pass_begin_info.framebuffer = framebuffers[i];
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
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if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
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{
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vkCmdResetQueryPool(draw_cmd_buffers[i], query_pool, 0, 2);
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}
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vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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vkCmdSetLineWidth(draw_cmd_buffers[i], 1.0f);
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VkDeviceSize offsets[1] = {0};
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// Skysphere
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skysphere);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.skysphere, 0, 1, &descriptor_sets.skysphere, 0, NULL);
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draw_model(skysphere, draw_cmd_buffers[i]);
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// Terrain
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if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
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{
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// Begin pipeline statistics query
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vkCmdBeginQuery(draw_cmd_buffers[i], query_pool, 0, 0);
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}
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// Render
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.terrain);
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layouts.terrain, 0, 1, &descriptor_sets.terrain, 0, NULL);
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, terrain.vertices->get(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], terrain.indices->get_handle(), 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(draw_cmd_buffers[i], terrain.index_count, 1, 0, 0, 0);
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if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
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{
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// End pipeline statistics query
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vkCmdEndQuery(draw_cmd_buffers[i], query_pool, 0);
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}
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draw_ui(draw_cmd_buffers[i]);
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vkCmdEndRenderPass(draw_cmd_buffers[i]);
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
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}
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}
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// Generate a terrain quad patch for feeding to the tessellation control shader
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void TerrainTessellation::generate_terrain()
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{
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const uint32_t patch_size = 64;
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const float uv_scale = 1.0f;
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const uint32_t vertex_count = patch_size * patch_size;
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std::vector<Vertex> vertices(vertex_count);
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const float wx = 2.0f;
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const float wy = 2.0f;
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for (auto x = 0; x < patch_size; x++)
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{
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for (auto y = 0; y < patch_size; y++)
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{
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uint32_t index = (x + y * patch_size);
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vertices[index].pos[0] = x * wx + wx / 2.0f - static_cast<float>(patch_size) * wx / 2.0f;
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vertices[index].pos[1] = 0.0f;
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vertices[index].pos[2] = y * wy + wy / 2.0f - static_cast<float>(patch_size) * wy / 2.0f;
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vertices[index].uv = glm::vec2(static_cast<float>(x) / patch_size, static_cast<float>(y) / patch_size) * uv_scale;
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}
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}
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// Calculate normals from height map using a sobel filter
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vkb::HeightMap heightmap("textures/terrain_heightmap_r16.ktx", patch_size);
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for (auto x = 0; x < patch_size; x++)
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{
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for (auto y = 0; y < patch_size; y++)
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{
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// Get height samples centered around current position
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float heights[3][3];
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for (auto hx = -1; hx <= 1; hx++)
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{
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for (auto hy = -1; hy <= 1; hy++)
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{
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heights[hx + 1][hy + 1] = heightmap.get_height(x + hx, y + hy);
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}
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}
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// Calculate the normal
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glm::vec3 normal;
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// Gx sobel filter
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normal.x = heights[0][0] - heights[2][0] + 2.0f * heights[0][1] - 2.0f * heights[2][1] + heights[0][2] - heights[2][2];
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// Gy sobel filter
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normal.z = heights[0][0] + 2.0f * heights[1][0] + heights[2][0] - heights[0][2] - 2.0f * heights[1][2] - heights[2][2];
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// Calculate missing up component of the normal using the filtered x and y axis
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// The first value controls the bump strength
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normal.y = 0.25f * sqrt(1.0f - normal.x * normal.x - normal.z * normal.z);
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vertices[x + y * patch_size].normal = glm::normalize(normal * glm::vec3(2.0f, 1.0f, 2.0f));
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}
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}
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// Indices
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const uint32_t w = (patch_size - 1);
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const uint32_t index_count = w * w * 4;
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std::vector<uint32_t> indices(index_count);
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for (auto x = 0; x < w; x++)
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{
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for (auto y = 0; y < w; y++)
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{
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uint32_t index = (x + y * w) * 4;
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indices[index] = (x + y * patch_size);
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indices[index + 1] = indices[index] + patch_size;
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indices[index + 2] = indices[index + 1] + 1;
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indices[index + 3] = indices[index] + 1;
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}
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}
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terrain.index_count = index_count;
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uint32_t vertex_buffer_size = vertex_count * sizeof(Vertex);
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uint32_t index_buffer_size = index_count * sizeof(uint32_t);
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// Create staging buffers
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vkb::core::BufferC vertex_staging = vkb::core::BufferC::create_staging_buffer(get_device(), vertices);
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vkb::core::BufferC index_staging = vkb::core::BufferC::create_staging_buffer(get_device(), indices);
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terrain.vertices = std::make_unique<vkb::core::BufferC>(get_device(),
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vertex_buffer_size,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY);
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terrain.indices = std::make_unique<vkb::core::BufferC>(get_device(),
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index_buffer_size,
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VMA_MEMORY_USAGE_GPU_ONLY);
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// Copy from staging buffers
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VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkBufferCopy copy_region = {};
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copy_region.size = vertex_buffer_size;
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vkCmdCopyBuffer(
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copy_command,
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vertex_staging.get_handle(),
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terrain.vertices->get_handle(),
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1,
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©_region);
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copy_region.size = index_buffer_size;
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vkCmdCopyBuffer(
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copy_command,
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index_staging.get_handle(),
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terrain.indices->get_handle(),
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1,
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©_region);
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get_device().flush_command_buffer(copy_command, queue, true);
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}
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void TerrainTessellation::setup_descriptor_pool()
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{
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std::vector<VkDescriptorPoolSize> pool_sizes =
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{
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3)};
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(
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static_cast<uint32_t>(pool_sizes.size()),
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pool_sizes.data(),
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2);
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VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
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}
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void TerrainTessellation::setup_descriptor_set_layouts()
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{
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VkDescriptorSetLayoutCreateInfo descriptor_layout;
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VkPipelineLayoutCreateInfo pipeline_layout_create_info;
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings;
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// Terrain
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set_layout_bindings =
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{
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// Binding 0 : Shared Tessellation shader ubo
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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0),
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// Binding 1 : Height map
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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// Binding 3 : Terrain texture array layers
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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2),
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};
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descriptor_layout = vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layouts.terrain));
|
|
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.terrain, 1);
|
|
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.terrain));
|
|
|
|
// Skysphere
|
|
set_layout_bindings =
|
|
{
|
|
// Binding 0 : Vertex shader ubo
|
|
vkb::initializers::descriptor_set_layout_binding(
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
VK_SHADER_STAGE_VERTEX_BIT,
|
|
0),
|
|
// Binding 1 : Color map
|
|
vkb::initializers::descriptor_set_layout_binding(
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
1),
|
|
};
|
|
|
|
descriptor_layout = 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, nullptr, &descriptor_set_layouts.skysphere));
|
|
pipeline_layout_create_info = vkb::initializers::pipeline_layout_create_info(&descriptor_set_layouts.skysphere, 1);
|
|
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layouts.skysphere));
|
|
}
|
|
|
|
void TerrainTessellation::setup_descriptor_sets()
|
|
{
|
|
VkDescriptorSetAllocateInfo alloc_info;
|
|
std::vector<VkWriteDescriptorSet> write_descriptor_sets;
|
|
|
|
// Terrain
|
|
alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.terrain, 1);
|
|
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.terrain));
|
|
|
|
VkDescriptorBufferInfo terrain_buffer_descriptor = create_descriptor(*uniform_buffers.terrain_tessellation);
|
|
VkDescriptorImageInfo heightmap_image_descriptor = create_descriptor(textures.heightmap);
|
|
VkDescriptorImageInfo terrainmap_image_descriptor = create_descriptor(textures.terrain_array);
|
|
write_descriptor_sets =
|
|
{
|
|
// Binding 0 : Shared tessellation shader ubo
|
|
vkb::initializers::write_descriptor_set(
|
|
descriptor_sets.terrain,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&terrain_buffer_descriptor),
|
|
// Binding 1 : Displacement map
|
|
vkb::initializers::write_descriptor_set(
|
|
descriptor_sets.terrain,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
1,
|
|
&heightmap_image_descriptor),
|
|
// Binding 2 : Color map (alpha channel)
|
|
vkb::initializers::write_descriptor_set(
|
|
descriptor_sets.terrain,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
2,
|
|
&terrainmap_image_descriptor),
|
|
};
|
|
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
|
|
|
|
// Skysphere
|
|
alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layouts.skysphere, 1);
|
|
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.skysphere));
|
|
|
|
VkDescriptorBufferInfo skysphere_buffer_descriptor = create_descriptor(*uniform_buffers.skysphere_vertex);
|
|
VkDescriptorImageInfo skysphere_image_descriptor = create_descriptor(textures.skysphere);
|
|
write_descriptor_sets =
|
|
{
|
|
// Binding 0 : Vertex shader ubo
|
|
vkb::initializers::write_descriptor_set(
|
|
descriptor_sets.skysphere,
|
|
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
0,
|
|
&skysphere_buffer_descriptor),
|
|
// Binding 1 : Fragment shader color map
|
|
vkb::initializers::write_descriptor_set(
|
|
descriptor_sets.skysphere,
|
|
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
1,
|
|
&skysphere_image_descriptor),
|
|
};
|
|
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
|
|
}
|
|
|
|
void TerrainTessellation::prepare_pipelines()
|
|
{
|
|
VkPipelineInputAssemblyStateCreateInfo input_assembly_state_create_info =
|
|
vkb::initializers::pipeline_input_assembly_state_create_info(
|
|
VK_PRIMITIVE_TOPOLOGY_PATCH_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_TRUE,
|
|
VK_TRUE,
|
|
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,
|
|
VK_DYNAMIC_STATE_LINE_WIDTH};
|
|
|
|
VkPipelineDynamicStateCreateInfo dynamic_state =
|
|
vkb::initializers::pipeline_dynamic_state_create_info(
|
|
dynamic_state_enables.data(),
|
|
static_cast<uint32_t>(dynamic_state_enables.size()),
|
|
0);
|
|
|
|
// We render the terrain as a grid of quad patches
|
|
VkPipelineTessellationStateCreateInfo tessellation_state =
|
|
vkb::initializers::pipeline_tessellation_state_create_info(4);
|
|
|
|
// Vertex bindings an attributes
|
|
// Binding description
|
|
std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
|
|
vkb::initializers::vertex_input_binding_description(0, sizeof(TerrainTessellation::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
|
|
vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // UV
|
|
};
|
|
|
|
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, 4> shader_stages;
|
|
|
|
// Terrain tessellation pipeline
|
|
shader_stages[0] = load_shader("terrain_tessellation", "terrain.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shader_stages[1] = load_shader("terrain_tessellation", "terrain.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
shader_stages[2] = load_shader("terrain_tessellation", "terrain.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
|
|
shader_stages[3] = load_shader("terrain_tessellation", "terrain.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
|
|
|
|
VkGraphicsPipelineCreateInfo pipeline_create_info =
|
|
vkb::initializers::pipeline_create_info(pipeline_layouts.terrain, render_pass, 0);
|
|
|
|
pipeline_create_info.pVertexInputState = &vertex_input_state;
|
|
pipeline_create_info.pInputAssemblyState = &input_assembly_state_create_info;
|
|
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;
|
|
pipeline_create_info.pTessellationState = &tessellation_state;
|
|
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
|
|
pipeline_create_info.pStages = shader_stages.data();
|
|
pipeline_create_info.renderPass = render_pass;
|
|
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.terrain));
|
|
|
|
// Terrain wireframe pipeline
|
|
if (get_device().get_gpu().get_features().fillModeNonSolid)
|
|
{
|
|
rasterization_state.polygonMode = VK_POLYGON_MODE_LINE;
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.wireframe));
|
|
};
|
|
|
|
// Skysphere pipeline
|
|
|
|
// Stride from glTF model vertex layout
|
|
vertex_input_bindings[0].stride = sizeof(::Vertex);
|
|
|
|
rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
|
|
// Revert to triangle list topology
|
|
input_assembly_state_create_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
|
// Reset tessellation state
|
|
pipeline_create_info.pTessellationState = nullptr;
|
|
// Don't write to depth buffer
|
|
depth_stencil_state.depthWriteEnable = VK_FALSE;
|
|
pipeline_create_info.stageCount = 2;
|
|
pipeline_create_info.layout = pipeline_layouts.skysphere;
|
|
shader_stages[0] = load_shader("terrain_tessellation", "skysphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shader_stages[1] = load_shader("terrain_tessellation", "skysphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.skysphere));
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void TerrainTessellation::prepare_uniform_buffers()
|
|
{
|
|
// Shared tessellation shader stages uniform buffer
|
|
uniform_buffers.terrain_tessellation = std::make_unique<vkb::core::BufferC>(get_device(),
|
|
sizeof(ubo_tess),
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
|
|
|
// Skysphere vertex shader uniform buffer
|
|
uniform_buffers.skysphere_vertex = 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();
|
|
}
|
|
|
|
void TerrainTessellation::update_uniform_buffers()
|
|
{
|
|
// Tessellation
|
|
|
|
ubo_tess.projection = camera.matrices.perspective;
|
|
ubo_tess.modelview = camera.matrices.view * glm::mat4(1.0f);
|
|
ubo_tess.light_pos.y = -0.5f - ubo_tess.displacement_factor; // todo: Not used yet
|
|
ubo_tess.viewport_dim = glm::vec2(static_cast<float>(width), static_cast<float>(height));
|
|
|
|
frustum.update(ubo_tess.projection * ubo_tess.modelview);
|
|
memcpy(ubo_tess.frustum_planes, frustum.get_planes().data(), sizeof(glm::vec4) * 6);
|
|
|
|
float saved_factor = ubo_tess.tessellation_factor;
|
|
if (!tessellation)
|
|
{
|
|
// Setting this to zero sets all tessellation factors to 1.0 in the shader
|
|
ubo_tess.tessellation_factor = 0.0f;
|
|
}
|
|
|
|
uniform_buffers.terrain_tessellation->convert_and_update(ubo_tess);
|
|
|
|
if (!tessellation)
|
|
{
|
|
ubo_tess.tessellation_factor = saved_factor;
|
|
}
|
|
|
|
// Skysphere vertex shader
|
|
ubo_vs.mvp = camera.matrices.perspective * glm::mat4(glm::mat3(camera.matrices.view));
|
|
uniform_buffers.skysphere_vertex->convert_and_update(ubo_vs.mvp);
|
|
}
|
|
|
|
void TerrainTessellation::draw()
|
|
{
|
|
ApiVulkanSample::prepare_frame();
|
|
|
|
// Command buffer to be submitted to the queue
|
|
submit_info.commandBufferCount = 1;
|
|
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
|
|
|
// Submit to queue
|
|
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
|
|
|
|
if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
|
|
{
|
|
// Read query results for displaying in next frame
|
|
get_query_results();
|
|
}
|
|
|
|
ApiVulkanSample::submit_frame();
|
|
}
|
|
|
|
bool TerrainTessellation::prepare(const vkb::ApplicationOptions &options)
|
|
{
|
|
if (!ApiVulkanSample::prepare(options))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
|
|
camera.type = vkb::CameraType::FirstPerson;
|
|
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 512.0f, 0.1f);
|
|
camera.set_rotation(glm::vec3(-12.0f, 159.0f, 0.0f));
|
|
camera.set_translation(glm::vec3(18.0f, 22.5f, 57.5f));
|
|
camera.translation_speed = 7.5f;
|
|
|
|
load_assets();
|
|
generate_terrain();
|
|
if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
|
|
{
|
|
setup_query_result_buffer();
|
|
}
|
|
prepare_uniform_buffers();
|
|
setup_descriptor_set_layouts();
|
|
prepare_pipelines();
|
|
setup_descriptor_pool();
|
|
setup_descriptor_sets();
|
|
build_command_buffers();
|
|
prepared = true;
|
|
return true;
|
|
}
|
|
|
|
void TerrainTessellation::render(float delta_time)
|
|
{
|
|
if (!prepared)
|
|
{
|
|
return;
|
|
}
|
|
draw();
|
|
}
|
|
|
|
void TerrainTessellation::view_changed()
|
|
{
|
|
update_uniform_buffers();
|
|
}
|
|
|
|
void TerrainTessellation::on_update_ui_overlay(vkb::Drawer &drawer)
|
|
{
|
|
if (drawer.header("Settings"))
|
|
{
|
|
if (drawer.checkbox("Tessellation", &tessellation))
|
|
{
|
|
update_uniform_buffers();
|
|
}
|
|
if (drawer.input_float("Factor", &ubo_tess.tessellation_factor, 0.05f, "%.2f"))
|
|
{
|
|
update_uniform_buffers();
|
|
}
|
|
if (get_device().get_gpu().get_features().fillModeNonSolid)
|
|
{
|
|
if (drawer.checkbox("Wireframe", &wireframe))
|
|
{
|
|
rebuild_command_buffers();
|
|
}
|
|
}
|
|
}
|
|
if (get_device().get_gpu().get_features().pipelineStatisticsQuery)
|
|
{
|
|
if (drawer.header("Pipeline statistics"))
|
|
{
|
|
drawer.text("VS invocations: %d", pipeline_stats[0]);
|
|
drawer.text("TE invocations: %d", pipeline_stats[1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
std::unique_ptr<vkb::Application> create_terrain_tessellation()
|
|
{
|
|
return std::make_unique<TerrainTessellation>();
|
|
}
|