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instancing.cpp
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instancing.cpp
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/*
* Vulkan Example - Instanced mesh rendering, uses a separate vertex buffer for instanced data
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <time.h>
#include <vector>
#include <random>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define INSTANCE_BUFFER_BIND_ID 1
#define ENABLE_VALIDATION false
#define INSTANCE_COUNT 2048
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
{
vkMeshLoader::VERTEX_LAYOUT_POSITION,
vkMeshLoader::VERTEX_LAYOUT_NORMAL,
vkMeshLoader::VERTEX_LAYOUT_UV,
vkMeshLoader::VERTEX_LAYOUT_COLOR
};
class VulkanExample : public VulkanExampleBase
{
public:
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vkMeshLoader::MeshBuffer example;
} meshes;
struct {
vkTools::VulkanTexture colorMap;
} textures;
// Per-instance data block
struct InstanceData {
glm::vec3 pos;
glm::vec3 rot;
float scale;
uint32_t texIndex;
};
// Contains the instanced data
struct {
VkBuffer buffer = VK_NULL_HANDLE;
VkDeviceMemory memory = VK_NULL_HANDLE;
size_t size = 0;
VkDescriptorBufferInfo descriptor;
} instanceBuffer;
struct {
glm::mat4 projection;
glm::mat4 view;
float time = 0.0f;
} uboVS;
struct {
vkTools::UniformData vsScene;
} uniformData;
struct {
VkPipeline solid;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -12.0f;
rotationSpeed = 0.25f;
enableTextOverlay = true;
title = "Vulkan Example - Instanced mesh rendering";
srand(time(NULL));
}
~VulkanExample()
{
vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyBuffer(device, instanceBuffer.buffer, nullptr);
vkFreeMemory(device, instanceBuffer.memory, nullptr);
vkMeshLoader::freeMeshBufferResources(device, &meshes.example);
vkTools::destroyUniformData(device, &uniformData.vsScene);
textureLoader->destroyTexture(textures.colorMap);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
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 = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
VkDeviceSize offsets[1] = { 0 };
// Binding point 0 : Mesh vertex buffer
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
// Binding point 1 : Instance data buffer
vkCmdBindVertexBuffers(drawCmdBuffers[i], INSTANCE_BUFFER_BIND_ID, 1, &instanceBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
// Render instances
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.example.indexCount, INSTANCE_COUNT, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadMeshes()
{
loadMesh(getAssetPath() + "models/rock01.dae", &meshes.example, vertexLayout, 0.1f);
}
void loadTextures()
{
textureLoader->loadTextureArray(
getAssetPath() + "textures/texturearray_rocks_bc3.ktx",
VK_FORMAT_BC3_UNORM_BLOCK,
&textures.colorMap);
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(2);
// Mesh vertex buffer (description) at binding point 0
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vkMeshLoader::vertexSize(vertexLayout),
// Input rate for the data passed to shader
// Step for each vertex rendered
VK_VERTEX_INPUT_RATE_VERTEX);
vertices.bindingDescriptions[1] =
vkTools::initializers::vertexInputBindingDescription(
INSTANCE_BUFFER_BIND_ID,
sizeof(InstanceData),
// Input rate for the data passed to shader
// Step for each instance rendered
VK_VERTEX_INPUT_RATE_INSTANCE);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.clear();
// Per-Vertex attributes
// Location 0 : Position
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0)
);
// Location 1 : Normal
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3)
);
// Location 2 : Texture coordinates
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 6)
);
// Location 3 : Color
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
3,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 8)
);
// Instanced attributes
// Location 4 : Position
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
INSTANCE_BUFFER_BIND_ID,
5,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3)
);
// Location 5 : Rotation
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
INSTANCE_BUFFER_BIND_ID,
4,
VK_FORMAT_R32G32B32_SFLOAT,
0)
);
// Location 6 : Scale
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
INSTANCE_BUFFER_BIND_ID,
6,
VK_FORMAT_R32_SFLOAT,
sizeof(float) * 6)
);
// Location 7 : Texture array layer index
vertices.attributeDescriptions.push_back(
vkTools::initializers::vertexInputAttributeDescription(
INSTANCE_BUFFER_BIND_ID,
7,
VK_FORMAT_R32_SINT,
sizeof(float) * 7)
);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
// Example uses one ubo
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader combined sampler
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
VkDescriptorImageInfo texDescriptor =
vkTools::initializers::descriptorImageInfo(
textures.colorMap.sampler,
textures.colorMap.view,
VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.vsScene.descriptor),
// Binding 1 : Color map
vkTools::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Instacing pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/instancing/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/instancing/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
}
float rnd(float range)
{
return range * (rand() / double(RAND_MAX));
}
void prepareInstanceData()
{
std::vector<InstanceData> instanceData;
instanceData.resize(INSTANCE_COUNT);
std::mt19937 rndGenerator(time(NULL));
std::uniform_real_distribution<double> uniformDist(0.0, 1.0);
for (auto i = 0; i < INSTANCE_COUNT; i++)
{
instanceData[i].rot = glm::vec3(M_PI * uniformDist(rndGenerator), M_PI * uniformDist(rndGenerator), M_PI * uniformDist(rndGenerator));
float theta = 2 * M_PI * uniformDist(rndGenerator);
float phi = acos(1 - 2 * uniformDist(rndGenerator));
glm::vec3 pos;
instanceData[i].pos = glm::vec3(sin(phi) * cos(theta), sin(theta) * uniformDist(rndGenerator) / 1500.0f, cos(phi)) * 7.5f;
instanceData[i].scale = 1.0f + uniformDist(rndGenerator) * 2.0f;
instanceData[i].texIndex = rnd(textures.colorMap.layerCount);
}
instanceBuffer.size = instanceData.size() * sizeof(InstanceData);
// Staging
// Instanced data is static, copy to device local memory
// This results in better performance
struct {
VkDeviceMemory memory;
VkBuffer buffer;
} stagingBuffer;
VulkanExampleBase::createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
instanceBuffer.size,
instanceData.data(),
&stagingBuffer.buffer,
&stagingBuffer.memory);
VulkanExampleBase::createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
instanceBuffer.size,
nullptr,
&instanceBuffer.buffer,
&instanceBuffer.memory);
// Copy to staging buffer
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = { };
copyRegion.size = instanceBuffer.size;
vkCmdCopyBuffer(
copyCmd,
stagingBuffer.buffer,
instanceBuffer.buffer,
1,
©Region);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
instanceBuffer.descriptor.range = instanceBuffer.size;
instanceBuffer.descriptor.buffer = instanceBuffer.buffer;
instanceBuffer.descriptor.offset = 0;
// Destroy staging resources
vkDestroyBuffer(device, stagingBuffer.buffer, nullptr);
vkFreeMemory(device, stagingBuffer.memory, nullptr);
}
void prepareUniformBuffers()
{
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboVS),
nullptr,
&uniformData.vsScene.buffer,
&uniformData.vsScene.memory,
&uniformData.vsScene.descriptor);
// Map for host access
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&uniformData.vsScene.mapped));
updateUniformBuffer(true);
}
void updateUniformBuffer(bool viewChanged)
{
if (viewChanged)
{
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
uboVS.view = glm::translate(glm::mat4(), cameraPos + glm::vec3(0.0f, 0.0f, zoom));
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.view = glm::rotate(uboVS.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
}
if (!paused)
{
uboVS.time += frameTimer * 0.05f;
}
memcpy(uniformData.vsScene.mapped, &uboVS, sizeof(uboVS));
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadTextures();
loadMeshes();
prepareInstanceData();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
{
return;
}
draw();
if (!paused)
{
updateUniformBuffer(false);
}
}
virtual void viewChanged()
{
updateUniformBuffer(true);
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
textOverlay->addText("Rendering " + std::to_string(INSTANCE_COUNT) + " instances", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
return 0;
#endif
}