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Example.cpp
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Example.cpp
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/*
* Example.cpp (Example_VolumeRendering)
*
* Copyright (c) 2015 Lukas Hermanns. All rights reserved.
* Licensed under the terms of the BSD 3-Clause license (see LICENSE.txt).
*/
#include <ExampleBase.h>
#include <PerlinNoise.h>
class Example_VolumeRendering : public ExampleBase
{
const std::uint32_t noiseTextureSize = 64;
LLGL::Shader* vsScene = nullptr;
LLGL::Shader* fsScene = nullptr;
LLGL::PipelineLayout* pipelineLayoutCbuffer = nullptr;
LLGL::PipelineLayout* pipelineLayoutFinalPass = nullptr;
LLGL::PipelineState* pipelineRangePass = nullptr;
LLGL::PipelineState* pipelineZPrePass = nullptr;
LLGL::PipelineState* pipelineFinalPass = nullptr;
LLGL::ResourceHeap* resourceHeapCbuffer = nullptr;
LLGL::ResourceHeap* resourceHeapFinalPass = nullptr;
LLGL::Buffer* vertexBuffer = nullptr;
LLGL::Buffer* constantBuffer = nullptr;
LLGL::Texture* noiseTexture = nullptr; // 3D noise texture
LLGL::Sampler* linearSampler = nullptr;
LLGL::Texture* depthRangeTexture = nullptr;
LLGL::RenderTarget* depthRangeRenderTarget = nullptr;
TriangleMesh mesh;
Gs::Matrix4f rotation;
PerlinNoise perlinNoise;
struct Settings
{
Gs::Matrix4f wMatrix;
Gs::Matrix4f wMatrixInv;
Gs::Matrix4f vpMatrix;
Gs::Matrix4f vpMatrixInv;
Gs::Vector3f lightDir = Gs::Vector3f(-0.25f, -0.7f, 1.25f).Normalized();
float shininess = 55.0f; // Blinn-phong specular power factor
Gs::Vector3f viewPos; // World-space camera position
float threshold = 0.1f; // Density threshold in the range [0, 0.5].
LLGL::ColorRGBf albedo = { 0.5f, 0.6f, 1.0f }; // Albedo material color
float reflectance = 0.4f; // Specular reflectance intensity
}
settings;
public:
Example_VolumeRendering() :
ExampleBase { "LLGL Example: VolumeRendering" }
{
// Create all graphics objects
auto vertexFormat = CreateBuffers();
LoadShaders(vertexFormat);
CreateTextures();
CreateSamplers();
CreatePipelineLayouts();
CreatePipelines();
CreateResourceHeaps();
// Show some information
LLGL::Log::Printf(
"press LEFT MOUSE BUTTON and move the mouse to ROTATE the model\n"
"press RIGHT MOUSE BUTTON and move the mouse on the X-axis to change the DENSITY THRESHOLD\n"
);
}
private:
LLGL::VertexFormat CreateBuffers()
{
// Specify vertex format
LLGL::VertexFormat vertexFormat;
vertexFormat.AppendAttribute({ "position", LLGL::Format::RGB32Float });
vertexFormat.AppendAttribute({ "normal", LLGL::Format::RGB32Float });
vertexFormat.SetStride(sizeof(TexturedVertex));
// Load 3D models
std::vector<TexturedVertex> vertices;
mesh = LoadObjModel(vertices, "Suzanne.obj");
// Create vertex, index, and constant buffer
vertexBuffer = CreateVertexBuffer(vertices, vertexFormat);
constantBuffer = CreateConstantBuffer(settings);
return vertexFormat;
}
void LoadShaders(const LLGL::VertexFormat& vertexFormat)
{
// Load shader programs
if (Supported(LLGL::ShadingLanguage::HLSL))
{
vsScene = LoadShader({ LLGL::ShaderType::Vertex, "Example.hlsl", "VScene", "vs_5_0" }, { vertexFormat });
fsScene = LoadShader({ LLGL::ShaderType::Fragment, "Example.hlsl", "PScene", "ps_5_0" });
}
else if (Supported(LLGL::ShadingLanguage::GLSL) || Supported(LLGL::ShadingLanguage::ESSL))
{
vsScene = LoadShader({ LLGL::ShaderType::Vertex, "Example.vert" }, { vertexFormat });
fsScene = LoadShader({ LLGL::ShaderType::Fragment, "Example.frag" });
}
else if (Supported(LLGL::ShadingLanguage::SPIRV))
{
vsScene = LoadShader({ LLGL::ShaderType::Vertex, "Example.450core.vert.spv" }, { vertexFormat });
fsScene = LoadShader({ LLGL::ShaderType::Fragment, "Example.450core.frag.spv" });
}
else if (Supported(LLGL::ShadingLanguage::Metal))
{
vsScene = LoadShader({ LLGL::ShaderType::Vertex, "Example.metal", "VScene", "1.1" }, { vertexFormat });
fsScene = LoadShader({ LLGL::ShaderType::Fragment, "Example.metal", "PScene", "1.1" });
}
else
throw std::runtime_error("shaders not supported for active renderer");
}
void CreateDepthRangeTextureAndRenderTarget(const LLGL::Extent2D& resolution)
{
// Release previous resources
if (depthRangeTexture != nullptr)
{
renderer->Release(*depthRangeTexture);
depthRangeTexture = nullptr;
}
if (depthRangeRenderTarget != nullptr)
{
renderer->Release(*depthRangeRenderTarget);
depthRangeRenderTarget = nullptr;
}
// Create depth texture
LLGL::TextureDescriptor texDesc;
{
texDesc.type = LLGL::TextureType::Texture2D;
texDesc.bindFlags = LLGL::BindFlags::DepthStencilAttachment | LLGL::BindFlags::Sampled;
texDesc.miscFlags = LLGL::MiscFlags::NoInitialData;
texDesc.format = LLGL::Format::D32Float;
texDesc.extent = { resolution.width, resolution.height, 1 };
texDesc.mipLevels = 1;
}
depthRangeTexture = renderer->CreateTexture(texDesc);
// Create render target
LLGL::RenderTargetDescriptor rtDesc;
{
rtDesc.resolution = resolution;
rtDesc.depthStencilAttachment = depthRangeTexture;
}
depthRangeRenderTarget = renderer->CreateRenderTarget(rtDesc);
}
void CreateTextures()
{
// Generate 3D perlin noise texture
std::vector<std::uint8_t> imageData;
{
perlinNoise.GenerateBuffer(imageData, noiseTextureSize, noiseTextureSize, noiseTextureSize, 4);
}
LLGL::ImageView imageView;
{
imageView.format = LLGL::ImageFormat::R;
imageView.dataType = LLGL::DataType::UInt8;
imageView.data = imageData.data();
imageView.dataSize = imageData.size();
}
LLGL::TextureDescriptor texDesc;
{
texDesc.type = LLGL::TextureType::Texture3D;
texDesc.format = LLGL::Format::R8UNorm;
texDesc.extent = { noiseTextureSize, noiseTextureSize, noiseTextureSize };
texDesc.mipLevels = 1;
}
noiseTexture = renderer->CreateTexture(texDesc, &imageView);
// Create render target texture for depth-range
CreateDepthRangeTextureAndRenderTarget(swapChain->GetResolution());
}
void CreateSamplers()
{
// Create default sampler state
LLGL::SamplerDescriptor samplerDesc;
{
samplerDesc.mipMapEnabled = false;
}
linearSampler = renderer->CreateSampler(samplerDesc);
}
void CreatePipelineLayouts()
{
// Create pipeline layout with only a single constant buffer for depth-range pass and Z-pre pass
pipelineLayoutCbuffer = renderer->CreatePipelineLayout(LLGL::Parse("heap{ cbuffer(Settings@1):frag:vert }"));
// Create pipeline layout for final scene rendering
pipelineLayoutFinalPass = renderer->CreatePipelineLayout(
LLGL::Parse(
"heap{"
" cbuffer(Settings@1):frag:vert,"
" texture(noiseTexture@2, depthRangeTexture@3):frag, sampler(linearSampler@4):frag,"
"},"
"sampler<noiseTexture, linearSampler>(noiseTexture@2),"
"sampler<depthRangeTexture, linearSampler>(depthRangeTexture@3),"
)
);
}
void CreatePipelines()
{
// Create graphics pipeline for depth-range pass
{
LLGL::GraphicsPipelineDescriptor pipelineDesc;
{
pipelineDesc.vertexShader = vsScene;
pipelineDesc.renderPass = depthRangeRenderTarget->GetRenderPass();
pipelineDesc.pipelineLayout = pipelineLayoutCbuffer;
pipelineDesc.depth.testEnabled = true;
pipelineDesc.depth.writeEnabled = true;
pipelineDesc.depth.compareOp = LLGL::CompareOp::Greater;
pipelineDesc.rasterizer.cullMode = LLGL::CullMode::Front;
pipelineDesc.rasterizer.multiSampleEnabled = (depthRangeRenderTarget->GetSamples() > 1);
pipelineDesc.blend.targets[0].colorMask = 0x0;
}
pipelineRangePass = renderer->CreatePipelineState(pipelineDesc);
}
// Create graphics pipeline for Z-pre pass
{
LLGL::GraphicsPipelineDescriptor pipelineDesc;
{
pipelineDesc.vertexShader = vsScene;
pipelineDesc.renderPass = swapChain->GetRenderPass();
pipelineDesc.pipelineLayout = pipelineLayoutCbuffer;
pipelineDesc.depth.testEnabled = true;
pipelineDesc.depth.writeEnabled = true;
pipelineDesc.depth.compareOp = LLGL::CompareOp::Less;
pipelineDesc.rasterizer.cullMode = LLGL::CullMode::Back;
pipelineDesc.rasterizer.multiSampleEnabled = (swapChain->GetSamples() > 1);
pipelineDesc.blend.targets[0].colorMask = 0x0;
}
pipelineZPrePass = renderer->CreatePipelineState(pipelineDesc);
}
// Create graphics pipeline for final scene rendering
{
LLGL::GraphicsPipelineDescriptor pipelineDesc;
{
pipelineDesc.vertexShader = vsScene;
pipelineDesc.fragmentShader = fsScene;
pipelineDesc.renderPass = swapChain->GetRenderPass();
pipelineDesc.pipelineLayout = pipelineLayoutFinalPass;
pipelineDesc.depth.testEnabled = true;
pipelineDesc.depth.writeEnabled = false;
pipelineDesc.depth.compareOp = LLGL::CompareOp::Equal;
pipelineDesc.rasterizer.cullMode = LLGL::CullMode::Back;
pipelineDesc.rasterizer.multiSampleEnabled = (swapChain->GetSamples() > 1);
auto& blendTarget = pipelineDesc.blend.targets[0];
blendTarget.blendEnabled = true;
blendTarget.dstAlpha = LLGL::BlendOp::One;
blendTarget.srcAlpha = LLGL::BlendOp::SrcAlpha;
blendTarget.dstColor = LLGL::BlendOp::One;
blendTarget.srcColor = LLGL::BlendOp::SrcAlpha;
}
pipelineFinalPass = renderer->CreatePipelineState(pipelineDesc);
}
}
void CreateResourceHeaps()
{
// Release only previous resource heaps that refer to resources that are window size dependent
if (resourceHeapFinalPass != nullptr)
{
renderer->Release(*resourceHeapFinalPass);
resourceHeapFinalPass = nullptr;
}
// Create resource heap for Z-pre pass
if (resourceHeapCbuffer == nullptr)
resourceHeapCbuffer = renderer->CreateResourceHeap(pipelineLayoutCbuffer, { constantBuffer });
// Create resource heap for scene rendering
{
resourceHeapFinalPass = renderer->CreateResourceHeap(
pipelineLayoutFinalPass, { constantBuffer, noiseTexture, depthRangeTexture, linearSampler }
);
}
}
void UpdateScene()
{
// Update input
const Gs::Vector2f mouseMotion
{
static_cast<float>(input.GetMouseMotion().x),
static_cast<float>(input.GetMouseMotion().y),
};
Gs::Vector2f rotationVec;
if (input.KeyPressed(LLGL::Key::LButton))
rotationVec = mouseMotion*0.005f;
// Update density threshold
if (input.KeyPressed(LLGL::Key::RButton))
{
float delta = mouseMotion.x*0.002f;
settings.threshold = std::max(0.0f, std::min(settings.threshold + delta, 0.5f));
LLGL::Log::Printf(
"density threshold: %d%% \r",
static_cast<int>(settings.threshold*200.0f)
);
::fflush(stdout);
}
// Rotate model around X and Y axes
Gs::Matrix4f deltaRotation;
Gs::RotateFree(deltaRotation, { 1, 0, 0 }, rotationVec.y);
Gs::RotateFree(deltaRotation, { 0, 1, 0 }, rotationVec.x);
rotation = deltaRotation * rotation;
// Transform scene mesh
settings.wMatrix.LoadIdentity();
Gs::Translate(settings.wMatrix, { 0, 0, 5 });
settings.wMatrix *= rotation;
settings.wMatrixInv = settings.wMatrix.Inverse();
// Update view-projection matrix
settings.vpMatrix = projection;
settings.vpMatrixInv = projection.Inverse();
}
void OnResize(const LLGL::Extent2D& resolution) override
{
// Re-create depth-range texture and its render target.
CreateDepthRangeTextureAndRenderTarget(resolution);
// Also re-create resource haps that refer to the re-created depth-texture
CreateResourceHeaps();
}
void OnDrawFrame() override
{
// Update scene by user input
UpdateScene();
commands->Begin();
{
// Bind vertex input assembly and update constant buffer with scene settings
commands->SetVertexBuffer(*vertexBuffer);
commands->UpdateBuffer(*constantBuffer, 0, &settings, sizeof(settings));
// Render maximum scene depth into render target
commands->BeginRenderPass(*depthRangeRenderTarget);
{
commands->Clear(LLGL::ClearFlags::ColorDepth, { backgroundColor, 0.0f });
commands->SetViewport(depthRangeRenderTarget->GetResolution());
// Render depth-range pass
commands->PushDebugGroup("Range Pass");
{
commands->SetPipelineState(*pipelineRangePass);
commands->SetResourceHeap(*resourceHeapCbuffer);
commands->Draw(mesh.numVertices, mesh.firstVertex);
}
commands->PopDebugGroup();
}
commands->EndRenderPass();
// Render everything directly into the swap-chain
commands->BeginRenderPass(*swapChain);
{
commands->Clear(LLGL::ClearFlags::ColorDepth, { backgroundColor, 1.0f });
commands->SetViewport(swapChain->GetResolution());
// Render Z-pre pass
commands->PushDebugGroup("Z-Pre Pass");
{
commands->SetPipelineState(*pipelineZPrePass);
commands->SetResourceHeap(*resourceHeapCbuffer);
commands->Draw(mesh.numVertices, mesh.firstVertex);
}
commands->PopDebugGroup();
// Render final scene pass
commands->PushDebugGroup("Final Pass");
{
commands->SetPipelineState(*pipelineFinalPass);
commands->SetResourceHeap(*resourceHeapFinalPass);
commands->Draw(mesh.numVertices, mesh.firstVertex);
}
commands->PopDebugGroup();
}
commands->EndRenderPass();
}
commands->End();
commandQueue->Submit(*commands);
}
};
LLGL_IMPLEMENT_EXAMPLE(Example_VolumeRendering);