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tessellation.cpp
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tessellation.cpp
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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) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
class VulkanExample : public VulkanExampleBase
{
public:
bool splitScreen = true;
bool wireframe = true;
vkglTF::Model model;
// One uniform data block is used by both tessellation shader stages
struct UniformData {
glm::mat4 projection;
glm::mat4 modelView;
float tessAlpha = 1.0f;
float tessLevel = 3.0f;
} uniformData;
vks::Buffer uniformBuffer;
struct Pipelines {
VkPipeline solid{ VK_NULL_HANDLE };
VkPipeline wire{ VK_NULL_HANDLE };
VkPipeline solidPassThrough{ VK_NULL_HANDLE };
VkPipeline wirePassThrough{ VK_NULL_HANDLE };
} pipelines;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
title = "Tessellation shader (PN Triangles)";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -4.0f));
camera.setRotation(glm::vec3(-350.0f, 60.0f, 0.0f));
camera.setPerspective(45.0f, (float)(width * ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
}
~VulkanExample()
{
if (device) {
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.solid, nullptr);
if (pipelines.wire != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipelines.wire, nullptr);
};
vkDestroyPipeline(device, pipelines.solidPassThrough, nullptr);
if (pipelines.wirePassThrough != VK_NULL_HANDLE) {
vkDestroyPipeline(device, pipelines.wirePassThrough, nullptr);
};
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
uniformBuffer.destroy();
}
}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Example requires tessellation shaders
if (deviceFeatures.tessellationShader) {
enabledFeatures.tessellationShader = VK_TRUE;
}
else {
vks::tools::exitFatal("Selected GPU does not support tessellation shaders!", VK_ERROR_FEATURE_NOT_PRESENT);
}
// Fill mode non solid is required for wireframe display
if (deviceFeatures.fillModeNonSolid) {
enabledFeatures.fillModeNonSolid = VK_TRUE;
}
else {
wireframe = false;
}
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { {0.5f, 0.5f, 0.5f, 0.0f} };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport(splitScreen ? (float)width / 2.0f : (float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
if (splitScreen) {
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wirePassThrough : pipelines.solidPassThrough);
model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout);
viewport.x = float(width) / 2;
}
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wire : pipelines.solid);
model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
model.loadFromFile(getAssetPath() + "models/deer.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::FlipY);
}
void setupDescriptors()
{
// Pool
const std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
const std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Tessellation shader ubo
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, 0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Sets
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0 : Tessellation shader ubo
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout uses set 0 for passing tessellation shader ubos and set 1 for fragment shader images (taken from glTF model)
const std::vector<VkDescriptorSetLayout> setLayouts = {
descriptorSetLayout,
vkglTF::descriptorSetLayoutImage,
};
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR, VK_DYNAMIC_STATE_LINE_WIDTH };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables, 0);
VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3);
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
// Tessellation pipelines
shaderStages[0] = loadShader(getShadersPath() + "tessellation/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "tessellation/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getShadersPath() + "tessellation/pntriangles.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getShadersPath() + "tessellation/pntriangles.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.pTessellationState = &tessellationState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.renderPass = renderPass;
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
// Tessellation pipelines
// Solid
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
// Wireframe
if (deviceFeatures.fillModeNonSolid) {
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wire));
}
// Pass through pipelines
// Load pass through tessellation shaders (Vert and frag are reused)
shaderStages[2] = loadShader(getShadersPath() + "tessellation/passthrough.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getShadersPath() + "tessellation/passthrough.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
// Solid
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solidPassThrough));
// Wireframe
if (deviceFeatures.fillModeNonSolid) {
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.wirePassThrough));
}
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Tessellation evaluation shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
// Map persistent
VK_CHECK_RESULT(uniformBuffer.map());
}
void updateUniformBuffers()
{
// Adjust camera perspective if split screen is enabled
camera.setPerspective(45.0f, (float)(width * ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
uniformData.projection = camera.matrices.perspective;
uniformData.modelView = camera.matrices.view;
// Tessellation evaluation uniform block
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->inputFloat("Tessellation level", &uniformData.tessLevel, 0.25f, 2)) {
updateUniformBuffers();
}
if (deviceFeatures.fillModeNonSolid) {
if (overlay->checkBox("Wireframe", &wireframe)) {
updateUniformBuffers();
buildCommandBuffers();
}
if (overlay->checkBox("Splitscreen", &splitScreen)) {
camera.setPerspective(45.0f, (float)(width * ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.1f, 256.0f);
updateUniformBuffers();
buildCommandBuffers();
}
}
}
}
};
VULKAN_EXAMPLE_MAIN()