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tessellation.cpp
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252 lines (208 loc) · 10.3 KB
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/*
* Vulkan Example - Tessellation shader PN triangles
*
* Based on http://alex.vlachos.com/graphics/CurvedPNTriangles.pdf
* Shaders based on http://onrendering.blogspot.de/2011/12/tessellation-on-gpu-curved-pn-triangles.html
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanExampleBase.h"
// Vertex layout for this example
vks::model::VertexLayout vertexLayout{ { vks::model::VERTEX_COMPONENT_POSITION, vks::model::VERTEX_COMPONENT_NORMAL, vks::model::VERTEX_COMPONENT_UV } };
class VulkanExample : public vkx::ExampleBase {
using Parent = vkx::ExampleBase;
public:
bool splitScreen = true;
bool wireframe = true;
struct {
vks::texture::Texture2D colorMap;
} textures;
struct {
vks::model::Model object;
} meshes;
vks::Buffer uniformDataTC, uniformDataTE;
struct UboTC {
float tessLevel = 3.0f;
} uboTC;
struct UboTE {
glm::mat4 projection;
glm::mat4 model;
float tessAlpha = 1.0f;
} uboTE;
struct {
vk::Pipeline solid;
vk::Pipeline wire;
vk::Pipeline solidPassThrough;
vk::Pipeline wirePassThrough;
} pipelines;
vk::PipelineLayout pipelineLayout;
vk::DescriptorSet descriptorSet;
vk::DescriptorSetLayout descriptorSetLayout;
VulkanExample() {
camera.setRotation({ -350.0f, 60.0f, 0.0f });
camera.setTranslation({ -3.0f, 2.3f, -6.5f });
title = "Vulkan Example - Tessellation shader (PN Triangles)";
}
void getEnabledFeatures() override {
// Example uses tessellation shaders
if (deviceFeatures.tessellationShader) {
enabledFeatures.tessellationShader = VK_TRUE;
} else {
throw std::runtime_error("Selected GPU does not support tessellation shaders!");
}
// Fill mode non solid is required for wireframe display
if (deviceFeatures.fillModeNonSolid) {
enabledFeatures.fillModeNonSolid = VK_TRUE;
} else {
wireframe = false;
}
}
~VulkanExample() {
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
device.destroyPipeline(pipelines.solid);
device.destroyPipeline(pipelines.wire);
device.destroyPipeline(pipelines.solidPassThrough);
device.destroyPipeline(pipelines.wirePassThrough);
device.destroyPipelineLayout(pipelineLayout);
device.destroyDescriptorSetLayout(descriptorSetLayout);
meshes.object.destroy();
device.destroyBuffer(uniformDataTC.buffer);
device.freeMemory(uniformDataTC.memory);
device.destroyBuffer(uniformDataTE.buffer);
device.freeMemory(uniformDataTE.memory);
textures.colorMap.destroy();
}
void updateDrawCommandBuffer(const vk::CommandBuffer& cmdBuffer) override {
vk::Viewport viewport = vks::util::viewport(splitScreen ? (float)size.width / 2.0f : (float)size.width, (float)size.height, 0.0f, 1.0f);
cmdBuffer.setViewport(0, viewport);
cmdBuffer.setScissor(0, vks::util::rect2D(size));
cmdBuffer.setLineWidth(1.0f);
cmdBuffer.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout, 0, descriptorSet, nullptr);
vk::DeviceSize offsets = 0;
cmdBuffer.bindVertexBuffers(0, meshes.object.vertices.buffer, offsets);
cmdBuffer.bindIndexBuffer(meshes.object.indices.buffer, 0, vk::IndexType::eUint32);
if (splitScreen) {
cmdBuffer.setViewport(0, viewport);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, wireframe ? pipelines.wirePassThrough : pipelines.solidPassThrough);
cmdBuffer.drawIndexed(meshes.object.indexCount, 1, 0, 0, 0);
viewport.x = float(size.width) / 2;
}
cmdBuffer.setViewport(0, viewport);
cmdBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, wireframe ? pipelines.wire : pipelines.solid);
cmdBuffer.drawIndexed(meshes.object.indexCount, 1, 0, 0, 0);
}
void loadAssets() override {
meshes.object.loadFromFile(context, getAssetPath() + "models/lowpoly/deer.dae", vertexLayout, 1.0f);
textures.colorMap.loadFromFile(context, getAssetPath() + "textures/deer.ktx", vk::Format::eBc3UnormBlock);
}
void setupDescriptorPool() {
std::vector<vk::DescriptorPoolSize> poolSizes = {
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 3),
vk::DescriptorPoolSize(vk::DescriptorType::eCombinedImageSampler, 1),
};
descriptorPool = device.createDescriptorPool({ {}, 2, (uint32_t)poolSizes.size(), poolSizes.data() });
}
void setupDescriptorSetLayout() {
std::vector<vk::DescriptorSetLayoutBinding> setLayoutBindings{
{ 0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eTessellationControl },
{ 1, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eTessellationEvaluation },
{ 2, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment },
};
descriptorSetLayout = device.createDescriptorSetLayout({ {}, static_cast<uint32_t>(setLayoutBindings.size()), setLayoutBindings.data() });
pipelineLayout = device.createPipelineLayout(vk::PipelineLayoutCreateInfo{ {}, 1, &descriptorSetLayout });
}
void setupDescriptorSet() {
descriptorSet = device.allocateDescriptorSets({ descriptorPool, 1, &descriptorSetLayout })[0];
vk::DescriptorImageInfo texDescriptor = vk::DescriptorImageInfo(textures.colorMap.sampler, textures.colorMap.view, vk::ImageLayout::eGeneral);
std::vector<vk::WriteDescriptorSet> writeDescriptorSets{
// Binding 0 : Tessellation control shader ubo
{ descriptorSet, 0, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformDataTC.descriptor },
// Binding 1 : Tessellation evaluation shader ubo
{ descriptorSet, 1, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr, &uniformDataTE.descriptor },
// Binding 2 : Color map
{ descriptorSet, 2, 0, 1, vk::DescriptorType::eCombinedImageSampler, &texDescriptor },
};
device.updateDescriptorSets(writeDescriptorSets, nullptr);
}
void preparePipelines() {
vks::pipelines::GraphicsPipelineBuilder builder{ device, pipelineLayout, renderPass };
builder.inputAssemblyState.topology = vk::PrimitiveTopology::ePatchList;
builder.dynamicState.dynamicStateEnables.push_back(vk::DynamicState::eLineWidth);
builder.vertexInputState.appendVertexLayout(vertexLayout);
vk::PipelineTessellationStateCreateInfo tessellationState{ {}, 3 };
builder.pipelineCreateInfo.pTessellationState = &tessellationState;
// Tessellation pipelines
// Load shaders
builder.loadShader(getAssetPath() + "shaders/tessellation/base.vert.spv", vk::ShaderStageFlagBits::eVertex);
builder.loadShader(getAssetPath() + "shaders/tessellation/base.frag.spv", vk::ShaderStageFlagBits::eFragment);
builder.loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tesc.spv", vk::ShaderStageFlagBits::eTessellationControl);
builder.loadShader(getAssetPath() + "shaders/tessellation/pntriangles.tese.spv", vk::ShaderStageFlagBits::eTessellationEvaluation);
// Tessellation pipelines
// Solid
pipelines.solid = builder.create(context.pipelineCache);
// Wireframe
builder.rasterizationState.polygonMode = vk::PolygonMode::eLine;
pipelines.wire = builder.create(context.pipelineCache);
// Pass through pipelines
// Load pass through tessellation shaders (Vert and frag are reused)
device.destroyShaderModule(builder.shaderStages[2].module);
device.destroyShaderModule(builder.shaderStages[3].module);
builder.shaderStages.resize(2);
builder.loadShader(getAssetPath() + "shaders/tessellation/passthrough.tesc.spv", vk::ShaderStageFlagBits::eTessellationControl);
builder.loadShader(getAssetPath() + "shaders/tessellation/passthrough.tese.spv", vk::ShaderStageFlagBits::eTessellationEvaluation);
// Solid
builder.rasterizationState.polygonMode = vk::PolygonMode::eFill;
pipelines.solidPassThrough = builder.create(context.pipelineCache);
// Wireframe
builder.rasterizationState.polygonMode = vk::PolygonMode::eLine;
pipelines.wirePassThrough = builder.create(context.pipelineCache);
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers() {
// Tessellation evaluation shader uniform buffer
uniformDataTE = context.createUniformBuffer(uboTE);
// Tessellation control shader uniform buffer
uniformDataTC = context.createUniformBuffer(uboTC);
updateUniformBuffers();
}
void updateUniformBuffers() {
// Tessellation eval
uboTE.projection = glm::perspective(glm::radians(45.0f), (float)(size.width * ((splitScreen) ? 0.5f : 1.0f)) / (float)size.height, 0.1f, 256.0f);
uboTE.model = camera.matrices.view;
uniformDataTE.copy(uboTE);
// Tessellation control uniform block
uniformDataTC.copy(uboTC);
}
void prepare() override {
ExampleBase::prepare();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
void viewChanged() override { updateUniformBuffers(); }
virtual void OnUpdateUIOverlay() {
if (ui.header("Settings")) {
if (ui.inputFloat("Tessellation level", &uboTC.tessLevel, 0.25f, "%.2f")) {
updateUniformBuffers();
}
if (deviceFeatures.fillModeNonSolid) {
if (ui.checkBox("Wireframe", &wireframe)) {
updateUniformBuffers();
buildCommandBuffers();
}
if (ui.checkBox("Splitscreen", &splitScreen)) {
updateUniformBuffers();
buildCommandBuffers();
}
}
}
}
};
RUN_EXAMPLE(VulkanExample)