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682 lines (579 loc) · 31.6 KB
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/*
* Vulkan Example - Implements a separable two-pass fullscreen blur (also known as bloom)
*
* Copyright (C) 2016 - 2025 Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
// Offscreen frame buffer properties
#define FB_DIM 256
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
class VulkanExample : public VulkanExampleBase
{
public:
bool bloom = true;
vks::TextureCubeMap cubemap;
struct {
vkglTF::Model ufo;
vkglTF::Model ufoGlow;
vkglTF::Model skyBox;
} models;
struct UBO {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
};
struct UBOBlurParams {
float blurScale = 1.0f;
float blurStrength = 1.5f;
};
struct {
UBO scene, skyBox;
UBOBlurParams blurParams;
} ubos;
struct UniformBuffers {
vks::Buffer scene;
vks::Buffer skyBox;
vks::Buffer blurParams;
};
std::array<UniformBuffers, maxConcurrentFrames> uniformBuffers{};
struct {
VkPipelineLayout blur;
VkPipelineLayout scene;
} pipelineLayouts{};
struct {
VkPipeline blurVert;
VkPipeline blurHorz;
VkPipeline glowPass;
VkPipeline phongPass;
VkPipeline skyBox;
} pipelines{};
struct {
VkDescriptorSetLayout blur;
VkDescriptorSetLayout scene;
} descriptorSetLayouts{};
struct DescriptorSets {
VkDescriptorSet blurVert;
VkDescriptorSet blurHorz;
VkDescriptorSet scene;
VkDescriptorSet skyBox;
};
std::array<DescriptorSets, maxConcurrentFrames> descriptorSets{};
// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image;
VkDeviceMemory mem;
VkImageView view;
};
struct FrameBuffer {
VkFramebuffer framebuffer;
FrameBufferAttachment color, depth;
VkDescriptorImageInfo descriptor;
};
struct OffscreenPass {
int32_t width, height;
VkRenderPass renderPass;
VkSampler sampler;
std::array<FrameBuffer, 2> framebuffers;
} offscreenPass{};
VulkanExample() : VulkanExampleBase()
{
title = "Bloom (offscreen rendering)";
timerSpeed *= 0.5f;
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -10.25f));
camera.setRotation(glm::vec3(7.5f, -343.0f, 0.0f));
camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
}
~VulkanExample()
{
if (device) {
vkDestroySampler(device, offscreenPass.sampler, nullptr);
for (auto& framebuffer : offscreenPass.framebuffers) {
vkDestroyImageView(device, framebuffer.color.view, nullptr);
vkDestroyImage(device, framebuffer.color.image, nullptr);
vkFreeMemory(device, framebuffer.color.mem, nullptr);
vkDestroyImageView(device, framebuffer.depth.view, nullptr);
vkDestroyImage(device, framebuffer.depth.image, nullptr);
vkFreeMemory(device, framebuffer.depth.mem, nullptr);
vkDestroyFramebuffer(device, framebuffer.framebuffer, nullptr);
}
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
vkDestroyPipeline(device, pipelines.blurHorz, nullptr);
vkDestroyPipeline(device, pipelines.blurVert, nullptr);
vkDestroyPipeline(device, pipelines.phongPass, nullptr);
vkDestroyPipeline(device, pipelines.glowPass, nullptr);
vkDestroyPipeline(device, pipelines.skyBox, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.blur, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.blur, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
for (auto& buffer : uniformBuffers) {
buffer.blurParams.destroy();
buffer.scene.destroy();
buffer.skyBox.destroy();
}
cubemap.destroy();
}
}
// Setup the offscreen framebuffer for rendering the mirrored scene
// The color attachment of this framebuffer will then be sampled from
void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkFormat colorFormat, VkFormat depthFormat)
{
// Color attachment
VkImageCreateInfo image = vks::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = colorFormat;
image.extent.width = FB_DIM;
image.extent.height = FB_DIM;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
// We will sample directly from the color attachment
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = colorFormat;
colorImageView.flags = 0;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->color.image));
vkGetImageMemoryRequirements(device, frameBuf->color.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
colorImageView.image = frameBuf->color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
// Depth stencil attachment
image.format = depthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = depthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
if (vks::tools::formatHasStencil(depthFormat)) {
depthStencilView.subresourceRange.aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
}
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuf->depth.image));
vkGetImageMemoryRequirements(device, frameBuf->depth.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->depth.image, frameBuf->depth.mem, 0));
depthStencilView.image = frameBuf->depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuf->depth.view));
VkImageView attachments[2]{
frameBuf->color.view,
frameBuf->depth.view
};
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = FB_DIM;
fbufCreateInfo.height = FB_DIM;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->framebuffer));
// Fill a descriptor for later use in a descriptor set
frameBuf->descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
frameBuf->descriptor.imageView = frameBuf->color.view;
frameBuf->descriptor.sampler = offscreenPass.sampler;
}
// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
void prepareOffscreen()
{
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// Find a suitable depth format
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// Create a separate render pass for the offscreen rendering as it may differ from the one used for scene rendering
std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
// Color attachment
attchmentDescriptions[0].format = FB_COLOR_FORMAT;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// Use subpass dependencies for layout transitions
std::array<VkSubpassDependency, 3> dependencies{};
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT;
dependencies[0].dependencyFlags = 0;
dependencies[1].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].dstSubpass = 0;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dependencies[2].srcSubpass = 0;
dependencies[2].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[2].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[2].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[2].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[2].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[2].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// Create the actual renderpass
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
renderPassInfo.pAttachments = attchmentDescriptions.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 1.0f;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &offscreenPass.sampler));
// Create two frame buffers
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[0], FB_COLOR_FORMAT, fbDepthFormat);
prepareOffscreenFramebuffer(&offscreenPass.framebuffers[1], FB_COLOR_FORMAT, fbDepthFormat);
}
void loadAssets()
{
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
models.ufo.loadFromFile(getAssetPath() + "models/retroufo.gltf", vulkanDevice, queue, glTFLoadingFlags);
models.ufoGlow.loadFromFile(getAssetPath() + "models/retroufo_glow.gltf", vulkanDevice, queue, glTFLoadingFlags);
models.skyBox.loadFromFile(getAssetPath() + "models/cube.gltf", vulkanDevice, queue, glTFLoadingFlags);
cubemap.loadFromFile(getAssetPath() + "textures/cubemap_space.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, maxConcurrentFrames * 8),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, maxConcurrentFrames * 6)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, maxConcurrentFrames * 4);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layouts
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo;
// Fullscreen blur
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 0), // Binding 0: Fragment shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1) // Binding 1: Fragment shader image sampler
};
descriptorSetLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts.blur));
// Scene rendering
setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2 : Fragment shader image sampler
};
descriptorSetLayoutCreateInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts.scene));
// Sets per frame, just like the buffers themselves
// Images do not need to be duplicated per frame, we reuse the same one for each frame
for (auto i = 0; i < uniformBuffers.size(); i++) {
// Vertical full screen blur
VkDescriptorSetAllocateInfo descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets[i].blurVert));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets[i].blurVert, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers[i].blurParams.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets[i].blurVert, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[0].descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Horizontal full screen blur
descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.blur, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets[i].blurHorz));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets[i].blurHorz, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers[i].blurParams.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets[i].blurHorz, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.framebuffers[1].descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Scene rendering
descriptorSetAllocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets[i].scene));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets[i].scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers[i].scene.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Skybox
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocInfo, &descriptorSets[i].skyBox));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets[i].skyBox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers[i].skyBox.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets[i].skyBox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &cubemap.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
}
void preparePipelines()
{
// Layouts
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.blur, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.blur));
pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{};
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.blur, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
pipelineCI.pRasterizationState = &rasterizationStateCI;
pipelineCI.pColorBlendState = &colorBlendStateCI;
pipelineCI.pMultisampleState = &multisampleStateCI;
pipelineCI.pViewportState = &viewportStateCI;
pipelineCI.pDepthStencilState = &depthStencilStateCI;
pipelineCI.pDynamicState = &dynamicStateCI;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
// Blur pipelines
shaderStages[0] = loadShader(getShadersPath() + "bloom/gaussblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "bloom/gaussblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Empty vertex input state
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
pipelineCI.pVertexInputState = &emptyInputState;
pipelineCI.layout = pipelineLayouts.blur;
// Additive blending
blendAttachmentState.colorWriteMask = 0xF;
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA;
// Use specialization constants to select between horizontal and vertical blur
uint32_t blurdirection = 0;
VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &blurdirection);
shaderStages[1].pSpecializationInfo = &specializationInfo;
// Vertical blur pipeline
pipelineCI.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.blurVert));
// Horizontal blur pipeline
blurdirection = 1;
pipelineCI.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.blurHorz));
// Phong pass (3D model)
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal});
pipelineCI.layout = pipelineLayouts.scene;
shaderStages[0] = loadShader(getShadersPath() + "bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
blendAttachmentState.blendEnable = VK_FALSE;
depthStencilStateCI.depthWriteEnable = VK_TRUE;
rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
pipelineCI.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phongPass));
// Color only pass (offscreen blur base)
shaderStages[0] = loadShader(getShadersPath() + "bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCI.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.glowPass));
// Skybox (cubemap)
shaderStages[0] = loadShader(getShadersPath() + "bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
depthStencilStateCI.depthWriteEnable = VK_FALSE;
rasterizationStateCI.cullMode = VK_CULL_MODE_FRONT_BIT;
pipelineCI.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skyBox));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
for (auto& buffer : uniformBuffers) {
// Phong and color pass vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &buffer.scene, sizeof(ubos.scene)));
VK_CHECK_RESULT(buffer.scene.map());
// Blur parameters uniform buffers
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &buffer.blurParams, sizeof(ubos.blurParams)));
VK_CHECK_RESULT(buffer.blurParams.map());
// Skybox
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &buffer.skyBox, sizeof(ubos.skyBox)));
VK_CHECK_RESULT(buffer.skyBox.map());
}
}
void updateUniformBuffers()
{
// UFO
ubos.scene.projection = camera.matrices.perspective;
ubos.scene.view = camera.matrices.view;
ubos.scene.model = glm::translate(glm::mat4(1.0f), glm::vec3(sin(glm::radians(timer * 360.0f)) * 0.25f, -1.0f, cos(glm::radians(timer * 360.0f)) * 0.25f));
ubos.scene.model = glm::rotate(ubos.scene.model, -sinf(glm::radians(timer * 360.0f)) * 0.15f, glm::vec3(1.0f, 0.0f, 0.0f));
ubos.scene.model = glm::rotate(ubos.scene.model, glm::radians(timer * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
memcpy(uniformBuffers[currentBuffer].scene.mapped, &ubos.scene, sizeof(ubos.scene));
// Skybox
ubos.skyBox.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 256.0f);
ubos.skyBox.view = glm::mat4(glm::mat3(camera.matrices.view));
ubos.skyBox.model = glm::mat4(1.0f);
memcpy(uniformBuffers[currentBuffer].skyBox.mapped, &ubos.skyBox, sizeof(ubos.skyBox));
// Blur parameters
memcpy(uniformBuffers[currentBuffer].blurParams.mapped, &ubos.blurParams, sizeof(ubos.blurParams));
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
prepareOffscreen();
setupDescriptors();
preparePipelines();
prepared = true;
}
void buildCommandBuffer()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkCommandBuffer cmdBuffer = drawCmdBuffers[currentBuffer];
/*
The blur method used in this example is multi pass and renders the vertical blur first and then the horizontal one
While it's possible to blur in one pass, this method is widely used as it requires far less samples to generate the blur
*/
VK_CHECK_RESULT(vkBeginCommandBuffer(cmdBuffer, &cmdBufInfo));
if (bloom) {
VkClearValue clearValues[2]{};
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[0].framebuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
/*
First render pass: Render glow parts of the model (separate mesh) to an offscreen frame buffer
*/
vkCmdBeginRenderPass(cmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets[currentBuffer].scene, 0, nullptr);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.glowPass);
models.ufoGlow.draw(cmdBuffer);
vkCmdEndRenderPass(cmdBuffer);
/*
Second render pass: Vertical blur
Render contents of the first pass into a second framebuffer and apply a vertical blur
This is the first blur pass, the horizontal blur is applied when rendering on top of the scene
*/
renderPassBeginInfo.framebuffer = offscreenPass.framebuffers[1].framebuffer;
vkCmdBeginRenderPass(cmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets[currentBuffer].blurVert, 0, nullptr);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurVert);
vkCmdDraw(cmdBuffer, 3, 1, 0, 0);
vkCmdEndRenderPass(cmdBuffer);
}
/*
Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
*/
/*
Third render pass: Scene rendering with applied vertical blur
Renders the scene and the (vertically blurred) contents of the second framebuffer and apply a horizontal blur
*/
{
VkClearValue clearValues[2]{};
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = frameBuffers[currentImageIndex];
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
vkCmdBeginRenderPass(cmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
// Skybox
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets[currentBuffer].skyBox, 0, nullptr);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skyBox);
models.skyBox.draw(cmdBuffer);
// 3D scene
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets[currentBuffer].scene, 0, nullptr);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phongPass);
models.ufo.draw(cmdBuffer);
if (bloom) {
vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.blur, 0, 1, &descriptorSets[currentBuffer].blurHorz, 0, nullptr);
vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.blurHorz);
vkCmdDraw(cmdBuffer, 3, 1, 0, 0);
}
drawUI(cmdBuffer);
vkCmdEndRenderPass(cmdBuffer);
}
VK_CHECK_RESULT(vkEndCommandBuffer(cmdBuffer));
}
virtual void render()
{
if (!prepared)
return;
VulkanExampleBase::prepareFrame();
updateUniformBuffers();
buildCommandBuffer();
VulkanExampleBase::submitFrame();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
overlay->checkBox("Bloom", &bloom);
overlay->inputFloat("Scale", &ubos.blurParams.blurScale, 0.1f, 2);
}
}
};
VULKAN_EXAMPLE_MAIN()