/* * Copyright 2022-2024 Frederico de Oliveira Linhares * * 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. */ #include "graphics_pipeline_3d.hpp" #include #include #include "../core.hpp" #include "core.hpp" #include "skeletal_mesh_vertex.hpp" #include "uniform_data_object.hpp" namespace { void load_pipeline(void *obj) { auto self = static_cast(obj); VkPipelineShaderStageCreateInfo vert_shader_stage_info = {}; vert_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; vert_shader_stage_info.pNext = nullptr; vert_shader_stage_info.flags = 0; vert_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT; vert_shader_stage_info.module = cg_core.vk_device_with_swapchain->vert3d_skeletal_shader_module; vert_shader_stage_info.pName = "main"; vert_shader_stage_info.pSpecializationInfo = nullptr; VkPipelineShaderStageCreateInfo frag_shader_stage_info = {}; frag_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; frag_shader_stage_info.pNext = nullptr; frag_shader_stage_info.flags = 0; frag_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT; frag_shader_stage_info.module = cg_core.vk_device_with_swapchain->frag3d_shader_module; frag_shader_stage_info.pName = "main"; frag_shader_stage_info.pSpecializationInfo = nullptr; VkPipelineShaderStageCreateInfo shader_stages[] = { vert_shader_stage_info, frag_shader_stage_info }; VkVertexInputBindingDescription vertex_input_binding{}; vertex_input_binding.binding = 0; vertex_input_binding.stride = sizeof(BluCat::SkeletalMeshVertex); vertex_input_binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX; std::array vertex_attribute{}; // Position. vertex_attribute[0].location = 0; vertex_attribute[0].binding = 0; vertex_attribute[0].format = VK_FORMAT_R32G32B32_SFLOAT; vertex_attribute[0].offset = offsetof(BluCat::SkeletalMeshVertex, position); // Normal. vertex_attribute[1].location = 1; vertex_attribute[1].binding = 0; vertex_attribute[1].format = VK_FORMAT_R32G32B32_SFLOAT; vertex_attribute[1].offset = offsetof(BluCat::SkeletalMeshVertex, normal); // Texture coordinate. vertex_attribute[2].location = 2; vertex_attribute[2].binding = 0; vertex_attribute[2].format = VK_FORMAT_R32G32_SFLOAT; vertex_attribute[2].offset = offsetof(BluCat::SkeletalMeshVertex, texture_coord); // Bones ids. vertex_attribute[3].location = 3; vertex_attribute[3].binding = 0; vertex_attribute[3].format = VK_FORMAT_R32G32B32A32_SINT; vertex_attribute[3].offset = offsetof(BluCat::SkeletalMeshVertex, bone_ids); // Bones weights. vertex_attribute[4].location = 4; vertex_attribute[4].binding = 0; vertex_attribute[4].format = VK_FORMAT_R32G32B32A32_SFLOAT; vertex_attribute[4].offset = offsetof(BluCat::SkeletalMeshVertex, bone_weights); VkPipelineVertexInputStateCreateInfo vertex_input_info = {}; vertex_input_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_input_info.pNext = nullptr; vertex_input_info.flags = 0; vertex_input_info.vertexBindingDescriptionCount = 1; vertex_input_info.pVertexBindingDescriptions = &vertex_input_binding; vertex_input_info.vertexAttributeDescriptionCount = static_cast(vertex_attribute.size()); vertex_input_info.pVertexAttributeDescriptions = vertex_attribute.data(); VkPipelineInputAssemblyStateCreateInfo input_assembly = {}; input_assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; input_assembly.pNext = nullptr; input_assembly.flags = 0; input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; input_assembly.primitiveRestartEnable = VK_FALSE; VkViewport viewport = {}; viewport.x = 0; viewport.y = 0; viewport.width = cg_core.display_width; viewport.height = cg_core.display_height; viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; VkRect2D scissor = {}; scissor.offset = {0, 0}; scissor.extent = {cg_core.display_width, cg_core.display_height}; VkPipelineViewportStateCreateInfo viewport_state = {}; viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_state.pNext = nullptr; viewport_state.flags = 0; viewport_state.viewportCount = 1; viewport_state.pViewports = &viewport; viewport_state.scissorCount = 1; viewport_state.pScissors = &scissor; VkPipelineRasterizationStateCreateInfo rasterizer = {}; rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rasterizer.pNext = nullptr; rasterizer.flags = 0; rasterizer.depthClampEnable = VK_FALSE; rasterizer.rasterizerDiscardEnable = VK_FALSE; rasterizer.polygonMode = VK_POLYGON_MODE_FILL; rasterizer.cullMode = VK_CULL_MODE_NONE; rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rasterizer.depthBiasEnable = VK_FALSE; rasterizer.depthBiasConstantFactor = 0.0f; rasterizer.depthBiasClamp = 0.0f; rasterizer.depthBiasSlopeFactor = 0.0f; rasterizer.lineWidth = 1.0f; VkPipelineMultisampleStateCreateInfo multisampling = {}; multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; multisampling.sampleShadingEnable = VK_FALSE; multisampling.minSampleShading = 1.0f; multisampling.pSampleMask = nullptr; multisampling.alphaToCoverageEnable = VK_FALSE; multisampling.alphaToOneEnable = VK_FALSE; VkPipelineDepthStencilStateCreateInfo depth_stencil = {}; depth_stencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; depth_stencil.depthTestEnable = VK_TRUE; depth_stencil.depthWriteEnable = VK_TRUE; depth_stencil.depthCompareOp = VK_COMPARE_OP_LESS; depth_stencil.depthBoundsTestEnable = VK_FALSE; depth_stencil.minDepthBounds = 0.0f; depth_stencil.maxDepthBounds = 1.0f; depth_stencil.stencilTestEnable = VK_FALSE; depth_stencil.front = {}; depth_stencil.back = {}; VkPipelineColorBlendAttachmentState color_blend_attachment = {}; color_blend_attachment.blendEnable = VK_FALSE; color_blend_attachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; color_blend_attachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; color_blend_attachment.colorBlendOp = VK_BLEND_OP_ADD; color_blend_attachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; color_blend_attachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; color_blend_attachment.alphaBlendOp = VK_BLEND_OP_ADD; color_blend_attachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; VkPipelineColorBlendStateCreateInfo color_blending = {}; color_blending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; color_blending.pNext = nullptr; color_blending.flags = 0; color_blending.logicOpEnable = VK_FALSE; color_blending.logicOp = VK_LOGIC_OP_COPY; color_blending.attachmentCount = 1; color_blending.pAttachments = &color_blend_attachment; color_blending.blendConstants[0] = 0.0f; color_blending.blendConstants[1] = 0.0f; color_blending.blendConstants[2] = 0.0f; color_blending.blendConstants[3] = 0.0f; VkDynamicState dynamic_states[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_LINE_WIDTH }; VkPipelineDynamicStateCreateInfo dynamic_state_info = {}; dynamic_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamic_state_info.dynamicStateCount = 2; dynamic_state_info.pDynamicStates = dynamic_states; VkGraphicsPipelineCreateInfo pipeline_info{}; pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipeline_info.pNext = nullptr; pipeline_info.flags = 0; pipeline_info.stageCount = 2; pipeline_info.pStages = shader_stages; pipeline_info.pVertexInputState = &vertex_input_info; pipeline_info.pInputAssemblyState = &input_assembly; pipeline_info.pTessellationState = nullptr; pipeline_info.pViewportState = &viewport_state; pipeline_info.pRasterizationState = &rasterizer; pipeline_info.pMultisampleState = &multisampling; pipeline_info.pDepthStencilState = &depth_stencil; pipeline_info.pColorBlendState = &color_blending; pipeline_info.pDynamicState = &dynamic_state_info; pipeline_info.layout = cg_core.vk_graphics_pipeline_3d_layout->pipeline; pipeline_info.renderPass = cg_core.vk_render_pass->pipeline_3d; pipeline_info.subpass = 0; pipeline_info.basePipelineHandle = VK_NULL_HANDLE; pipeline_info.basePipelineIndex = -1; if(vkCreateGraphicsPipelines( cg_core.vk_device_with_swapchain->device, VK_NULL_HANDLE, 1, &pipeline_info, nullptr, &self->graphic_pipeline) != VK_SUCCESS) throw CommandError{"Failed to create graphics pipeline."}; } void unload_pipeline(void *obj) { auto self = static_cast(obj); vkDestroyPipeline( cg_core.vk_device_with_swapchain->device, self->graphic_pipeline, nullptr); } const CommandChain loader{ {&load_pipeline, &unload_pipeline} }; } namespace BluCat { GraphicsPipeline3DSkeletal::GraphicsPipeline3DSkeletal() { loader.execute(this); } GraphicsPipeline3DSkeletal::~GraphicsPipeline3DSkeletal() { loader.revert(this); } void GraphicsPipeline3DSkeletal::draw( std::shared_ptr view, const VkCommandBuffer draw_command_buffer, const size_t current_frame, const uint32_t image_index) { vkCmdBindPipeline( draw_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, this->graphic_pipeline); // Draw models for(auto& [skeletal_mesh, instances]: cg_core.vk_renderer->skeletal_models_to_draw[current_frame]) { VkBuffer vertex_buffers[]{skeletal_mesh->vertex_buffer->buffer}; VkDeviceSize offsets[]{0}; vkCmdBindVertexBuffers( draw_command_buffer, 0, 1, vertex_buffers, offsets); vkCmdBindIndexBuffer( draw_command_buffer, skeletal_mesh->index_buffer->buffer, 0, VK_INDEX_TYPE_UINT32); for(auto &instance: instances) { // Object matrix. glm::mat4 translation_matrix{1.0f}; translation_matrix = glm::translate( translation_matrix, *instance->position); glm::mat4 rotation_matrix{glm::toMat4(*instance->orientation)}; std::array vk_descriptor_sets{ cg_core.vk_light->descriptor_sets_world[image_index], view->descriptor_sets_3d[image_index], instance->descriptor_sets[image_index], instance->texture->descriptor_sets[image_index]}; vkCmdBindDescriptorSets( draw_command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, cg_core.vk_graphics_pipeline_3d_layout->pipeline, 0, vk_descriptor_sets.size(), vk_descriptor_sets.data(), 0, nullptr); vkCmdDrawIndexed( draw_command_buffer, skeletal_mesh->index_count, 1, 0, 0, 0); BluCat::UDOSkeletalModel udo_skeletal_model{}; instance->tick(cg_core.delta_time); udo_skeletal_model.base_matrix = translation_matrix * rotation_matrix; std::copy(instance->bone_transforms.begin(), instance->bone_transforms.end(), udo_skeletal_model.bone_matrices); instance->uniform_buffers[image_index].copy_data(&udo_skeletal_model); } } } }