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api_vulkan_sample.h
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api_vulkan_sample.h
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/* Copyright (c) 2019-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#ifdef _WIN32
# pragma comment(linker, "/subsystem:windows")
# include <ShellScalingAPI.h>
# include <fcntl.h>
# include <io.h>
# include <windows.h>
#endif
#include <chrono>
#include <iostream>
#include <random>
#include <sys/stat.h>
#include "camera.h"
#include "common/vk_common.h"
#include "common/vk_initializers.h"
#include "core/buffer.h"
#include "core/swapchain.h"
#include "gui.h"
#include "platform/platform.h"
#include "rendering/render_context.h"
#include "scene_graph/components/image.h"
#include "scene_graph/components/sampler.h"
#include "scene_graph/components/texture.h"
#include "vulkan_sample.h"
/**
* @brief A swapchain buffer
*/
struct SwapchainBuffer
{
VkImage image;
VkImageView view;
};
/**
* @brief A texture wrapper that owns its image data and links it with a sampler
*/
struct Texture
{
std::unique_ptr<vkb::sg::Image> image;
VkSampler sampler;
};
/**
* @brief The structure of a vertex
*/
struct Vertex
{
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
glm::vec4 joint0;
glm::vec4 weight0;
glm::vec3 color;
};
/**
* @brief The structure of a vertex for storage buffer
* Simplified to position and normal for easier alignment
*/
struct AlignedVertex
{
glm::vec4 pos;
glm::vec4 normal;
};
/**
* @brief The structure of a meshlet for mesh shader
*/
struct Meshlet
{
uint32_t vertices[64];
uint32_t indices[126];
uint32_t vertex_count;
uint32_t index_count;
};
/**
* @brief Sascha Willems base class for use in his ported samples into the framework
*
* See vkb::VulkanSample for documentation
*/
class ApiVulkanSample : public vkb::VulkanSampleC
{
public:
ApiVulkanSample() = default;
virtual ~ApiVulkanSample();
virtual bool prepare(const vkb::ApplicationOptions &options) override;
virtual void input_event(const vkb::InputEvent &input_event) override;
virtual void update(float delta_time) override;
virtual bool resize(const uint32_t width, const uint32_t height) override;
virtual void render(float delta_time) = 0;
enum RenderPassCreateFlags
{
ColorAttachmentLoad = 0x00000001
};
protected:
/// Stores the swapchain image buffers
std::vector<SwapchainBuffer> swapchain_buffers;
virtual void create_render_context() override;
// Handle to the device graphics queue that command buffers are submitted to
VkQueue queue;
// Depth buffer format (selected during Vulkan initialization)
VkFormat depth_format;
// Command buffer pool
VkCommandPool cmd_pool;
/** @brief Pipeline stages used to wait at for graphics queue submissions */
VkPipelineStageFlags submit_pipeline_stages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
// Contains command buffers and semaphores to be presented to the queue
VkSubmitInfo submit_info;
// Command buffers used for rendering
std::vector<VkCommandBuffer> draw_cmd_buffers;
// Global render pass for frame buffer writes
VkRenderPass render_pass;
// List of available frame buffers (same as number of swap chain images)
std::vector<VkFramebuffer> framebuffers;
// Active frame buffer index
uint32_t current_buffer = 0;
// Descriptor set pool
VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
// List of shader modules created (stored for cleanup)
std::vector<VkShaderModule> shader_modules;
// Pipeline cache object
VkPipelineCache pipeline_cache;
// Synchronization semaphores
struct
{
// Swap chain image presentation
VkSemaphore acquired_image_ready;
// Command buffer submission and execution
VkSemaphore render_complete;
} semaphores;
// Synchronization fences
std::vector<VkFence> wait_fences;
/**
* @brief Populates the swapchain_buffers vector with the image and imageviews
*/
void create_swapchain_buffers();
/**
* @brief Updates the swapchains image usage, if a swapchain exists and recreates all resources based on swapchain images
* @param image_usage_flags The usage flags the new swapchain images will have
*/
void update_swapchain_image_usage_flags(std::set<VkImageUsageFlagBits> image_usage_flags);
/**
* @brief Handles changes to the surface, e.g. on resize
*/
void handle_surface_changes();
/**
* @brief Creates a buffer descriptor
* @param buffer The buffer from which to create the descriptor from
* @param size The size of the descriptor (default: VK_WHOLE_SIZE)
* @param offset The offset of the descriptor (default: 0)
*/
VkDescriptorBufferInfo create_descriptor(vkb::core::BufferC &buffer, VkDeviceSize size = VK_WHOLE_SIZE, VkDeviceSize offset = 0);
/**
* @brief Creates an image descriptor
* @param texture The texture from which to create the descriptor from
* @param descriptor_type The type of image descriptor (default: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
*/
VkDescriptorImageInfo create_descriptor(Texture &texture, VkDescriptorType descriptor_type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
/**
* @brief Loads in a ktx 2D texture
* @param file The filename of the texture to load
* @param content_type The type of content in the image file
*/
Texture load_texture(const std::string &file, vkb::sg::Image::ContentType content_type);
/**
* @brief Loads in a ktx 2D texture array
* @param file The filename of the texture to load
* @param content_type The type of content in the image file
*/
Texture load_texture_array(const std::string &file, vkb::sg::Image::ContentType content_type);
/**
* @brief Loads in a ktx 2D texture cubemap
* @param file The filename of the texture to load
* @param content_type The type of content in the image file
*/
Texture load_texture_cubemap(const std::string &file, vkb::sg::Image::ContentType content_type);
/**
* @brief Loads in a single model from a GLTF file
* @param file The filename of the model to load
* @param index The index of the model to load from the GLTF file (default: 0)
* @param storage_buffer Set true to store model in SSBO
* @param additional_buffer_usage_flags Additional buffer usage flags to be applied to vertex and index buffers
*/
std::unique_ptr<vkb::sg::SubMesh> load_model(const std::string &file, uint32_t index = 0, bool storage_buffer = false, VkBufferUsageFlags additional_buffer_usage_flags = 0);
/**
* @brief Records the necessary drawing commands to a command buffer
* @param model The model to draw
* @param command_buffer The command buffer to record to
* @param instance_count The number of instances (default: 1)
*/
void draw_model(std::unique_ptr<vkb::sg::SubMesh> &model, VkCommandBuffer command_buffer, uint32_t instance_count = 1);
/**
* @brief Synchronously execute a block code within a command buffer, then submit the command buffer and wait for completion.
* @param f a block of code which is passed a command buffer which is already in the begin state.
* @param signalSemaphore An optional semaphore to signal when the commands have completed execution.
*/
void with_command_buffer(const std::function<void(VkCommandBuffer command_buffer)> &f, VkSemaphore signalSemaphore = VK_NULL_HANDLE);
/**
* @brief Synchronously execute a block code within a command buffer vkb wrapper, then submit the command buffer and wait for completion.
* @param f a block of code which is passed a command buffer which is already in the begin state.
*/
void with_vkb_command_buffer(const std::function<void(vkb::CommandBuffer &command_buffer)> &f);
public:
/**
* @brief Called when a view change occurs, can be overriden in derived samples to handle updating uniforms
*/
virtual void view_changed();
/**
* @brief Called after the mouse cursor is moved and before internal events (like camera rotation) is handled
* @param x The width from the origin
* @param y The height from the origin
* @param handled Whether the event was handled
*/
virtual void mouse_moved(double x, double y, bool &handled);
/**
* @brief To be overridden by the derived class. Records the relevant commands to the rendering command buffers
* Called when the framebuffers need to be rebuilt
*/
virtual void build_command_buffers() = 0;
/**
* @brief Rebuild the command buffers by first resetting the corresponding command pool and then building the command buffers.
*/
void rebuild_command_buffers();
/**
* @brief Creates the fences for rendering
*/
void create_synchronization_primitives();
/**
* @brief Creates a new (graphics) command pool object storing command buffers
*/
void create_command_pool();
/**
* @brief Setup default depth and stencil views
*/
virtual void setup_depth_stencil();
/**
* @brief Create framebuffers for all requested swap chain images
* Can be overriden in derived class to setup a custom framebuffer (e.g. for MSAA)
*/
virtual void setup_framebuffer();
/**
* @brief Setup a default render pass
* Can be overriden in derived class to setup a custom render pass (e.g. for MSAA)
*/
virtual void setup_render_pass();
/**
* @brief Update flags for the default render pass and recreate it
* @param flags Optional flags for render pass creation
*/
void update_render_pass_flags(uint32_t flags = 0);
/**
* @brief Check if command buffers are valid (!= VK_NULL_HANDLE)
*/
bool check_command_buffers();
/**
* @brief Create command buffers for drawing commands
*/
void create_command_buffers();
/**
* @brief Destroy all command buffers, may be necessary during runtime if options are toggled
*/
void destroy_command_buffers();
/**
* @brief Recreate the current command buffer draw_cmd_buffer[current_buffer]
*/
void recreate_current_command_buffer();
/**
* @brief Create a cache pool for rendering pipelines
*/
void create_pipeline_cache();
/**
* @brief Load a SPIR-V shader
* @param file The file location of the shader relative to the shaders folder
* @param stage The shader stage
* @param src_language The shader language
*/
VkPipelineShaderStageCreateInfo load_shader(const std::string &file, VkShaderStageFlagBits stage, vkb::ShaderSourceLanguage src_language = vkb::ShaderSourceLanguage::GLSL);
/**
* @brief Load a SPIR-V shader based on current shader language selection
* @param sample_folder_name Base folder where the shaders are located (without GLSL/HLSL sub folder)
* @param shader_filename Base name of the shader file
* @param stage The shader stage
*/
VkPipelineShaderStageCreateInfo load_shader(const std::string &sample_folder_name, const std::string &shader_filename, VkShaderStageFlagBits stage);
/**
* @brief Updates the overlay
* @param delta_time The time taken since the last frame
* @param additional_ui Function that implements an additional Gui
*/
void update_overlay(float delta_time, const std::function<void()> &additional_ui) override;
/**
* @brief If the gui is enabled, then record the drawing commands to a command buffer
* @param command_buffer A valid command buffer that is ready to be recorded to
*/
void draw_ui(const VkCommandBuffer command_buffer);
/**
* @brief Prepare the frame for workload submission, acquires the next image from the swap chain and
* sets the default wait and signal semaphores
*/
void prepare_frame();
/**
* @brief Submit the frames' workload
*/
void submit_frame();
/**
* @brief Called when the UI overlay is updating, can be used to add custom elements to the overlay
* @param drawer The drawer from the gui to draw certain elements
*/
virtual void on_update_ui_overlay(vkb::Drawer &drawer);
/**
* @brief Initializes the UI. Can be overridden to customize the way it is displayed.
*/
virtual void prepare_gui();
private:
/** brief Indicates that the view (position, rotation) has changed and buffers containing camera matrices need to be updated */
bool view_updated = false;
// Destination dimensions for resizing the window
uint32_t dest_width;
uint32_t dest_height;
bool resizing = false;
void handle_mouse_move(int32_t x, int32_t y);
#if defined(VKB_DEBUG) || defined(VKB_VALIDATION_LAYERS)
/// The debug report callback
VkDebugReportCallbackEXT debug_report_callback{VK_NULL_HANDLE};
#endif
public:
bool prepared = false;
uint32_t width = 1280;
uint32_t height = 720;
VkClearColorValue default_clear_color = {{0.002f, 0.002f, 0.002f, 1.0f}};
float zoom = 0;
// Defines a frame rate independent timer value clamped from -1.0...1.0
// For use in animations, rotations, etc.
float timer = 0.0f;
// Multiplier for speeding up (or slowing down) the global timer
float timer_speed = 0.0025f;
bool paused = false;
// Use to adjust mouse rotation speed
float rotation_speed = 1.0f;
// Use to adjust mouse zoom speed
float zoom_speed = 1.0f;
vkb::Camera camera;
glm::vec3 rotation = glm::vec3();
glm::vec3 camera_pos = glm::vec3();
glm::vec2 mouse_pos;
std::string title = "Vulkan Example";
std::string name = "vulkanExample";
struct
{
VkImage image;
VkDeviceMemory mem;
VkImageView view;
} depth_stencil;
struct
{
bool left = false;
bool right = false;
bool middle = false;
} mouse_buttons;
struct TouchPos
{
int32_t x;
int32_t y;
} touch_pos;
bool touch_down = false;
double touch_timer = 0.0;
uint32_t frame_count = 0;
float accumulated_time = 0.0f;
uint32_t fps = 1; // to prevent division by zero on first frame
};