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deferredshadows.cpp
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deferredshadows.cpp
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/*
* Vulkan Example - Deferred shading with shadows from multiple light sources using geometry shader instancing
*
* This sample adds dynamic shadows (using shadow maps) to a deferred rendering setup
*
* 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 "VulkanFrameBuffer.hpp"
#include "VulkanglTFModel.h"
// Must match the LIGHT_COUNT define in the shadow and deferred shaders
#define LIGHT_COUNT 3
class VulkanExample : public VulkanExampleBase
{
public:
int32_t debugDisplayTarget = 0;
bool enableShadows = true;
// Keep depth range as small as possible
// for better shadow map precision
float zNear = 0.1f;
float zFar = 64.0f;
float lightFOV = 100.0f;
// Depth bias (and slope) are used to avoid shadowing artifacts
float depthBiasConstant = 1.25f;
float depthBiasSlope = 1.75f;
struct {
struct {
vks::Texture2D colorMap;
vks::Texture2D normalMap;
} model;
struct {
vks::Texture2D colorMap;
vks::Texture2D normalMap;
} background;
} textures;
struct {
vkglTF::Model model;
vkglTF::Model background;
} models;
struct UniformDataOffscreen {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec4 instancePos[3];
int layer{ 0 };
} uniformDataOffscreen;
// This UBO stores the shadow matrices for all of the light sources
// The matrices are indexed using geometry shader instancing
// The instancePos is used to place the models using instanced draws
struct UniformDataShadows {
glm::mat4 mvp[LIGHT_COUNT];
glm::vec4 instancePos[3];
} uniformDataShadows;
struct Light {
glm::vec4 position;
glm::vec4 target;
glm::vec4 color;
glm::mat4 viewMatrix;
};
struct UniformDataComposition {
glm::vec4 viewPos;
Light lights[LIGHT_COUNT];
uint32_t useShadows = 1;
int32_t debugDisplayTarget = 0;
} uniformDataComposition;
struct {
vks::Buffer offscreen;
vks::Buffer composition;
vks::Buffer shadowGeometryShader;
} uniformBuffers;
struct {
VkPipeline deferred{ VK_NULL_HANDLE };
VkPipeline offscreen{ VK_NULL_HANDLE };
VkPipeline shadowpass{ VK_NULL_HANDLE };
} pipelines;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
struct {
VkDescriptorSet model{ VK_NULL_HANDLE };
VkDescriptorSet background{ VK_NULL_HANDLE };
VkDescriptorSet shadow{ VK_NULL_HANDLE };
VkDescriptorSet composition{ VK_NULL_HANDLE };
} descriptorSets;
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
struct {
// Framebuffer resources for the deferred pass
vks::Framebuffer *deferred;
// Framebuffer resources for the shadow pass
vks::Framebuffer *shadow;
} frameBuffers{};
VkCommandBuffer offScreenCmdBuffer{ VK_NULL_HANDLE };
// Semaphore used to synchronize between offscreen and final scene rendering
VkSemaphore offscreenSemaphore{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
title = "Deferred shading with shadows";
camera.type = Camera::CameraType::firstperson;
#if defined(__ANDROID__)
camera.movementSpeed = 2.5f;
#else
camera.movementSpeed = 5.0f;
camera.rotationSpeed = 0.25f;
#endif
camera.position = { 2.15f, 0.3f, -8.75f };
camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
timerSpeed *= 0.25f;
}
~VulkanExample()
{
// Frame buffers
if (frameBuffers.deferred)
{
delete frameBuffers.deferred;
}
if (frameBuffers.shadow)
{
delete frameBuffers.shadow;
}
vkDestroyPipeline(device, pipelines.deferred, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.shadowpass, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Uniform buffers
uniformBuffers.composition.destroy();
uniformBuffers.offscreen.destroy();
uniformBuffers.shadowGeometryShader.destroy();
// Textures
textures.model.colorMap.destroy();
textures.model.normalMap.destroy();
textures.background.colorMap.destroy();
textures.background.normalMap.destroy();
vkDestroySemaphore(device, offscreenSemaphore, nullptr);
}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Geometry shader support is required for writing to multiple shadow map layers in one single pass
if (deviceFeatures.geometryShader) {
enabledFeatures.geometryShader = VK_TRUE;
}
else {
vks::tools::exitFatal("Selected GPU does not support geometry shaders!", VK_ERROR_FEATURE_NOT_PRESENT);
}
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
}
// Enable texture compression
if (deviceFeatures.textureCompressionBC) {
enabledFeatures.textureCompressionBC = VK_TRUE;
}
else if (deviceFeatures.textureCompressionASTC_LDR) {
enabledFeatures.textureCompressionASTC_LDR = VK_TRUE;
}
else if (deviceFeatures.textureCompressionETC2) {
enabledFeatures.textureCompressionETC2 = VK_TRUE;
}
}
// Prepare a layered shadow map with each layer containing depth from a light's point of view
// The shadow mapping pass uses geometry shader instancing to output the scene from the different
// light sources' point of view to the layers of the depth attachment in one single pass
void shadowSetup()
{
frameBuffers.shadow = new vks::Framebuffer(vulkanDevice);
// Shadowmap properties
#if defined(__ANDROID__)
// Use smaller shadow maps on mobile due to performance reasons
frameBuffers.shadow->width = 1024;
frameBuffers.shadow->height = 1024;
#else
frameBuffers.shadow->width = 2048;
frameBuffers.shadow->height = 2048;
#endif
// Find a suitable depth format
VkFormat shadowMapFormat;
VkBool32 validShadowMapFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &shadowMapFormat);
assert(validShadowMapFormat);
// Create a layered depth attachment for rendering the depth maps from the lights' point of view
// Each layer corresponds to one of the lights
// The actual output to the separate layers is done in the geometry shader using shader instancing
// We will pass the matrices of the lights to the GS that selects the layer by the current invocation
vks::AttachmentCreateInfo attachmentInfo = {};
attachmentInfo.format = shadowMapFormat;
attachmentInfo.width = frameBuffers.shadow->width;
attachmentInfo.height = frameBuffers.shadow->height;
attachmentInfo.layerCount = LIGHT_COUNT;
attachmentInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
frameBuffers.shadow->addAttachment(attachmentInfo);
// Create sampler to sample from to depth attachment
// Used to sample in the fragment shader for shadowed rendering
VK_CHECK_RESULT(frameBuffers.shadow->createSampler(VK_FILTER_LINEAR, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
// Create default renderpass for the framebuffer
VK_CHECK_RESULT(frameBuffers.shadow->createRenderPass());
}
// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
void deferredSetup()
{
frameBuffers.deferred = new vks::Framebuffer(vulkanDevice);
#if defined(__ANDROID__)
// Use max. screen dimension as deferred framebuffer size
frameBuffers.deferred->width = std::max(width, height);
frameBuffers.deferred->height = std::max(width, height);
#else
frameBuffers.deferred->width = 2048;
frameBuffers.deferred->height = 2048;
#endif
// Four attachments (3 color, 1 depth)
vks::AttachmentCreateInfo attachmentInfo = {};
attachmentInfo.width = frameBuffers.deferred->width;
attachmentInfo.height = frameBuffers.deferred->height;
attachmentInfo.layerCount = 1;
attachmentInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
// Color attachments
// Attachment 0: (World space) Positions
attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
frameBuffers.deferred->addAttachment(attachmentInfo);
// Attachment 1: (World space) Normals
attachmentInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
frameBuffers.deferred->addAttachment(attachmentInfo);
// Attachment 2: Albedo (color)
attachmentInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
frameBuffers.deferred->addAttachment(attachmentInfo);
// Depth attachment
// Find a suitable depth format
VkFormat attDepthFormat;
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
assert(validDepthFormat);
attachmentInfo.format = attDepthFormat;
attachmentInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
frameBuffers.deferred->addAttachment(attachmentInfo);
// Create sampler to sample from the color attachments
VK_CHECK_RESULT(frameBuffers.deferred->createSampler(VK_FILTER_NEAREST, VK_FILTER_NEAREST, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
// Create default renderpass for the framebuffer
VK_CHECK_RESULT(frameBuffers.deferred->createRenderPass());
}
// Put render commands for the scene into the given command buffer
void renderScene(VkCommandBuffer cmdBuffer, bool shadow)
{
// Background
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, shadow ? &descriptorSets.shadow : &descriptorSets.background, 0, NULL);
models.background.draw(cmdBuffer);
// Objects
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, shadow ? &descriptorSets.shadow : &descriptorSets.model, 0, NULL);
models.model.bindBuffers(cmdBuffer);
vkCmdDrawIndexed(cmdBuffer, models.model.indices.count, 3, 0, 0, 0);
}
// Build a secondary command buffer for rendering the scene values to the offscreen frame buffer attachments
void buildDeferredCommandBuffer()
{
if (offScreenCmdBuffer == VK_NULL_HANDLE) {
offScreenCmdBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
}
// Create a semaphore used to synchronize offscreen rendering and usage
VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenSemaphore));
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
std::array<VkClearValue, 4> clearValues = {};
VkViewport viewport;
VkRect2D scissor;
// First pass: Shadow map generation
// -------------------------------------------------------------------------------------------------------
clearValues[0].depthStencil = { 1.0f, 0 };
renderPassBeginInfo.renderPass = frameBuffers.shadow->renderPass;
renderPassBeginInfo.framebuffer = frameBuffers.shadow->framebuffer;
renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow->width;
renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow->height;
renderPassBeginInfo.clearValueCount = 1;
renderPassBeginInfo.pClearValues = clearValues.data();
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
viewport = vks::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
scissor = vks::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
// Set depth bias (aka "Polygon offset")
vkCmdSetDepthBias(
offScreenCmdBuffer,
depthBiasConstant,
0.0f,
depthBiasSlope);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadowpass);
renderScene(offScreenCmdBuffer, true);
vkCmdEndRenderPass(offScreenCmdBuffer);
// Second pass: Deferred calculations
// -------------------------------------------------------------------------------------------------------
// Clear values for all attachments written in the fragment shader
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[3].depthStencil = { 1.0f, 0 };
renderPassBeginInfo.renderPass = frameBuffers.deferred->renderPass;
renderPassBeginInfo.framebuffer = frameBuffers.deferred->framebuffer;
renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred->width;
renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred->height;
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
renderPassBeginInfo.pClearValues = clearValues.data();
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
viewport = vks::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
scissor = vks::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
renderScene(offScreenCmdBuffer, false);
vkCmdEndRenderPass(offScreenCmdBuffer);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
models.model.loadFromFile(getAssetPath() + "models/armor/armor.gltf", vulkanDevice, queue, glTFLoadingFlags);
models.background.loadFromFile(getAssetPath() + "models/deferred_box.gltf", vulkanDevice, queue, glTFLoadingFlags);
textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.background.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor02_color_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.background.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor02_normal_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.2f, 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 = VulkanExampleBase::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);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.composition, 0, nullptr);
// Final composition as full screen quad
// Note: Also used for debug display if debugDisplayTarget > 0
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.deferred);
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 12),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 16)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =vks::initializers::descriptorPoolCreateInfo(poolSizes, 4);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT, 0),
// Binding 1: Position texture
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
// Binding 2: Normals texture
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2),
// Binding 3: Albedo texture
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 3),
// Binding 4: Fragment shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4),
// Binding 5: Shadow map
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 5),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Sets
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// Image descriptors for the offscreen color attachments
VkDescriptorImageInfo texDescriptorPosition =
vks::initializers::descriptorImageInfo(
frameBuffers.deferred->sampler,
frameBuffers.deferred->attachments[0].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo texDescriptorNormal =
vks::initializers::descriptorImageInfo(
frameBuffers.deferred->sampler,
frameBuffers.deferred->attachments[1].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo texDescriptorAlbedo =
vks::initializers::descriptorImageInfo(
frameBuffers.deferred->sampler,
frameBuffers.deferred->attachments[2].view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo texDescriptorShadowMap =
vks::initializers::descriptorImageInfo(
frameBuffers.shadow->sampler,
frameBuffers.shadow->attachments[0].view,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
// Deferred composition
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.composition));
writeDescriptorSets = {
// Binding 1: World space position texture
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
// Binding 2: World space normals texture
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
// Binding 3: Albedo texture
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
// Binding 4: Fragment shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
// Binding 5: Shadow map
vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 5, &texDescriptorShadowMap),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Offscreen (scene)
// Model
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
// Binding 1: Color map
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.model.colorMap.descriptor),
// Binding 2: Normal map
vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.model.normalMap.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Background
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.background));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
// Binding 1: Color map
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.background.colorMap.descriptor),
// Binding 2: Normal map
vks::initializers::writeDescriptorSet(descriptorSets.background, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.background.normalMap.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Shadow mapping
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.shadow));
writeDescriptorSets = {
// Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.shadow, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.shadowGeometryShader.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipelines
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_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};
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
// Final fullscreen composition pass pipeline
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
shaderStages[0] = loadShader(getShadersPath() + "deferredshadows/deferred.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "deferredshadows/deferred.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Empty vertex input state, vertices are generated by the vertex shader
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
pipelineCI.pVertexInputState = &emptyInputState;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.deferred));
// Vertex input state from glTF model for pipeline rendering models
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Tangent });
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
// Offscreen pipeline
// Separate render pass
pipelineCI.renderPass = frameBuffers.deferred->renderPass;
// Blend attachment states required for all color attachments
// This is important, as color write mask will otherwise be 0x0 and you
// won't see anything rendered to the attachment
std::array<VkPipelineColorBlendAttachmentState, 3> blendAttachmentStates =
{
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
};
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
colorBlendState.pAttachments = blendAttachmentStates.data();
shaderStages[0] = loadShader(getShadersPath() + "deferredshadows/mrt.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "deferredshadows/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
// Shadow mapping pipeline
// The shadow mapping pipeline uses geometry shader instancing (invocations layout modifier) to output
// shadow maps for multiple lights sources into the different shadow map layers in one single render pass
std::array<VkPipelineShaderStageCreateInfo, 2> shadowStages;
shadowStages[0] = loadShader(getShadersPath() + "deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shadowStages[1] = loadShader(getShadersPath() + "deferredshadows/shadow.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
pipelineCI.pStages = shadowStages.data();
pipelineCI.stageCount = static_cast<uint32_t>(shadowStages.size());
// Shadow pass doesn't use any color attachments
colorBlendState.attachmentCount = 0;
colorBlendState.pAttachments = nullptr;
// Cull front faces
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
// Enable depth bias
rasterizationState.depthBiasEnable = VK_TRUE;
// Add depth bias to dynamic state, so we can change it at runtime
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
// Reset blend attachment state
pipelineCI.renderPass = frameBuffers.shadow->renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.shadowpass));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Offscreen vertex shader
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.offscreen, sizeof(UniformDataOffscreen)));
// Deferred fragment shader
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.composition, sizeof(UniformDataComposition)));
// Shadow map vertex shader (matrices from shadow's pov)
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.shadowGeometryShader, sizeof(UniformDataShadows)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
VK_CHECK_RESULT(uniformBuffers.composition.map());
VK_CHECK_RESULT(uniformBuffers.shadowGeometryShader.map());
// Setup instanced model positions
uniformDataOffscreen.instancePos[0] = glm::vec4(0.0f);
uniformDataOffscreen.instancePos[1] = glm::vec4(-7.0f, 0.0, -4.0f, 0.0f);
uniformDataOffscreen.instancePos[2] = glm::vec4(4.0f, 0.0, -6.0f, 0.0f);
}
void updateUniformBufferOffscreen()
{
uniformDataOffscreen.projection = camera.matrices.perspective;
uniformDataOffscreen.view = camera.matrices.view;
uniformDataOffscreen.model = glm::mat4(1.0f);
memcpy(uniformBuffers.offscreen.mapped, &uniformDataOffscreen, sizeof(uniformDataOffscreen));
}
Light initLight(glm::vec3 pos, glm::vec3 target, glm::vec3 color)
{
Light light;
light.position = glm::vec4(pos, 1.0f);
light.target = glm::vec4(target, 0.0f);
light.color = glm::vec4(color, 0.0f);
return light;
}
void initLights()
{
uniformDataComposition.lights[0] = initLight(glm::vec3(-14.0f, -0.5f, 15.0f), glm::vec3(-2.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.5f, 0.5f));
uniformDataComposition.lights[1] = initLight(glm::vec3(14.0f, -4.0f, 12.0f), glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
uniformDataComposition.lights[2] = initLight(glm::vec3(0.0f, -10.0f, 4.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
}
// Update deferred composition fragment shader light position and parameters uniform block
void updateUniformBufferDeferred()
{
// Animate
uniformDataComposition.lights[0].position.x = -14.0f + std::abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
uniformDataComposition.lights[0].position.z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
uniformDataComposition.lights[1].position.x = 14.0f - std::abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
uniformDataComposition.lights[1].position.z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
uniformDataComposition.lights[2].position.x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
uniformDataComposition.lights[2].position.z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
for (uint32_t i = 0; i < LIGHT_COUNT; i++) {
// mvp from light's pov (for shadows)
glm::mat4 shadowProj = glm::perspective(glm::radians(lightFOV), 1.0f, zNear, zFar);
glm::mat4 shadowView = glm::lookAt(glm::vec3(uniformDataComposition.lights[i].position), glm::vec3(uniformDataComposition.lights[i].target), glm::vec3(0.0f, 1.0f, 0.0f));
glm::mat4 shadowModel = glm::mat4(1.0f);
uniformDataShadows.mvp[i] = shadowProj * shadowView * shadowModel;
uniformDataComposition.lights[i].viewMatrix = uniformDataShadows.mvp[i];
}
memcpy(uniformDataShadows.instancePos, uniformDataOffscreen.instancePos, sizeof(UniformDataOffscreen::instancePos));
memcpy(uniformBuffers.shadowGeometryShader.mapped, &uniformDataShadows, sizeof(UniformDataShadows));
uniformDataComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);;
uniformDataComposition.debugDisplayTarget = debugDisplayTarget;
memcpy(uniformBuffers.composition.mapped, &uniformDataComposition, sizeof(uniformDataComposition));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
deferredSetup();
shadowSetup();
initLights();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
buildDeferredCommandBuffer();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Offscreen rendering
// Wait for swap chain presentation to finish
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
// Signal ready with offscreen semaphore
submitInfo.pSignalSemaphores = &offscreenSemaphore;
// Submit work
// Shadow map pass
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
// Scene rendering
// Wait for offscreen semaphore
submitInfo.pWaitSemaphores = &offscreenSemaphore;
// Signal ready with render complete semaphore
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
// Submit work
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBufferDeferred();
updateUniformBufferOffscreen();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Shadows", "Position", "Normals", "Albedo", "Specular" });
bool shadows = (uniformDataComposition.useShadows == 1);
if (overlay->checkBox("Shadows", &shadows)) {
uniformDataComposition.useShadows = shadows;
}
}
}
};
VULKAN_EXAMPLE_MAIN()