collada: draw scene textures

This commit is contained in:
Zack Buhman 2026-04-15 22:43:59 -05:00
parent e9c0c9627c
commit b7c25fc41f
6 changed files with 139 additions and 556 deletions

View File

@ -1,8 +1,4 @@
shader/triangle.spv
shader/collada.spv
data/scenes/shadow_test/shadow_test.vtx
data/scenes/shadow_test/shadow_test.idx
data/scenes/shadow_test/images/0_leaf_white.dds
checker.idx
checker.vtx
sprite.data

View File

@ -24,6 +24,16 @@ namespace collada::scene {
XMFLOAT4 diffuse;
XMFLOAT4 specular;
};
struct MaterialImage {
int emission;
int ambient;
int diffuse;
int specular;
};
struct MaterialColorImage {
MaterialColor color;
MaterialImage image;
};
struct PushConstant {
int nodeIndex;
int materialIndex;
@ -34,7 +44,8 @@ namespace collada::scene {
static constexpr uint32_t perFrameDescriptorCount = 2;
static constexpr uint32_t constantDescriptorCount = 1;
static constexpr uint32_t uniformBufferDescriptorCount = maxFrames * perFrameDescriptorCount + constantDescriptorCount;
static constexpr uint32_t descriptorCount = uniformBufferDescriptorCount + 2;
// +3: linear sampler, shadow sampled image, scene sampled image (array)
static constexpr uint32_t bindingCount = uniformBufferDescriptorCount + 3;
// externally initialized, opaque handle
VkInstance instance;
@ -79,7 +90,7 @@ namespace collada::scene {
struct {
Scene scene; // global(?)
Node * nodes; // per-scene
MaterialColor * materialColors; // per-scene
MaterialColorImage * materialColorImages; // per-scene
} shaderData;
struct {
VkDeviceMemory memory;
@ -97,10 +108,10 @@ namespace collada::scene {
void * nodesMapped;
} frame[maxFrames];
struct { // must match constantDescriptorCount
VkBuffer materialColorsBuffer;
VkDeviceAddress materialColorsOffset;
VkDeviceAddress materialColorsSize;
void * materialColorsMapped;
VkBuffer materialColorImagesBuffer;
VkDeviceAddress materialColorImagesOffset;
VkDeviceAddress materialColorImagesSize;
void * materialColorImagesMapped;
} constant;
} shaderDataDevice;
@ -143,7 +154,7 @@ namespace collada::scene {
void create_pipelines(collada::types::descriptor const * const descriptor);
void create_uniform_buffers(collada::types::descriptor const * const descriptor);
void create_descriptor_sets();
void create_descriptor_sets(collada::types::descriptor const * const descriptor);
void write_descriptor_sets(collada::types::descriptor const * const descriptor);
void load_material_constants(collada::types::descriptor const * const descriptor);
void load_images(collada::types::descriptor const * const descriptor);

View File

@ -35,22 +35,35 @@ struct Scene
float4 LightPosition; // view space
};
struct MaterialColor
{
struct MaterialImage {
int Emission;
int Ambient;
int Diffuse;
int Specular;
};
struct MaterialColor {
float4 Emission;
float4 Ambient;
float4 Diffuse;
float4 Specular;
};
struct MaterialColorImage
{
MaterialColor Color;
MaterialImage Image;
};
// set 0: per-frame
[[vk::binding(0, 0)]] ConstantBuffer<Scene> Scene;
[[vk::binding(1, 0)]] StructuredBuffer<Node> Nodes;
// set 1: constant
[[vk::binding(0, 1)]] StructuredBuffer<MaterialColor> MaterialColors;
[[vk::binding(0, 1)]] StructuredBuffer<MaterialColorImage> MaterialColorImages;
[[vk::binding(1, 1)]] SamplerState LinearSampler;
[[vk::binding(2, 1)]] Texture2D ShadowTexture;
[[vk::binding(3, 1)]] Texture2D SceneTexture[];
struct PushConstant {
int NodeIndex;
@ -116,10 +129,25 @@ float ShadowPCF(float3 position, float bias)
[shader("pixel")]
float4 PSMain(VSOutput input) : SV_TARGET
{
//float3 color = texture.Sample(samplers[0], input.Texture).bgr;
float4 diffuseColor = MaterialColors[constants.MaterialIndex].Diffuse;
float4 specularColor = MaterialColors[constants.MaterialIndex].Specular;
float4 emissionColor = MaterialColors[constants.MaterialIndex].Emission;
MaterialColorImage MCI = MaterialColorImages[constants.MaterialIndex];
float4 diffuseColor;
float4 specularColor;
float4 emissionColor;
if (MCI.Image.Diffuse >= 0) {
diffuseColor = SceneTexture[MCI.Image.Diffuse].Sample(LinearSampler, input.Texture).bgra;
} else {
diffuseColor = MCI.Color.Diffuse;
}
if (MCI.Image.Specular >= 0) {
specularColor = SceneTexture[MCI.Image.Specular].Sample(LinearSampler, input.Texture).bgra;
} else {
specularColor = MCI.Color.Specular;
}
if (MCI.Image.Emission >= 0) {
emissionColor = SceneTexture[MCI.Image.Emission].Sample(LinearSampler, input.Texture).bgra;
} else {
emissionColor = MCI.Color.Emission;
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightDirection);

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@ -14,10 +14,10 @@ namespace collada::scene {
vulkan.load_vertex_index_buffer(descriptor->position_normal_texture_buffer,
descriptor->index_buffer);
vulkan.create_uniform_buffers(descriptor);
vulkan.create_descriptor_sets();
vulkan.write_descriptor_sets(descriptor);
vulkan.create_descriptor_sets(descriptor);
vulkan.load_material_constants(descriptor);
vulkan.load_images(descriptor);
vulkan.write_descriptor_sets(descriptor);
vulkan.create_pipelines(descriptor);
node_state.allocate_node_instances(descriptor->nodes, descriptor->nodes_count);

View File

@ -204,7 +204,7 @@ namespace collada::scene {
VkDeviceSize offsets[uniformBufferDescriptorCount];
shaderData.nodes = NewM<Node>(descriptor->nodes_count);
shaderData.materialColors = NewM<MaterialColor>(descriptor->materials_count);
shaderData.materialColorImages = NewM<MaterialColorImage>(descriptor->materials_count);
uint32_t memoryRequirementsIndex = 0;
// per-frame
@ -232,14 +232,14 @@ namespace collada::scene {
};
// material color buffer
VkBufferCreateInfo materialColorsBufferCreateInfo{
VkBufferCreateInfo materialColorImagesBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = (sizeof (MaterialColor)) * descriptor->materials_count,
.size = (sizeof (MaterialColorImage)) * descriptor->materials_count,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &materialColorsBufferCreateInfo, nullptr, &shaderDataDevice.constant.materialColorsBuffer));
vkGetBufferMemoryRequirements(device, shaderDataDevice.constant.materialColorsBuffer, &memoryRequirements[memoryRequirementsIndex++]);
VK_CHECK(vkCreateBuffer(device, &materialColorImagesBufferCreateInfo, nullptr, &shaderDataDevice.constant.materialColorImagesBuffer));
vkGetBufferMemoryRequirements(device, shaderDataDevice.constant.materialColorImagesBuffer, &memoryRequirements[memoryRequirementsIndex++]);
assert(memoryRequirementsIndex == uniformBufferDescriptorCount);
@ -273,10 +273,10 @@ namespace collada::scene {
shaderDataDevice.frame[i].nodesMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.frame[i].nodesOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.frame[i].nodesBuffer, shaderDataDevice.memory, shaderDataDevice.frame[i].nodesOffset));
}
shaderDataDevice.constant.materialColorsOffset = offsets[offsetsIndex];
shaderDataDevice.constant.materialColorsSize = memoryRequirements[offsetsIndex++].size;
shaderDataDevice.constant.materialColorsMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.constant.materialColorsOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.constant.materialColorsBuffer, shaderDataDevice.memory, shaderDataDevice.constant.materialColorsOffset));
shaderDataDevice.constant.materialColorImagesOffset = offsets[offsetsIndex];
shaderDataDevice.constant.materialColorImagesSize = memoryRequirements[offsetsIndex++].size;
shaderDataDevice.constant.materialColorImagesMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.constant.materialColorImagesOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.constant.materialColorImagesBuffer, shaderDataDevice.memory, shaderDataDevice.constant.materialColorImagesOffset));
assert(offsetsIndex == uniformBufferDescriptorCount);
}
@ -285,7 +285,7 @@ namespace collada::scene {
// descriptor sets
//////////////////////////////////////////////////////////////////////
void vulkan::create_descriptor_sets()
void vulkan::create_descriptor_sets(collada::types::descriptor const * const descriptor)
{
//
// pool
@ -294,11 +294,11 @@ namespace collada::scene {
VkDescriptorPoolSize descriptorPoolSizes[descriptorPoolSizesCount]{
{
.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = maxFrames + 1, // why +1?
.descriptorCount = maxFrames,
},
{
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = maxFrames + 1, // +1 for materialColors
.descriptorCount = maxFrames + 1, // +1 for materialColorImages
},
{
.type = VK_DESCRIPTOR_TYPE_SAMPLER,
@ -306,7 +306,7 @@ namespace collada::scene {
},
{
.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 1,
.descriptorCount = (uint32_t)descriptor->images_count + 1, // +1 for shadow sampler
},
};
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo{
@ -362,7 +362,7 @@ namespace collada::scene {
// uniform buffer descriptor set layout/allocation (set 1, constant)
//
{
constexpr int bindingCount = 3;
constexpr int bindingCount = 4;
VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[bindingCount]{
{
.binding = 0,
@ -376,11 +376,17 @@ namespace collada::scene {
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
},
{
{ // shadow sampled image
.binding = 2,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
},
{ // scene images
.binding = 3,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = (uint32_t)descriptor->images_count,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
}
};
@ -407,7 +413,7 @@ namespace collada::scene {
void vulkan::write_descriptor_sets(collada::types::descriptor const * const descriptor)
{
VkWriteDescriptorSet writeDescriptorSets[descriptorCount];
VkWriteDescriptorSet writeDescriptorSets[bindingCount];
uint32_t writeIndex = 0;
VkDescriptorBufferInfo sceneDescriptorBufferInfos[maxFrames];
@ -442,10 +448,10 @@ namespace collada::scene {
};
}
VkDescriptorBufferInfo materialColorsDescriptorBufferInfo{
.buffer = shaderDataDevice.constant.materialColorsBuffer,
VkDescriptorBufferInfo materialColorImagesDescriptorBufferInfo{
.buffer = shaderDataDevice.constant.materialColorImagesBuffer,
.offset = 0,
.range = shaderDataDevice.constant.materialColorsSize,
.range = shaderDataDevice.constant.materialColorImagesSize,
};
writeDescriptorSets[writeIndex++] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
@ -453,7 +459,7 @@ namespace collada::scene {
.dstBinding = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.pBufferInfo = &materialColorsDescriptorBufferInfo
.pBufferInfo = &materialColorImagesDescriptorBufferInfo
};
VkDescriptorImageInfo samplerDescriptorImageInfo = {
.sampler = linearSampler,
@ -479,9 +485,27 @@ namespace collada::scene {
.pImageInfo = &sampledImageDescriptorImageInfo
};
assert(writeIndex == descriptorCount);
// scene images
VkDescriptorImageInfo * sceneDescriptorImageInfos = NewM<VkDescriptorImageInfo>(descriptor->images_count);
for (int i = 0; i < descriptor->images_count; i++) {
sceneDescriptorImageInfos[i] = {
.imageView = images[i].imageView,
.imageLayout = VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL
};
}
writeDescriptorSets[writeIndex++] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = descriptorSet1,
.dstBinding = 3,
.descriptorCount = (uint32_t)descriptor->images_count,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.pImageInfo = sceneDescriptorImageInfos
};
assert(writeIndex == bindingCount);
vkUpdateDescriptorSets(device, writeIndex, writeDescriptorSets, 0, nullptr);
free(sceneDescriptorImageInfos);
}
//////////////////////////////////////////////////////////////////////
@ -490,33 +514,51 @@ namespace collada::scene {
void vulkan::load_material_constants(collada::types::descriptor const * const descriptor)
{
constexpr collada::types::color_or_texture_type TEXTURE = collada::types::color_or_texture_type::TEXTURE;
// store
for (int i = 0; i < descriptor->materials_count; i++) {
collada::types::effect const * const effect = descriptor->materials[i]->effect;
MaterialColorImage & mci = shaderData.materialColorImages[i];
switch (effect->type) {
case collada::types::effect_type::BLINN:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->blinn.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->blinn.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->blinn.diffuse.color);
shaderData.materialColors[i].specular = *(XMFLOAT4 *)(&effect->blinn.specular.color);
mci.color.emission = *(XMFLOAT4 *)(&effect->blinn.emission.color);
mci.color.ambient = *(XMFLOAT4 *)(&effect->blinn.ambient.color);
mci.color.diffuse = *(XMFLOAT4 *)(&effect->blinn.diffuse.color);
mci.color.specular = *(XMFLOAT4 *)(&effect->blinn.specular.color);
mci.image.emission = (effect->blinn.emission.type == TEXTURE) ? effect->blinn.emission.texture.image_index : -1;
mci.image.ambient = (effect->blinn.ambient.type == TEXTURE) ? effect->blinn.ambient.texture.image_index : -1;
mci.image.diffuse = (effect->blinn.diffuse.type == TEXTURE) ? effect->blinn.diffuse.texture.image_index : -1;
mci.image.specular = (effect->blinn.specular.type == TEXTURE) ? effect->blinn.specular.texture.image_index : -1;
break;
case collada::types::effect_type::LAMBERT:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->lambert.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->lambert.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->lambert.diffuse.color);
shaderData.materialColors[i].specular = XMFLOAT4{0, 0, 0, 0};
mci.color.emission = *(XMFLOAT4 *)(&effect->lambert.emission.color);
mci.color.ambient = *(XMFLOAT4 *)(&effect->lambert.ambient.color);
mci.color.diffuse = *(XMFLOAT4 *)(&effect->lambert.diffuse.color);
mci.color.specular = XMFLOAT4{0, 0, 0, 0};
mci.image.emission = (effect->lambert.emission.type == TEXTURE) ? effect->lambert.emission.texture.image_index : -1;
mci.image.ambient = (effect->lambert.ambient.type == TEXTURE) ? effect->lambert.ambient.texture.image_index : -1;
mci.image.diffuse = (effect->lambert.diffuse.type == TEXTURE) ? effect->lambert.diffuse.texture.image_index : -1;
mci.image.specular = -1;
break;
case collada::types::effect_type::PHONG:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->phong.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->phong.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->phong.diffuse.color);
shaderData.materialColors[i].specular = *(XMFLOAT4 *)(&effect->phong.specular.color);
mci.color.emission = *(XMFLOAT4 *)(&effect->phong.emission.color);
mci.color.ambient = *(XMFLOAT4 *)(&effect->phong.ambient.color);
mci.color.diffuse = *(XMFLOAT4 *)(&effect->phong.diffuse.color);
mci.color.specular = *(XMFLOAT4 *)(&effect->phong.specular.color);
mci.image.emission = (effect->phong.emission.type == TEXTURE) ? effect->phong.emission.texture.image_index : -1;
mci.image.ambient = (effect->phong.ambient.type == TEXTURE) ? effect->phong.ambient.texture.image_index : -1;
mci.image.diffuse = (effect->phong.diffuse.type == TEXTURE) ? effect->phong.diffuse.texture.image_index : -1;
mci.image.specular = (effect->phong.specular.type == TEXTURE) ? effect->phong.specular.texture.image_index : -1;
break;
case collada::types::effect_type::CONSTANT:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->constant.color);
shaderData.materialColors[i].ambient = XMFLOAT4{0, 0, 0, 0};
shaderData.materialColors[i].diffuse = XMFLOAT4{0, 0, 0, 0};
shaderData.materialColors[i].specular = XMFLOAT4{0, 0, 0, 0};
mci.color.emission = *(XMFLOAT4 *)(&effect->constant.color);
mci.color.ambient = XMFLOAT4{0, 0, 0, 0};
mci.color.diffuse = XMFLOAT4{0, 0, 0, 0};
mci.color.specular = XMFLOAT4{0, 0, 0, 0};
mci.image.emission = -1;
mci.image.ambient = -1;
mci.image.diffuse = -1;
mci.image.specular = -1;
break;
default:
assert(false);
@ -525,7 +567,7 @@ namespace collada::scene {
}
// copy
memcpy(shaderDataDevice.constant.materialColorsMapped, &shaderData.materialColors[0], (sizeof (MaterialColor)) * descriptor->materials_count);
memcpy(shaderDataDevice.constant.materialColorImagesMapped, &shaderData.materialColorImages[0], (sizeof (MaterialColorImage)) * descriptor->materials_count);
// flush
@ -533,8 +575,8 @@ namespace collada::scene {
{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = shaderDataDevice.memory,
.offset = shaderDataDevice.constant.materialColorsOffset,
.size = shaderDataDevice.constant.materialColorsSize,
.offset = shaderDataDevice.constant.materialColorImagesOffset,
.size = shaderDataDevice.constant.materialColorImagesSize,
},
};
alignMappedMemoryRanges(physicalDeviceProperties.limits.nonCoherentAtomSize,
@ -925,7 +967,7 @@ namespace collada::scene {
free(images);
free(shaderData.nodes);
free(shaderData.materialColors);
free(shaderData.materialColorImages);
vkDestroyBuffer(device, vertexIndex.buffer, nullptr);
vkFreeMemory(device, vertexIndex.memory, nullptr);
@ -934,7 +976,7 @@ namespace collada::scene {
vkDestroyBuffer(device, shaderDataDevice.frame[i].sceneBuffer, nullptr);
vkDestroyBuffer(device, shaderDataDevice.frame[i].nodesBuffer, nullptr);
}
vkDestroyBuffer(device, shaderDataDevice.constant.materialColorsBuffer, nullptr);
vkDestroyBuffer(device, shaderDataDevice.constant.materialColorImagesBuffer, nullptr);
vkFreeMemory(device, shaderDataDevice.memory, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts[0], nullptr);

View File

@ -39,11 +39,6 @@ VkImageView shadowDepthImageView{ VK_NULL_HANDLE };
VkImageView shadowDepthImageViewDepth{ VK_NULL_HANDLE };
VkDeviceMemory shadowDepthMemory{ VK_NULL_HANDLE };
VkBuffer vertexIndexBuffer{ VK_NULL_HANDLE };
VkDeviceMemory vertexIndexBufferMemory{ VK_NULL_HANDLE };
VkDeviceSize vertexBufferSize{ 0 };
VkDeviceSize indexBufferSize{ 0 };
VkFence fences[maxFramesInFlight];
VkSemaphore presentSemaphores[maxFramesInFlight];
VkSemaphore * renderSemaphores{ nullptr };
@ -51,30 +46,12 @@ VkSemaphore * renderSemaphores{ nullptr };
VkCommandPool commandPool{ VK_NULL_HANDLE };
VkCommandBuffer commandBuffers[maxFramesInFlight];
enum {
MAIN_PIPELINE = 0,
OUTLINE_PIPELINE = 1,
};
VkPipeline pipelines[2]{ VK_NULL_HANDLE, VK_NULL_HANDLE };
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkImage textureImage{ VK_NULL_HANDLE };
VkImageView textureImageView{ VK_NULL_HANDLE };
VkDeviceMemory textureImageMemory{ VK_NULL_HANDLE };
VkSampler textureSamplers[3]{ VK_NULL_HANDLE, VK_NULL_HANDLE, VK_NULL_HANDLE };
VkDescriptorPool descriptorPool{ VK_NULL_HANDLE };
VkDescriptorSetLayout uniformBufferDescriptorSetLayout{ VK_NULL_HANDLE };
VkDescriptorSet uniformBufferDescriptorSets[maxFramesInFlight];
VkDescriptorSetLayout textureDescriptorSetLayout{ VK_NULL_HANDLE };
VkDescriptorSet textureDescriptorSet{ VK_NULL_HANDLE };
XMINT2 windowSize{};
ShaderData shaderData{};
ShaderDataDevice shaderDataDevice{};
void print_memoryPropertyFlags(VkMemoryPropertyFlags propertyFlags)
{
int index = 0;
@ -517,102 +494,6 @@ int main()
};
VK_CHECK(vkCreateImageView(device, &imageViewCreateInfo, nullptr, &shadowDepthImageViewDepth));
//////////////////////////////////////////////////////////////////////
// mesh
//////////////////////////////////////////////////////////////////////
{
uint32_t vertexSize;
void const * vertexStart = file::open("checker.vtx", &vertexSize);
uint32_t indexSize;
void const * indexStart = file::open("checker.idx", &indexSize);
vertexBufferSize = vertexSize;
indexBufferSize = indexSize;
VkDeviceSize bufferSize{ vertexSize + indexSize };
VkBufferCreateInfo vertexIndexBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = bufferSize,
.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &vertexIndexBufferCreateInfo, nullptr, &vertexIndexBuffer));
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, vertexIndexBuffer, &memoryRequirements);
VkMemoryPropertyFlags memoryPropertyFlags{ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT };
VkMemoryAllocateFlags memoryAllocateFlags{};
VkDeviceSize stride;
allocateFromMemoryRequirements(device,
physicalDeviceProperties.limits.nonCoherentAtomSize,
physicalDeviceMemoryProperties,
memoryRequirements,
memoryPropertyFlags,
memoryAllocateFlags,
1,
&vertexIndexBufferMemory,
&stride);
VK_CHECK(vkBindBufferMemory(device, vertexIndexBuffer, vertexIndexBufferMemory, 0));
void * vertexIndexMappedData;
VK_CHECK(vkMapMemory(device, vertexIndexBufferMemory, 0, VK_WHOLE_SIZE, 0, &vertexIndexMappedData));
memcpy((void *)(((ptrdiff_t)vertexIndexMappedData) + 0), vertexStart, vertexSize);
memcpy((void *)(((ptrdiff_t)vertexIndexMappedData) + vertexSize), indexStart, indexSize);
VkMappedMemoryRange mappedMemoryRange{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = vertexIndexBufferMemory,
.offset = 0,
.size = VK_WHOLE_SIZE,
};
vkFlushMappedMemoryRanges(device, 1, &mappedMemoryRange);
vkUnmapMemory(device, vertexIndexBufferMemory);
}
//////////////////////////////////////////////////////////////////////
// shader buffers
//////////////////////////////////////////////////////////////////////
{
for (uint32_t i = 0; i < maxFramesInFlight; i++) {
VkBufferCreateInfo bufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = (sizeof (ShaderData)),
.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &shaderDataDevice.frame[i].buffer));
}
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, shaderDataDevice.frame[0].buffer, &memoryRequirements);
VkMemoryPropertyFlags memoryPropertyFlags{ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT };
VkMemoryAllocateFlags memoryAllocateFlags{ };
allocateFromMemoryRequirements(device,
physicalDeviceProperties.limits.nonCoherentAtomSize,
physicalDeviceMemoryProperties,
memoryRequirements,
memoryPropertyFlags,
memoryAllocateFlags,
maxFramesInFlight,
&shaderDataDevice.memory,
&shaderDataDevice.stride);
VkDeviceSize offset{ 0 };
VkDeviceSize size{ VK_WHOLE_SIZE };
VkMemoryMapFlags flags{ 0 };
VK_CHECK(vkMapMemory(device, shaderDataDevice.memory, offset, size, flags, &shaderDataDevice.mappedData));
for (uint32_t i = 0; i < maxFramesInFlight; i++) {
VkDeviceSize offset{ shaderDataDevice.stride * i };
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.frame[i].buffer, shaderDataDevice.memory, offset));
}
}
//////////////////////////////////////////////////////////////////////
// synchronization objects
//////////////////////////////////////////////////////////////////////
@ -686,365 +567,6 @@ int main()
};
VK_CHECK(vkCreateSampler(device, &samplerCreateInfo2, nullptr, &textureSamplers[2]));
//////////////////////////////////////////////////////////////////////
// descriptors
//////////////////////////////////////////////////////////////////////
//
// pool
//
VkDescriptorPoolSize descriptorPoolSizes[3]{
{
.type = VK_DESCRIPTOR_TYPE_SAMPLER,
.descriptorCount = 3,
},
{
.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 1,
},
{
.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = maxFramesInFlight,
}
};
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.maxSets = 3,
.poolSizeCount = 3,
.pPoolSizes = descriptorPoolSizes
};
VK_CHECK(vkCreateDescriptorPool(device, &descriptorPoolCreateInfo, nullptr, &descriptorPool));
//
// uniform buffer descriptor set layout/allocation
//
VkDescriptorSetLayoutBinding uniformBufferDescriptorSetLayoutBinding{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT
};
VkDescriptorSetLayoutCreateInfo uniformBufferDescriptorSetLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 1,
.pBindings = &uniformBufferDescriptorSetLayoutBinding
};
VK_CHECK(vkCreateDescriptorSetLayout(device, &uniformBufferDescriptorSetLayoutCreateInfo, nullptr, &uniformBufferDescriptorSetLayout));
VkDescriptorSetLayout uniformBufferDescriptorSetLayouts[maxFramesInFlight];
for (uint32_t i = 0; i < maxFramesInFlight; i++) {
uniformBufferDescriptorSetLayouts[i] = uniformBufferDescriptorSetLayout;
};
VkDescriptorSetAllocateInfo uniformBufferDescriptorSetAllocateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = descriptorPool,
.descriptorSetCount = maxFramesInFlight,
.pSetLayouts = uniformBufferDescriptorSetLayouts
};
VK_CHECK(vkAllocateDescriptorSets(device, &uniformBufferDescriptorSetAllocateInfo, uniformBufferDescriptorSets));
//
// texture descriptor set layout/allocation
//
VkDescriptorSetLayoutBinding textureDescriptorSetLayoutBindings[2]{
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER,
.descriptorCount = 3,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
},
{
.binding = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
}
};
VkDescriptorSetLayoutCreateInfo textureDescriptorSetLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = 2,
.pBindings = textureDescriptorSetLayoutBindings
};
VK_CHECK(vkCreateDescriptorSetLayout(device, &textureDescriptorSetLayoutCreateInfo, nullptr, &textureDescriptorSetLayout));
VkDescriptorSetAllocateInfo textureDescriptorSetAllocateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = descriptorPool,
.descriptorSetCount = 1,
.pSetLayouts = &textureDescriptorSetLayout
};
VK_CHECK(vkAllocateDescriptorSets(device, &textureDescriptorSetAllocateInfo, &textureDescriptorSet));
//////////////////////////////////////////////////////////////////////
// descriptor set writes
//////////////////////////////////////////////////////////////////////
constexpr int writeDescriptorSetsCount = 2 + maxFramesInFlight;
VkWriteDescriptorSet writeDescriptorSets[writeDescriptorSetsCount];
VkDescriptorImageInfo textureSamplerDescriptorImageInfos[3] = {
{
.sampler = textureSamplers[0],
},
{
.sampler = textureSamplers[1],
},
{
.sampler = textureSamplers[2],
},
};
writeDescriptorSets[0] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = textureDescriptorSet,
.dstBinding = 0,
.descriptorCount = 3,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER,
.pImageInfo = textureSamplerDescriptorImageInfos
};
VkDescriptorImageInfo textureImageDescriptorImageInfo = {
.imageView = textureImageView,
.imageLayout = VK_IMAGE_LAYOUT_READ_ONLY_OPTIMAL
};
writeDescriptorSets[1] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = textureDescriptorSet,
.dstBinding = 1,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.pImageInfo = &textureImageDescriptorImageInfo
};
for (uint32_t i = 0; i < maxFramesInFlight; i++) {
VkDescriptorBufferInfo descriptorBufferInfo {
.buffer = shaderDataDevice.frame[i].buffer,
.offset = 0,
.range = VK_WHOLE_SIZE,
};
writeDescriptorSets[2 + i] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = uniformBufferDescriptorSets[i],
.dstBinding = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.pBufferInfo = &descriptorBufferInfo
};
}
// update all three descriptor sets
vkUpdateDescriptorSets(device, writeDescriptorSetsCount, writeDescriptorSets, 0, nullptr);
//////////////////////////////////////////////////////////////////////
// shaders
//////////////////////////////////////////////////////////////////////
uint32_t triangleSize;
void const * triangleStart = file::open("shader/triangle.spv", &triangleSize);
VkShaderModuleCreateInfo shaderModuleCreateInfo{
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = triangleSize,
.pCode = (uint32_t *)triangleStart
};
VkShaderModule shaderModule{};
VK_CHECK(vkCreateShaderModule(device, &shaderModuleCreateInfo, nullptr, &shaderModule));
//////////////////////////////////////////////////////////////////////
// pipeline
//////////////////////////////////////////////////////////////////////
VkDescriptorSetLayout descriptorSetLayouts[2] = {
uniformBufferDescriptorSetLayout,
textureDescriptorSetLayout,
};
VkPushConstantRange pushConstantRange{
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
.size = (sizeof (int32_t))
};
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 2,
.pSetLayouts = descriptorSetLayouts,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &pushConstantRange
};
VK_CHECK(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
VkVertexInputBindingDescription vertexBindingDescriptions[1]{
{
.binding = 0,
.stride = ((3 + 3 + 2) * (sizeof (float))),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
}
};
VkVertexInputAttributeDescription vertexAttributeDescriptions[3]{
{ .location = 0, .binding = 0, .format = VK_FORMAT_R32G32B32_SFLOAT, .offset = 3 * 4 * 0 },
{ .location = 1, .binding = 0, .format = VK_FORMAT_R32G32B32_SFLOAT, .offset = 3 * 4 * 1 },
{ .location = 2, .binding = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = 3 * 4 * 2 },
};
VkPipelineVertexInputStateCreateInfo vertexInputState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = vertexBindingDescriptions,
.vertexAttributeDescriptionCount = 3,
.pVertexAttributeDescriptions = vertexAttributeDescriptions,
};
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
};
VkPipelineShaderStageCreateInfo shaderStages[2]{
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = shaderModule,
.pName = "VSMain"
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = shaderModule,
.pName = "PSMain"
}
};
VkPipelineShaderStageCreateInfo outlineShaderStages[2]{
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = shaderModule,
.pName = "VSOutlineMain"
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = shaderModule,
.pName = "PSOutlineMain"
}
};
VkPipelineViewportStateCreateInfo viewportState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.scissorCount = 1
};
constexpr uint32_t dynamicStateCount = 2;
VkDynamicState dynamicStates[dynamicStateCount]{
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
VkPipelineDynamicStateCreateInfo dynamicState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = dynamicStateCount,
.pDynamicStates = dynamicStates
};
VkPipelineDepthStencilStateCreateInfo depthStencilState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL,
.stencilTestEnable = VK_TRUE,
.front = {
.failOp = VK_STENCIL_OP_REPLACE,
.passOp = VK_STENCIL_OP_REPLACE,
.depthFailOp = VK_STENCIL_OP_REPLACE,
.compareOp = VK_COMPARE_OP_ALWAYS,
.compareMask = 0x01,
.writeMask = 0x01,
.reference = 1,
},
};
VkPipelineDepthStencilStateCreateInfo outlineDepthStencilState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL,
.stencilTestEnable = VK_TRUE,
.front = {
.failOp = VK_STENCIL_OP_KEEP,
.passOp = VK_STENCIL_OP_REPLACE,
.depthFailOp = VK_STENCIL_OP_KEEP,
.compareOp = VK_COMPARE_OP_NOT_EQUAL,
.compareMask = 0x01,
.writeMask = 0x00,
.reference = 1,
},
};
VkPipelineRenderingCreateInfo renderingCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO,
.colorAttachmentCount = 1,
.pColorAttachmentFormats = &surfaceFormat.format,
.depthAttachmentFormat = depthFormat,
.stencilAttachmentFormat = depthFormat
};
VkPipelineColorBlendAttachmentState blendAttachment{
.colorWriteMask = 0xF
};
VkPipelineColorBlendStateCreateInfo colorBlendState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = &blendAttachment
};
VkPipelineRasterizationStateCreateInfo rasterizationState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.cullMode = VK_CULL_MODE_BACK_BIT,
.frontFace = VK_FRONT_FACE_CLOCKWISE,
.lineWidth = 1.0f
};
VkPipelineMultisampleStateCreateInfo multisampleState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT
};
VkGraphicsPipelineCreateInfo pipelineCreateInfos[2]{
{
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &renderingCreateInfo,
.stageCount = 2,
.pStages = shaderStages,
.pVertexInputState = &vertexInputState,
.pInputAssemblyState = &inputAssemblyState,
.pViewportState = &viewportState,
.pRasterizationState = &rasterizationState,
.pMultisampleState = &multisampleState,
.pDepthStencilState = &depthStencilState,
.pColorBlendState = &colorBlendState,
.pDynamicState = &dynamicState,
.layout = pipelineLayout
},
{
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &renderingCreateInfo,
.stageCount = 2,
.pStages = outlineShaderStages,
.pVertexInputState = &vertexInputState,
.pInputAssemblyState = &inputAssemblyState,
.pViewportState = &viewportState,
.pRasterizationState = &rasterizationState,
.pMultisampleState = &multisampleState,
.pDepthStencilState = &outlineDepthStencilState,
.pColorBlendState = &colorBlendState,
.pDynamicState = &dynamicState,
.layout = pipelineLayout
}
};
VK_CHECK(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 2, pipelineCreateInfos, nullptr, pipelines));
//////////////////////////////////////////////////////////////////////
// initialize collada
//////////////////////////////////////////////////////////////////////
@ -1457,11 +979,7 @@ int main()
for (uint32_t i = 0; i < maxFramesInFlight; i++) {
vkDestroyFence(device, fences[i], nullptr);
vkDestroySemaphore(device, presentSemaphores[i], nullptr);
vkDestroyBuffer(device, shaderDataDevice.frame[i].buffer, nullptr);
}
vkUnmapMemory(device, shaderDataDevice.memory);
vkFreeMemory(device, shaderDataDevice.memory, nullptr);
for (uint32_t i = 0; i < swapchainImageCount; i++) {
vkDestroySemaphore(device, renderSemaphores[i], nullptr);
@ -1477,26 +995,14 @@ int main()
vkDestroyImageView(device, shadowDepthImageView, nullptr);
vkDestroyImageView(device, shadowDepthImageViewDepth, nullptr);
vkDestroyBuffer(device, vertexIndexBuffer, nullptr);
vkFreeMemory(device, vertexIndexBufferMemory, nullptr);
vkDestroyImageView(device, textureImageView, nullptr);
vkDestroySampler(device, textureSamplers[0], nullptr);
vkDestroySampler(device, textureSamplers[1], nullptr);
vkDestroySampler(device, textureSamplers[2], nullptr);
vkDestroyImage(device, textureImage, nullptr);
vkFreeMemory(device, textureImageMemory, nullptr);
vkDestroyDescriptorSetLayout(device, uniformBufferDescriptorSetLayout, nullptr);
vkDestroyDescriptorSetLayout(device, textureDescriptorSetLayout, nullptr);
vkDestroyDescriptorPool(device, descriptorPool, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyPipeline(device, pipelines[0], nullptr);
vkDestroyPipeline(device, pipelines[1], nullptr);
vkDestroySwapchainKHR(device, swapchain, nullptr);
vkDestroySurfaceKHR(instance, surface, nullptr);
vkDestroyCommandPool(device, commandPool, nullptr);
vkDestroyShaderModule(device, shaderModule, nullptr);
SDL_DestroyWindow(window);
SDL_QuitSubSystem(SDL_INIT_VIDEO);