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stencilbuffer.cpp
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stencilbuffer.cpp
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/*
* Vulkan Example - Rendering outlines using the stencil buffer
*
* Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT)
* (http://opensource.org/licenses/MIT)
*/
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "VulkanBuffer.hpp"
#include "VulkanModel.hpp"
#include "vulkanexamplebase.h"
#include <vulkan/vulkan.h>
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase {
public:
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION, vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_NORMAL,
});
vks::Model model;
struct UBO {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 1.0f, 0.0f);
// Vertex shader extrudes model by this value along normals for outlining
float outlineWidth = 0.05f;
} uboVS;
vks::Buffer uniformBufferVS;
struct {
VkPipeline stencil;
VkPipeline outline;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) {
title = "Stencil buffer outlines";
timerSpeed *= 0.25f;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(2.5f, -35.0f, 0.0f));
camera.setTranslation(glm::vec3(0.08f, 3.6f, -8.4f));
settings.overlay = true;
}
~VulkanExample() {
vkDestroyPipeline(device, pipelines.stencil, nullptr);
vkDestroyPipeline(device, pipelines.outline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
model.destroy();
uniformBufferVS.destroy();
}
void buildCommandBuffers() {
VkCommandBufferBeginInfo cmdBufInfo =
vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
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) {
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo,
VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport =
vks::initializers::viewport((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);
VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer,
offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0,
VK_INDEX_TYPE_UINT32);
vkCmdBindDescriptorSets(drawCmdBuffers[i],
VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout,
0, 1, &descriptorSet, 0, NULL);
// First pass renders object (toon shaded) and fills stencil buffer
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelines.stencil);
vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
// Second pass renders scaled object only where stencil was not set by
// first pass
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelines.outline);
vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets() {
model.loadFromFile(getAssetPath() + "models/venus.fbx", vertexLayout, 0.3f,
vulkanDevice, queue);
}
void setupDescriptorPool() {
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr,
&descriptorPool));
}
void setupDescriptorSetLayout() {
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)};
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(), 1);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo,
nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutInfo =
vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr,
&pipelineLayout));
}
void setupDescriptorSet() {
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool,
&descriptorSetLayout, 1);
VK_CHECK_RESULT(
vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> modelWriteDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0, &uniformBufferVS.descriptor)};
vkUpdateDescriptorSets(
device, static_cast<uint32_t>(modelWriteDescriptorSets.size()),
modelWriteDescriptorSets.data(), 0, NULL);
}
void preparePipelines() {
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT,
VK_FRONT_FACE_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};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
// Vertex bindings an attributes
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(
0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(
0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(
0, 1, VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3), // Location 1: Color
vks::initializers::vertexInputAttributeDescription(
0, 2, VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 6) // Location 2: Normal
};
VkPipelineVertexInputStateCreateInfo vertexInputState =
vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount =
static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount =
static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions =
vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Toon render and stencil fill pass
shaderStages[0] =
loadShader(getAssetPath() + "shaders/stencilbuffer/toon.vert.spv",
VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] =
loadShader(getAssetPath() + "shaders/stencilbuffer/toon.frag.spv",
VK_SHADER_STAGE_FRAGMENT_BIT);
rasterizationState.cullMode = VK_CULL_MODE_NONE;
depthStencilState.stencilTestEnable = VK_TRUE;
depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
depthStencilState.back.failOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.depthFailOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.compareMask = 0xff;
depthStencilState.back.writeMask = 0xff;
depthStencilState.back.reference = 1;
depthStencilState.front = depthStencilState.back;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1,
&pipelineCreateInfo, nullptr,
&pipelines.stencil));
// Outline pass
depthStencilState.back.compareOp = VK_COMPARE_OP_NOT_EQUAL;
depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.depthFailOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE;
depthStencilState.front = depthStencilState.back;
depthStencilState.depthTestEnable = VK_FALSE;
shaderStages[0] =
loadShader(getAssetPath() + "shaders/stencilbuffer/outline.vert.spv",
VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] =
loadShader(getAssetPath() + "shaders/stencilbuffer/outline.frag.spv",
VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1,
&pipelineCreateInfo, nullptr,
&pipelines.outline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers() {
// Mesh vertex shader uniform buffer block
VK_CHECK_RESULT(
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBufferVS, sizeof(uboVS)));
// Map persistent
VK_CHECK_RESULT(uniformBufferVS.map());
updateUniformBuffers();
}
void updateUniformBuffers() {
uboVS.projection = camera.matrices.perspective;
uboVS.model = camera.matrices.view;
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
}
void draw() {
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare() {
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render() {
if (!prepared)
return;
draw();
}
virtual void viewChanged() { updateUniformBuffers(); }
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) {
if (overlay->header("Settings")) {
if (overlay->inputFloat("Outline width", &uboVS.outlineWidth, 0.05f, 2)) {
updateUniformBuffers();
}
}
}
};
VULKAN_EXAMPLE_MAIN()