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Add depth of field pass

This commit is contained in:
Joshua Goins 2018-11-03 07:24:32 -04:00
parent 491a9b67c7
commit 867d62edd4
14 changed files with 11524 additions and 40 deletions

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@ -20,7 +20,8 @@ add_executable(Graph
src/main.cpp
src/renderer.cpp
src/worldpass.cpp
src/postpass.cpp)
src/postpass.cpp
src/dofpass.cpp)
target_link_libraries(Graph PUBLIC SDL2::SDL2 SDL2::SDL2main Vulkan::Vulkan assimp::assimp)
target_include_directories(Graph PUBLIC include)
@ -28,8 +29,12 @@ add_shaders(Graph
shaders/triangle.vert
shaders/triangle.frag
shaders/post.vert
shaders/post.frag)
shaders/post.frag
shaders/gfield.vert
shaders/gfield.frag)
add_data(Graph
data/suzanne.obj
data/test.cim)
data/test.cim
data/bokeh.png
data/scene.obj)

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data/scene.obj Normal file

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41
include/dofpass.h Normal file
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@ -0,0 +1,41 @@
#pragma once
#include <vulkan/vulkan.h>
class Renderer;
struct RenderTarget;
class DoFPass {
public:
DoFPass(Renderer& renderer);
~DoFPass();
void render(VkCommandBuffer commandBuffer, RenderTarget* target);
void createDescriptorSet(RenderTarget* target);
VkRenderPass getRenderPass() const {
return renderPass_;
}
private:
void createRenderPass();
void createDescriptorSetLayout();
void createPipeline();
void createBokehImage();
void createDescriptorSet();
VkRenderPass renderPass_ = nullptr;
VkDescriptorSetLayout setLayout_ = nullptr;
VkPipelineLayout pipelineLayout_ = nullptr;
VkPipeline pipeline_ = nullptr;
VkImage bokehImage_ = nullptr;
VkDeviceMemory bokehMemory_ = nullptr;
VkImageView bokehImageView_ = nullptr;
VkSampler bokehSampler_ = nullptr;
Renderer& renderer_;
};

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@ -4,6 +4,7 @@
#include "worldpass.h"
#include "postpass.h"
#include "dofpass.h"
struct RenderTarget {
VkSurfaceKHR surface = nullptr;
@ -12,19 +13,36 @@ struct RenderTarget {
VkExtent2D extent = {};
uint32_t numImages = 0, currentImage = 0;
// swapwchain
VkImage* swapchainImages = nullptr;
VkImageView* swapchainImageViews = nullptr;
VkFramebuffer* swapchainFramebuffers = nullptr;
// offscreen color
VkImage* offscreenColorImages = nullptr;
VkDeviceMemory* offscreenColorMemory = nullptr;
VkImageView* offscreenColorImageViews = nullptr;
// offscreen depth
VkImage* offscreenDepthImages = nullptr;
VkDeviceMemory* offscreenDepthMemory = nullptr;
VkImageView* offscreenDepthImageViews = nullptr;
VkFramebuffer* offscreenFramebuffers = nullptr;
// near field
VkImage* nearFieldImages = nullptr;
VkDeviceMemory* nearFieldMemory = nullptr;
VkImageView* nearFieldImageViews = nullptr;
VkFramebuffer* nearFieldFramebuffers = nullptr;
// far field
VkImage* farFieldImages = nullptr;
VkDeviceMemory* farFieldMemory = nullptr;
VkImageView* farFieldImageViews = nullptr;
VkFramebuffer* farFieldFramebuffers = nullptr;
VkCommandBuffer* commandBuffers = nullptr;
@ -33,6 +51,7 @@ struct RenderTarget {
VkFence* fences = nullptr;
VkDescriptorSet* postSets = nullptr;
VkDescriptorSet* dofSets = nullptr;
};
class World;
@ -65,6 +84,14 @@ public:
VkDevice getDevice() const {
return device_;
}
VkQueue getGraphicsQueue() const {
return graphicsQueue_;
}
VkCommandPool getCommandPool() const {
return commandPool_;
}
VkRenderPass getRenderPass() const {
return presentationRenderPass_;
@ -114,4 +141,5 @@ private:
WorldPass* worldPass_ = nullptr;
PostPass* postPass_ = nullptr;
DoFPass* dofPass_ = nullptr;
};

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include/stb_image.h Normal file

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31
shaders/gfield.frag Normal file
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@ -0,0 +1,31 @@
#version 460 core
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec2 inPos;
layout(location = 2) in float cocRadius;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D bokehSampler;
layout(binding = 1) uniform sampler2D sceneSampler;
layout(binding = 2) uniform sampler2D depthSampler;
layout(push_constant) uniform PushConstants {
vec4 dpack;
} pushConstants;
void main() {
const vec2 res = vec2(pushConstants.dpack[2], pushConstants.dpack[3]);
outColor = texture(sceneSampler, vec2(inPos.x / res.x, inPos.y / res.y)) * texture(bokehSampler, inUV);
outColor.a = (cocRadius / 9000.0);
if(pushConstants.dpack[0] == 0) {
if(texture(depthSampler, gl_FragCoord.xy / res).r < pushConstants.dpack[1])
discard;
} else {
if(texture(depthSampler, gl_FragCoord.xy / res).r > pushConstants.dpack[1])
discard;
}
}

45
shaders/gfield.vert Normal file
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@ -0,0 +1,45 @@
#version 460 core
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec2 outLoc;
layout(location = 2) out float cocRadius;
layout(binding = 2) uniform sampler2D depthSampler;
layout(push_constant) uniform PushConstants {
vec4 dpack;
} pushConstants;
void main() {
const vec2 res = vec2(pushConstants.dpack[2], pushConstants.dpack[3]);
const vec2 loc = vec2((gl_InstanceIndex % int(res.x)), ((gl_InstanceIndex / int(res.x)) % int(res.y)));
outLoc = loc;
const float depth = texture(depthSampler, vec2(loc.x / res.x, loc.y / res.y)).r;
float size = 0.0;
// dpack[0] is the field we are drawing (far = 0, near = 1)
if(pushConstants.dpack[0] == 0) {
if(depth > pushConstants.dpack[1])
size = (depth - pushConstants.dpack[1]) * 500.0;
} else {
if(depth < pushConstants.dpack[1])
size = (pushConstants.dpack[1] - depth) * 500.0;
}
cocRadius = size;
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
vec2 pos = outUV * 2.0 + -1.0;
pos *= vec2(1.0 / res.x, 1.0 / res.y);
pos *= min(size, 32.0);
pos.x -= 1;
pos.y -= 1;
pos.x += loc.x / (res.x / 2.0);
pos.y += loc.y / (res.y / 2.0);
gl_Position = vec4(pos, 0.0, 1.0);
}

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@ -4,8 +4,29 @@ layout(location = 0) in vec2 inUV;
layout(location = 0) out vec4 outColor;
layout(binding = 0) uniform sampler2D offscreenSampler;
layout(binding = 0) uniform sampler2D sceneSampler;
layout(binding = 1) uniform sampler2D depthSampler;
layout(binding = 2) uniform sampler2D nearFieldSampler;
layout(binding = 3) uniform sampler2D farFieldSampler;
void main() {
outColor = texture(offscreenSampler, inUV);
void main() {
vec3 sceneColor = texture(sceneSampler, inUV).rgb;
// alpha divide reconstruction
vec3 farColor = texture(farFieldSampler, inUV).rgb / max(texture(farFieldSampler, inUV).a, 0.0001) * 0.02;
vec3 nearColor = texture(nearFieldSampler, inUV).rgb / max(texture(nearFieldSampler, inUV).a, 0.0001) * 0.02;
// read coc stored in the alpha channel
float coc = texture(farFieldSampler, inUV).a;
// transistion between out of focus and regular scene
vec3 farColorBlurred = mix(sceneColor, farColor, clamp(coc, 0.0, 1.0));
// smoother transistion between the normal scene and the "out of focus" portions
farColorBlurred = mix(sceneColor, farColorBlurred, clamp(0.5 * coc + 1.0, 0.0, 1.0));
//float coc2 = texture(nearFieldSampler, inUV).a;
//vec3 finalColor = mix(farColorBlurred, nearColor, clamp(clamp(-coc2 - 1.0, 0.0, 1.0) + texture(nearFieldSampler, inUV).a * 8.0, 0.0, 1.0));
outColor = vec4(farColorBlurred, 1.0);
}

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@ -4,6 +4,6 @@ layout(location = 0) out vec2 outUV;
void main() {
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f + -1.0f, 0.0f, 1.0f);
gl_Position = vec4(outUV * 2.0 + -1.0, 0.0, 1.0);
}

499
src/dofpass.cpp Normal file
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@ -0,0 +1,499 @@
#include "dofpass.h"
#include <array>
#include <glm/glm.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "renderer.h"
DoFPass::DoFPass(Renderer& renderer) : renderer_(renderer) {
createRenderPass();
createDescriptorSetLayout();
createPipeline();
createBokehImage();
}
DoFPass::~DoFPass() {
vkDestroySampler(renderer_.getDevice(), bokehSampler_, nullptr);
vkDestroyImageView(renderer_.getDevice(), bokehImageView_, nullptr);
vkFreeMemory(renderer_.getDevice(), bokehMemory_, nullptr);
vkDestroyImage(renderer_.getDevice(), bokehImage_, nullptr);
vkDestroyPipeline(renderer_.getDevice(), pipeline_, nullptr);
vkDestroyPipelineLayout(renderer_.getDevice(), pipelineLayout_, nullptr);
vkDestroyDescriptorSetLayout(renderer_.getDevice(), setLayout_, nullptr);
vkDestroyRenderPass(renderer_.getDevice(), renderPass_, nullptr);
}
void DoFPass::render(VkCommandBuffer commandBuffer, RenderTarget* target) {
VkViewport viewport = {};
viewport.width = target->extent.width / 2;
viewport.height = target->extent.height / 2;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent.width = target->extent.width / 2;
scissor.extent.height = target->extent.height / 2;
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
VkClearValue clearColor = {};
VkRenderPassBeginInfo renderPassBeginInfo = {};
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.framebuffer = target->farFieldFramebuffers[target->currentImage];
renderPassBeginInfo.renderPass = renderPass_;
renderPassBeginInfo.renderArea.extent.width = target->extent.width / 2;
renderPassBeginInfo.renderArea.extent.height = target->extent.height / 2;
renderPassBeginInfo.clearValueCount = 1;
renderPassBeginInfo.pClearValues = &clearColor;
// far field
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
glm::vec4 dpack;
dpack[0] = 0;
dpack[1] = 0.9581;
dpack[2] = target->extent.width / 2;
dpack[3] = target->extent.height / 2;
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &target->dofSets[target->currentImage], 0, nullptr);
vkCmdPushConstants(commandBuffer, pipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(glm::vec4), &dpack);
vkCmdDraw(commandBuffer, 3, (target->extent.width / 2) * (target->extent.height / 2), 0, 0);
vkCmdEndRenderPass(commandBuffer);
//near field
renderPassBeginInfo.framebuffer = target->nearFieldFramebuffers[target->currentImage];
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &target->dofSets[target->currentImage], 0, nullptr);
dpack[0] = 1;
dpack[1] = 0.9581;
vkCmdPushConstants(commandBuffer, pipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(glm::vec4), &dpack);
//FIXME: near field is bugged
//vkCmdDraw(commandBuffer, 3, (target->extent.width / 2) * (target->extent.height / 2), 0, 0);
vkCmdEndRenderPass(commandBuffer);
}
void DoFPass::createDescriptorSet(RenderTarget* target) {
VkDescriptorSetAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = renderer_.getDescriptorPool();
allocInfo.descriptorSetCount = target->numImages;
// FIXME: lol what
auto layouts = new VkDescriptorSetLayout[target->numImages];
for(uint32_t i = 0; i < target->numImages; i++)
layouts[i] = setLayout_;
allocInfo.pSetLayouts = layouts;
target->dofSets = new VkDescriptorSet[target->numImages];
vkAllocateDescriptorSets(renderer_.getDevice(), &allocInfo, target->dofSets);
delete[] layouts;
for(uint32_t i = 0; i < target->numImages; i++) {
VkDescriptorImageInfo bokehImageInfo = {};
bokehImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
bokehImageInfo.imageView = bokehImageView_;
bokehImageInfo.sampler = bokehSampler_;
VkDescriptorImageInfo sceneImageInfo = {};
sceneImageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
sceneImageInfo.imageView = target->offscreenColorImageViews[i];
sceneImageInfo.sampler = bokehSampler_;
VkDescriptorImageInfo depthImageInfo = {};
depthImageInfo.imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;;
depthImageInfo.imageView = target->offscreenDepthImageViews[i];
depthImageInfo.sampler = bokehSampler_;
VkWriteDescriptorSet bokehDescriptorWrite = {};
bokehDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
bokehDescriptorWrite.descriptorCount = 1;
bokehDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bokehDescriptorWrite.dstSet = target->dofSets[i];
bokehDescriptorWrite.pImageInfo = &bokehImageInfo;
VkWriteDescriptorSet sceneDescriptorWrite = {};
sceneDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
sceneDescriptorWrite.descriptorCount = 1;
sceneDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sceneDescriptorWrite.dstBinding = 1;
sceneDescriptorWrite.dstSet = target->dofSets[i];
sceneDescriptorWrite.pImageInfo = &sceneImageInfo;
VkWriteDescriptorSet depthDescriptorWrite = {};
depthDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
depthDescriptorWrite.descriptorCount = 1;
depthDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
depthDescriptorWrite.dstBinding = 2;
depthDescriptorWrite.dstSet = target->dofSets[i];
depthDescriptorWrite.pImageInfo = &depthImageInfo;
const std::array<VkWriteDescriptorSet, 3> descriptorWrites = {
bokehDescriptorWrite,
sceneDescriptorWrite,
depthDescriptorWrite
};
vkUpdateDescriptorSets(renderer_.getDevice(), descriptorWrites.size(), descriptorWrites.data(), 0, nullptr);
}
}
void DoFPass::createRenderPass() {
VkAttachmentDescription colorAttachment = {};
colorAttachment.format = VK_FORMAT_R32G32B32A32_SFLOAT;
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorAttachmentRef = {};
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = 1;
renderPassInfo.pAttachments = &colorAttachment;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
vkCreateRenderPass(renderer_.getDevice(), &renderPassInfo, nullptr, &renderPass_);
}
void DoFPass::createDescriptorSetLayout() {
VkDescriptorSetLayoutBinding bokehSamplerBinding = {};
bokehSamplerBinding.descriptorCount = 1;
bokehSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bokehSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding sceneSamplerBinding = {};
sceneSamplerBinding.binding = 1;
sceneSamplerBinding.descriptorCount = 1;
sceneSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sceneSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding depthSamplerBinding = {};
depthSamplerBinding.binding = 2;
depthSamplerBinding.descriptorCount = 1;
depthSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
depthSamplerBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array<VkDescriptorSetLayoutBinding, 3> bindings = {
bokehSamplerBinding,
sceneSamplerBinding,
depthSamplerBinding
};
VkDescriptorSetLayoutCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = bindings.size();
createInfo.pBindings = bindings.data();
vkCreateDescriptorSetLayout(renderer_.getDevice(), &createInfo, nullptr, &setLayout_);
}
void DoFPass::createPipeline() {
VkShaderModule vertShaderModule = renderer_.createShader("shaders/gfield.vert.spv");
VkShaderModule fragShaderModule = renderer_.createShader("shaders/gfield.frag.spv");
VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vertShaderModule;
vertShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = fragShaderModule;
fragShaderStageInfo.pName = "main";
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertShaderStageInfo, fragShaderStageInfo};
VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_FRONT_BIT;
rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
VkPipelineMultisampleStateCreateInfo multisampling = {};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
VkPipelineColorBlendStateCreateInfo colorBlending = {};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
const std::array<VkDynamicState, 2> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState = {};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount = dynamicStates.size();
dynamicState.pDynamicStates = dynamicStates.data();
VkPushConstantRange pushConstant = {};
pushConstant.size = sizeof(glm::vec4);
pushConstant.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &setLayout_;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstant;
vkCreatePipelineLayout(renderer_.getDevice(), &pipelineLayoutInfo, nullptr, &pipelineLayout_);
VkGraphicsPipelineCreateInfo pipelineInfo = {};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = shaderStages.size();
pipelineInfo.pStages = shaderStages.data();
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = &dynamicState;
pipelineInfo.layout = pipelineLayout_;
pipelineInfo.renderPass = renderPass_;
vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_);
vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr);
vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr);
}
void DoFPass::createBokehImage() {
int width, height, channels;
stbi_uc* pixels = stbi_load("data/bokeh.png", &width, &height, &channels, STBI_rgb_alpha);
VkImageCreateInfo imageCreateInfo = {};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.extent.width = width;
imageCreateInfo.extent.height = height;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
vkCreateImage(renderer_.getDevice(), &imageCreateInfo, nullptr, &bokehImage_);
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(renderer_.getDevice(), bokehImage_, &memRequirements);
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = renderer_.findMemoryType(memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vkAllocateMemory(renderer_.getDevice(), &allocInfo, nullptr, &bokehMemory_);
vkBindImageMemory(renderer_.getDevice(), bokehImage_, bokehMemory_, 0);
VkBuffer stagingBuffer;
VkDeviceMemory stagingMemory;
VkBufferCreateInfo bufferInfo = {};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = width * height * 4;
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
vkCreateBuffer(renderer_.getDevice(), &bufferInfo, nullptr, &stagingBuffer);
vkGetBufferMemoryRequirements(renderer_.getDevice(), stagingBuffer, &memRequirements);
allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = renderer_.findMemoryType(memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
vkAllocateMemory(renderer_.getDevice(), &allocInfo, nullptr, &stagingMemory);
vkBindBufferMemory(renderer_.getDevice(), stagingBuffer, stagingMemory, 0);
void* data;
vkMapMemory(renderer_.getDevice(), stagingMemory, 0, width * height * 4, 0, &data);
memcpy(data, pixels, width * height * 4);
vkUnmapMemory(renderer_.getDevice(), stagingMemory);
stbi_image_free(pixels);
VkCommandBufferAllocateInfo bufferAllocateInfo = {};
bufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
bufferAllocateInfo.commandPool = renderer_.getCommandPool();
bufferAllocateInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer = nullptr;
vkAllocateCommandBuffers(renderer_.getDevice(), &bufferAllocateInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
// change layout to transfer dst
{
VkImageMemoryBarrier imageMemoryBarrier = {};
imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
imageMemoryBarrier.image = bokehImage_;
imageMemoryBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageMemoryBarrier.subresourceRange.layerCount = 1;
imageMemoryBarrier.subresourceRange.levelCount = 1;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
}
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(
commandBuffer,
stagingBuffer,
bokehImage_,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&region
);
// change layout to shader read only
{
VkImageMemoryBarrier imageMemoryBarrier = {};
imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imageMemoryBarrier.image = bokehImage_;
imageMemoryBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageMemoryBarrier.subresourceRange.layerCount = 1;
imageMemoryBarrier.subresourceRange.levelCount = 1;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
}
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
VkFenceCreateInfo fenceCreateInfo = {};
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VkFence fence = nullptr;
vkCreateFence(renderer_.getDevice(), &fenceCreateInfo, nullptr, &fence);
vkQueueSubmit(renderer_.getGraphicsQueue(), 1, &submitInfo, fence);
vkWaitForFences(renderer_.getDevice(), 1, &fence, VK_TRUE, -1);
vkDestroyFence(renderer_.getDevice(), fence, nullptr);
vkFreeCommandBuffers(renderer_.getDevice(), renderer_.getCommandPool(), 1, &commandBuffer);
vkFreeMemory(renderer_.getDevice(), stagingMemory, nullptr);
vkDestroyBuffer(renderer_.getDevice(), stagingBuffer, nullptr);
VkImageViewCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = bokehImage_;
createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
createInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createInfo.subresourceRange.levelCount = 1;
createInfo.subresourceRange.layerCount = 1;
vkCreateImageView(renderer_.getDevice(), &createInfo, nullptr, &bokehImageView_);
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkCreateSampler(renderer_.getDevice(), &samplerInfo, nullptr, &bokehSampler_);
}

View file

@ -101,21 +101,27 @@ Mesh* loadMesh(const char* path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate);
aiMesh* m = scene->mMeshes[0];
Mesh* mesh = new Mesh();
for(unsigned int i = 0; i < m->mNumVertices; i++) {
Vertex vertex;
vertex.position = glm::vec3(m->mVertices[i].x, m->mVertices[i].y, m->mVertices[i].z);
vertex.normal = glm::vec3(m->mNormals[i].x, m->mNormals[i].y, m->mNormals[i].z);
unsigned int indexOffset = 0;
for(unsigned mi = 0; mi < scene->mNumMeshes; mi++) {
aiMesh* m = scene->mMeshes[mi];
for(unsigned int i = 0; i < m->mNumVertices; i++) {
Vertex vertex;
vertex.position = glm::vec3(m->mVertices[i].x, m->mVertices[i].y, m->mVertices[i].z);
vertex.normal = glm::vec3(m->mNormals[i].x, m->mNormals[i].y, m->mNormals[i].z);
mesh->vertices.push_back(vertex);
}
mesh->vertices.push_back(vertex);
}
for(unsigned int i = 0; i < m->mNumFaces; i++) {
aiFace face = m->mFaces[i];
for(unsigned int j = 0; j < face.mNumIndices; j++)
mesh->indices.push_back(face.mIndices[j]);
for(unsigned int i = 0; i < m->mNumFaces; i++) {
aiFace face = m->mFaces[i];
for(unsigned int j = 0; j < face.mNumIndices; j++)
mesh->indices.push_back(indexOffset + face.mIndices[j]);
}
indexOffset += m->mNumVertices;
}
renderer->fillMeshBuffers(mesh);
@ -228,12 +234,12 @@ int main(int argc, char* argv[]) {
world.lights.push_back(light);
Camera camera;
camera.position.z = 3;
camera.position = {5.0, 5.0, 5.0};
if(cinematicMode)
cinematic = loadCinematic(argv[2]);
else
world.meshes.push_back(loadMesh("data/suzanne.obj"));
world.meshes.push_back(loadMesh("data/scene.obj"));
float currentTime = 0.0f, lastTime = 0.0f;
Shot* currentShot = nullptr;
@ -262,7 +268,7 @@ int main(int argc, char* argv[]) {
target = renderer->createSurfaceRenderTarget(surface, target);
}
if(event.type == SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_F12) {
if(event.type == SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_F7) {
renderer->takeScreenshot("screenshot.ppm", target);
}
}

View file

@ -44,19 +44,65 @@ void PostPass::createDescriptorSet(RenderTarget* target) {
delete[] layouts;
for(uint32_t i = 0; i < target->numImages; i++) {
VkDescriptorImageInfo imageInfo = {};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
imageInfo.imageView = target->offscreenColorImageViews[i];
imageInfo.sampler = offscreenSampler_;
VkDescriptorImageInfo sceneImageInfo = {};
sceneImageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
sceneImageInfo.imageView = target->offscreenColorImageViews[i];
sceneImageInfo.sampler = offscreenSampler_;
VkDescriptorImageInfo depthImageInfo = {};
depthImageInfo.imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;;
depthImageInfo.imageView = target->offscreenDepthImageViews[i];
depthImageInfo.sampler = offscreenSampler_;
VkDescriptorImageInfo nearFieldImageInfo = {};
nearFieldImageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
nearFieldImageInfo.imageView = target->nearFieldImageViews[i];
nearFieldImageInfo.sampler = offscreenSampler_;
VkDescriptorImageInfo farFieldImageInfo = {};
farFieldImageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
farFieldImageInfo.imageView = target->farFieldImageViews[i];
farFieldImageInfo.sampler = offscreenSampler_;
VkWriteDescriptorSet descriptorWrite = {};
descriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrite.descriptorCount = 1;
descriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptorWrite.dstSet = target->postSets[i];
descriptorWrite.pImageInfo = &imageInfo;
VkWriteDescriptorSet sceneDescriptorWrite = {};
sceneDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
sceneDescriptorWrite.descriptorCount = 1;
sceneDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sceneDescriptorWrite.dstSet = target->postSets[i];
sceneDescriptorWrite.pImageInfo = &sceneImageInfo;
VkWriteDescriptorSet depthDescriptorWrite = {};
depthDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
depthDescriptorWrite.descriptorCount = 1;
depthDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
depthDescriptorWrite.dstBinding = 1;
depthDescriptorWrite.dstSet = target->postSets[i];
depthDescriptorWrite.pImageInfo = &depthImageInfo;
VkWriteDescriptorSet nearFieldDescriptorWrite = {};
nearFieldDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
nearFieldDescriptorWrite.descriptorCount = 1;
nearFieldDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
nearFieldDescriptorWrite.dstBinding = 2;
nearFieldDescriptorWrite.dstSet = target->postSets[i];
nearFieldDescriptorWrite.pImageInfo = &nearFieldImageInfo;
VkWriteDescriptorSet farFieldDescriptorWrite = {};
farFieldDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
farFieldDescriptorWrite.descriptorCount = 1;
farFieldDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
farFieldDescriptorWrite.dstBinding = 3;
farFieldDescriptorWrite.dstSet = target->postSets[i];
farFieldDescriptorWrite.pImageInfo = &farFieldImageInfo;
const std::array<VkWriteDescriptorSet, 4> descriptorWrites = {
sceneDescriptorWrite,
depthDescriptorWrite,
nearFieldDescriptorWrite,
farFieldDescriptorWrite
};
vkUpdateDescriptorSets(renderer_.getDevice(), 1, &descriptorWrite, 0, nullptr);
vkUpdateDescriptorSets(renderer_.getDevice(), descriptorWrites.size(), descriptorWrites.data(), 0, nullptr);
}
}
@ -65,11 +111,36 @@ void PostPass::createDescriptorSetLayout() {
offscreenSamplerBinding.descriptorCount = 1;
offscreenSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
offscreenSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding depthSamplerBinding = {};
depthSamplerBinding.binding = 1;
depthSamplerBinding.descriptorCount = 1;
depthSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
depthSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding nearFieldSamplerBinding = {};
nearFieldSamplerBinding.binding = 2;
nearFieldSamplerBinding.descriptorCount = 1;
nearFieldSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
nearFieldSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding farFieldSamplerBinding = {};
farFieldSamplerBinding.binding = 3;
farFieldSamplerBinding.descriptorCount = 1;
farFieldSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
farFieldSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array<VkDescriptorSetLayoutBinding, 4> bindings = {
offscreenSamplerBinding,
depthSamplerBinding,
nearFieldSamplerBinding,
farFieldSamplerBinding
};
VkDescriptorSetLayoutCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = 1;
createInfo.pBindings = &offscreenSamplerBinding;
createInfo.bindingCount = bindings.size();
createInfo.pBindings = bindings.data();
vkCreateDescriptorSetLayout(renderer_.getDevice(), &createInfo, nullptr, &setLayout_);
}

View file

@ -25,11 +25,13 @@ Renderer::Renderer() {
worldPass_ = new WorldPass(*this);
postPass_ = new PostPass(*this);
dofPass_ = new DoFPass(*this);
}
Renderer::~Renderer() {
vkDeviceWaitIdle(device_);
delete dofPass_;
delete postPass_;
delete worldPass_;
@ -74,7 +76,12 @@ void Renderer::render(World& world, Camera& camera, RenderTarget* target) {
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
worldPass_->render(commandBuffer, world, camera, target);
dofPass_->render(commandBuffer, target);
// reset after dof pass
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
VkClearValue clearColor = {};
VkRenderPassBeginInfo renderPassBeginInfo = {};
@ -188,6 +195,14 @@ RenderTarget* Renderer::createSurfaceRenderTarget(VkSurfaceKHR surface, RenderTa
target->offscreenDepthMemory = new VkDeviceMemory[swapchainImageCount];
target->offscreenDepthImageViews = new VkImageView[swapchainImageCount];
target->offscreenFramebuffers = new VkFramebuffer[swapchainImageCount];
target->nearFieldImages = new VkImage[swapchainImageCount];
target->nearFieldMemory = new VkDeviceMemory[swapchainImageCount];
target->nearFieldImageViews = new VkImageView[swapchainImageCount];
target->nearFieldFramebuffers = new VkFramebuffer[swapchainImageCount];
target->farFieldImages = new VkImage[swapchainImageCount];
target->farFieldMemory = new VkDeviceMemory[swapchainImageCount];
target->farFieldImageViews = new VkImageView[swapchainImageCount];
target->farFieldFramebuffers = new VkFramebuffer[swapchainImageCount];
for(uint32_t i = 0; i < swapchainImageCount; i++) {
// swapchain image view
{
@ -273,7 +288,7 @@ RenderTarget* Renderer::createSurfaceRenderTarget(VkSurfaceKHR surface, RenderTa
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
vkCreateImage(device_, &imageCreateInfo, nullptr, &target->offscreenDepthImages[i]);
@ -321,9 +336,124 @@ RenderTarget* Renderer::createSurfaceRenderTarget(VkSurfaceKHR surface, RenderTa
vkCreateFramebuffer(device_, &framebufferInfo, nullptr, &target->offscreenFramebuffers[i]);
}
// near field color
{
VkImageCreateInfo imageCreateInfo = {};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = VK_FORMAT_R32G32B32A32_SFLOAT;
imageCreateInfo.extent.width = target->extent.width / 2;
imageCreateInfo.extent.height = target->extent.height / 2;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
vkCreateImage(device_, &imageCreateInfo, nullptr, &target->nearFieldImages[i]);
VkMemoryRequirements memoryRequirements = {};
vkGetImageMemoryRequirements(device_, target->nearFieldImages[i], &memoryRequirements);
VkMemoryAllocateInfo allocateInfo = {};
allocateInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocateInfo.allocationSize = memoryRequirements.size;
allocateInfo.memoryTypeIndex = findMemoryType(memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vkAllocateMemory(device_, &allocateInfo, nullptr, &target->nearFieldMemory[i]);
vkBindImageMemory(device_, target->nearFieldImages[i], target->nearFieldMemory[i], 0);
}
// near field image view
{
VkImageViewCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = target->nearFieldImages[i];
createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
createInfo.format = VK_FORMAT_R32G32B32A32_SFLOAT;
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createInfo.subresourceRange.levelCount = 1;
createInfo.subresourceRange.layerCount = 1;
vkCreateImageView(device_, &createInfo, nullptr, &target->nearFieldImageViews[i]);
}
// near field framebuffer
{
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = dofPass_->getRenderPass();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = &target->nearFieldImageViews[i];
framebufferInfo.width = target->extent.width / 2;
framebufferInfo.height = target->extent.height / 2;
framebufferInfo.layers = 1;
vkCreateFramebuffer(device_, &framebufferInfo, nullptr, &target->nearFieldFramebuffers[i]);
}
// far field color
{
VkImageCreateInfo imageCreateInfo = {};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = VK_FORMAT_R32G32B32A32_SFLOAT;
imageCreateInfo.extent.width = target->extent.width / 2;
imageCreateInfo.extent.height = target->extent.height / 2;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
vkCreateImage(device_, &imageCreateInfo, nullptr, &target->farFieldImages[i]);
VkMemoryRequirements memoryRequirements = {};
vkGetImageMemoryRequirements(device_, target->farFieldImages[i], &memoryRequirements);
VkMemoryAllocateInfo allocateInfo = {};
allocateInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocateInfo.allocationSize = memoryRequirements.size;
allocateInfo.memoryTypeIndex = findMemoryType(memoryRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vkAllocateMemory(device_, &allocateInfo, nullptr, &target->farFieldMemory[i]);
vkBindImageMemory(device_, target->farFieldImages[i], target->farFieldMemory[i], 0);
}
// far field image view
{
VkImageViewCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = target->farFieldImages[i];
createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
createInfo.format = VK_FORMAT_R32G32B32A32_SFLOAT;
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createInfo.subresourceRange.levelCount = 1;
createInfo.subresourceRange.layerCount = 1;
vkCreateImageView(device_, &createInfo, nullptr, &target->farFieldImageViews[i]);
}
// far field framebuffer
{
VkFramebufferCreateInfo framebufferInfo = {};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = dofPass_->getRenderPass();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = &target->farFieldImageViews[i];
framebufferInfo.width = target->extent.width / 2;
framebufferInfo.height = target->extent.height / 2;
framebufferInfo.layers = 1;
vkCreateFramebuffer(device_, &framebufferInfo, nullptr, &target->farFieldFramebuffers[i]);
}
}
postPass_->createDescriptorSet(target);
dofPass_->createDescriptorSet(target);
VkCommandBufferAllocateInfo allocateInfo = {};
allocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
@ -371,6 +501,18 @@ void Renderer::destroyRenderTarget(RenderTarget* target) {
vkFreeDescriptorSets(device_, descriptorPool_, target->numImages, target->postSets);
for(uint32_t i = 0; i < target->numImages; i++) {
vkDestroyFramebuffer(device_, target->nearFieldFramebuffers[i], nullptr);
vkDestroyImageView(device_, target->nearFieldImageViews[i], nullptr);
vkFreeMemory(device_, target->nearFieldMemory[i], nullptr);
vkDestroyImage(device_, target->nearFieldImages[i], nullptr);
vkDestroyFramebuffer(device_, target->farFieldFramebuffers[i], nullptr);
vkDestroyImageView(device_, target->farFieldImageViews[i], nullptr);
vkFreeMemory(device_, target->farFieldMemory[i], nullptr);
vkDestroyImage(device_, target->farFieldImages[i], nullptr);
vkDestroyFramebuffer(device_, target->offscreenFramebuffers[i], nullptr);
vkDestroyImageView(device_, target->offscreenDepthImageViews[i], nullptr);
@ -384,11 +526,23 @@ void Renderer::destroyRenderTarget(RenderTarget* target) {
vkDestroyFramebuffer(device_, target->swapchainFramebuffers[i], nullptr);
vkDestroyImageView(device_, target->swapchainImageViews[i], nullptr);
}
delete[] target->nearFieldFramebuffers;
delete[] target->nearFieldImageViews;
delete[] target->nearFieldMemory;
delete[] target->nearFieldImages;
delete[] target->farFieldFramebuffers;
delete[] target->farFieldImageViews;
delete[] target->farFieldMemory;
delete[] target->farFieldImages;
delete[] target->offscreenFramebuffers;
delete[] target->offscreenDepthImageViews;
delete[] target->offscreenDepthMemory;
delete[] target->offscreenDepthImages;
delete[] target->offscreenColorImageViews;
delete[] target->offscreenColorMemory;
delete[] target->offscreenColorImages;
@ -397,6 +551,7 @@ void Renderer::destroyRenderTarget(RenderTarget* target) {
delete[] target->swapchainImageViews;
delete[] target->swapchainImages;
delete[] target->dofSets;
delete[] target->postSets;
vkDestroySwapchainKHR(device_, target->swapchain, nullptr);
@ -872,8 +1027,8 @@ void Renderer::createPresentationRenderPass() {
void Renderer::createDescriptorPool() {
const std::array<VkDescriptorPoolSize, 2> poolSizes = {
VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 15},
VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 15}
VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 25},
VkDescriptorPoolSize{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 25}
};
VkDescriptorPoolCreateInfo poolInfo = {};
@ -881,7 +1036,7 @@ void Renderer::createDescriptorPool() {
poolInfo.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
poolInfo.poolSizeCount = poolSizes.size();
poolInfo.pPoolSizes = poolSizes.data();
poolInfo.maxSets = 15;
poolInfo.maxSets = 25;
vkCreateDescriptorPool(device_, &poolInfo, nullptr, &descriptorPool_);
}