diff --git a/README.md b/README.md index fc0e545..9ee0c85 100644 --- a/README.md +++ b/README.md @@ -1,151 +1,40 @@ -Instructions - Vulkan Grass Rendering +Vulkan Grass Rendering ======================== +### University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 6 -This is due **Sunday 11/4, evening at midnight**. +* Ishan Ranade +* Tested on personal computer: Gigabyte Aero 14, Windows 10, i7-7700HQ, GTX 1060 -**Summary:** -In this project, you will use Vulkan to implement a grass simulator and renderer. You will -use compute shaders to perform physics calculations on Bezier curves that represent individual -grass blades in your application. Since rendering every grass blade on every frame will is fairly -inefficient, you will also use compute shaders to cull grass blades that don't contribute to a given frame. -The remaining blades will be passed to a graphics pipeline, in which you will write several shaders. -You will write a vertex shader to transform Bezier control points, tessellation shaders to dynamically create -the grass geometry from the Bezier curves, and a fragment shader to shade the grass blades. +## Images -The base code provided includes all of the basic Vulkan setup, including a compute pipeline that will run your compute -shaders and two graphics pipelines, one for rendering the geometry that grass will be placed on and the other for -rendering the grass itself. Your job will be to write the shaders for the grass graphics pipeline and the compute pipeline, -as well as binding any resources (descriptors) you may need to accomplish the tasks described in this assignment. +![](demo.gif) -![](img/grass.gif) ![](img/grass2.gif) +![](grass1.JPG) -You are not required to use this base code if you don't want -to. You may also change any part of the base code as you please. -**This is YOUR project.** The above .gifs are just examples that you -can use as a reference to compare to. Feel free to get creative with your implementations! +![](grass2.JPG) -**Important:** -- If you are not in CGGT/DMD, you may replace this project with a GPU compute -project. You MUST get this pre-approved by Ottavio before continuing! +![](grass3.JPG) -### Contents +## Description -* `src/` C++/Vulkan source files. - * `shaders/` glsl shader source files - * `images/` images used as textures within graphics pipelines -* `external/` Includes and static libraries for 3rd party libraries. -* `img/` Screenshots and images to use in your READMEs +### Grass -### Installing Vulkan - -In order to run a Vulkan project, you first need to download and install the [Vulkan SDK](https://vulkan.lunarg.com/). -Make sure to run the downloaded installed as administrator so that the installer can set the appropriate environment -variables for you. - -Once you have done this, you need to make sure your GPU driver supports Vulkan. Download and install a -[Vulkan driver](https://developer.nvidia.com/vulkan-driver) from NVIDIA's website. - -Finally, to check that Vulkan is ready for use, go to your Vulkan SDK directory (`C:/VulkanSDK/` unless otherwise specified) -and run the `cube.exe` example within the `Bin` directory. IF you see a rotating gray cube with the LunarG logo, then you -are all set! - -### Running the code - -While developing your grass renderer, you will want to keep validation layers enabled so that error checking is turned on. -The project is set up such that when you are in `debug` mode, validation layers are enabled, and when you are in `release` mode, -validation layers are disabled. After building the code, you should be able to run the project without any errors. You will see a plane with a grass texture on it to begin with. - -![](img/cube_demo.png) - -## Requirements - -**Ask on the mailing list for any clarifications.** - -In this project, you are given the following code: - -* The basic setup for a Vulkan project, including the swapchain, physical device, logical device, and the pipelines described above. -* Structs for some of the uniform buffers you will be using. -* Some buffer creation utility functions. -* A simple interactive camera using the mouse. - -You need to implement the following features/pipeline stages: - -* Compute shader (`shaders/compute.comp`) -* Grass pipeline stages - * Vertex shader (`shaders/grass.vert') - * Tessellation control shader (`shaders/grass.tesc`) - * Tessellation evaluation shader (`shaders/grass.tese`) - * Fragment shader (`shaders/grass.frag`) -* Binding of any extra descriptors you may need - -See below for more guidance. - -## Base Code Tour - -Areas that you need to complete are -marked with a `TODO` comment. Functions that are useful -for reference are marked with the comment `CHECKITOUT`. - -* `src/main.cpp` is the entry point of our application. -* `src/Instance.cpp` sets up the application state, initializes the Vulkan library, and contains functions that will create our -physical and logical device handles. -* `src/Device.cpp` manages the logical device and sets up the queues that our command buffers will be submitted to. -* `src/Renderer.cpp` contains most of the rendering implementation, including Vulkan setup and resource creation. You will -likely have to make changes to this file in order to support changes to your pipelines. -* `src/Camera.cpp` manages the camera state. -* `src/Model.cpp` manages the state of the model that grass will be created on. Currently a plane is hardcoded, but feel free to -update this with arbitrary model loading! -* `src/Blades.cpp` creates the control points corresponding to the grass blades. There are many parameters that you can play with -here that will change the behavior of your rendered grass blades. -* `src/Scene.cpp` manages the scene state, including the model, blades, and simualtion time. -* `src/BufferUtils.cpp` provides helper functions for creating buffers to be used as descriptors. - -We left out descriptions for a couple files that you likely won't have to modify. Feel free to investigate them to understand their -importance within the scope of the project. - -## Grass Rendering - -This project is an implementation of the paper, [Responsive Real-Time Grass Rendering for General 3D Scenes](https://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/JAHRMANN-2017-RRTG-draft.pdf). -Please make sure to use this paper as a primary resource while implementing your grass renderers. It does a great job of explaining -the key algorithms and math you will be using. Below is a brief description of the different components in chronological order of how your renderer will -execute, but feel free to develop the components in whatever order you prefer. - -We recommend starting with trying to display the grass blades without any forces on them before trying to add any forces on the blades themselves. Here is an example of what that may look like: - -![](img/grass_basic.gif) - -### Representing Grass as Bezier Curves - -In this project, grass blades will be represented as Bezier curves while performing physics calculations and culling operations. +The grass blades are be represented as Bezier curves for performing physics calculations and culling operations. Each Bezier curve has three control points. * `v0`: the position of the grass blade on the geomtry * `v1`: a Bezier curve guide that is always "above" `v0` with respect to the grass blade's up vector (explained soon) * `v2`: a physical guide for which we simulate forces on -We also need to store per-blade characteristics that will help us simulate and tessellate our grass blades correctly. +Per-blade characteristics are also stored that will help us simulate and tessellate our grass blades correctly. * `up`: the blade's up vector, which corresponds to the normal of the geometry that the grass blade resides on at `v0` * Orientation: the orientation of the grass blade's face * Height: the height of the grass blade * Width: the width of the grass blade's face * Stiffness coefficient: the stiffness of our grass blade, which will affect the force computations on our blade -We can pack all this data into four `vec4`s, such that `v0.w` holds orientation, `v1.w` holds height, `v2.w` holds width, and -`up.w` holds the stiffness coefficient. - -![](img/blade_model.jpg) - -### Simulating Forces - -In this project, you will be simulating forces on grass blades while they are still Bezier curves. This will be done in a compute -shader using the compute pipeline that has been created for you. Remember that `v2` is our physical guide, so we will be -applying transformations to `v2` initially, then correcting for potential errors. We will finally update `v1` to maintain the appropriate -length of our grass blade. +![](bezier.jpg) -#### Binding Resources - -In order to update the state of your grass blades on every frame, you will need to create a storage buffer to maintain the grass data. -You will also need to pass information about how much time has passed in the simulation and the time since the last frame. To do this, -you can extend or create descriptor sets that will be bound to the compute pipeline. +### Forces #### Gravity @@ -167,84 +56,37 @@ Once we have `iv2`, we can compute the recovery forces as `r = (iv2 - v2) * stif #### Wind -In order to simulate wind, you are at liberty to create any wind function you want! In order to have something interesting, -you can make the function depend on the position of `v0` and a function that changes with time. Consider using some combination -of sine or cosine functions. - -Your wind function will determine a wind direction that is affecting the blade, but it is also worth noting that wind has a larger impact on -grass blades whose forward directions are parallel to the wind direction. The paper describes this as a "wind alignment" term. We won't go -over the exact math here, but use the paper as a reference when implementing this. It does a great job of explaining this! - -Once you have a wind direction and a wind alignment term, your total wind force (`w`) will be `windDirection * windAlignment`. +For wind forces, we can find the `windAlignment` as the dot product of the direction the grass blade is facing and the wind direction. We can also create a sin wave across the entire grass patch by using sin of the x position to offset its position. We can also create a weaker force based on how close the blade aligns with the wind direction, because if the dot product is closer to 0 the stronger the force. #### Total force -We can then determine a translation for `v2` based on the forces as `tv2 = (gravity + recovery + wind) * deltaTime`. However, we can't simply -apply this translation and expect the simulation to be robust. Our forces might push `v2` under the ground! Similarly, moving `v2` but leaving -`v1` in the same position will cause our grass blade to change length, which doesn't make sense. - -Read section 5.2 of the paper in order to learn how to determine the corrected final positions for `v1` and `v2`. +We can then determine a translation for `v2` based on the forces as `tv2 = (gravity + recovery + wind) * deltaTime`. -### Culling tests - -Although we need to simulate forces on every grass blade at every frame, there are many blades that we won't need to render -due to a variety of reasons. Here are some heuristics we can use to cull blades that won't contribute positively to a given frame. +### Culling #### Orientation culling -Consider the scenario in which the front face direction of the grass blade is perpendicular to the view vector. Since our grass blades -won't have width, we will end up trying to render parts of the grass that are actually smaller than the size of a pixel. This could -lead to aliasing artifacts. - -In order to remedy this, we can cull these blades! Simply do a dot product test to see if the view vector and front face direction of -the blade are perpendicular. The paper uses a threshold value of `0.9` to cull, but feel free to use what you think looks best. +We can cull blades where the front face direction of the grass blade is perpendicular to the view vector. We can do a dot product test to see if the view vector and front face direction of the blade are perpendicular. #### View-frustum culling We also want to cull blades that are outside of the view-frustum, considering they won't show up in the frame anyway. To determine if a grass blade is in the view-frustum, we want to compare the visibility of three points: `v0, v2, and m`, where `m = (1/4)v0 * (1/2)v1 * (1/4)v2`. -Notice that we aren't using `v1` for the visibility test. This is because the `v1` is a Bezier guide that doesn't represent a position on the grass blade. -We instead use `m` to approximate the midpoint of our Bezier curve. - -If all three points are outside of the view-frustum, we will cull the grass blade. The paper uses a tolerance value for this test so that we are culling -blades a little more conservatively. This can help with cases in which the Bezier curve is technically not visible, but we might be able to see the blade -if we consider its width. +Notice that we aren't using `v1` for the visibility test. This is because the `v1` is a Bezier guide that doesn't represent a position on the grass blade. We instead use `m` to approximate the midpoint of our Bezier curve. If all three points are outside of the view-frustum, we will cull the grass blade. #### Distance culling -Similarly to orientation culling, we can end up with grass blades that at large distances are smaller than the size of a pixel. This could lead to additional -artifacts in our renders. In this case, we can cull grass blades as a function of their distance from the camera. - -You are free to define two parameters here. -* A max distance afterwhich all grass blades will be culled. -* A number of buckets to place grass blades between the camera and max distance into. - -Define a function such that the grass blades in the bucket closest to the camera are kept while an increasing number of grass blades -are culled with each farther bucket. - -#### Occlusion culling (extra credit) - -This type of culling only makes sense if our scene has additional objects aside from the plane and the grass blades. We want to cull grass blades that -are occluded by other geometry. Think about how you can use a depth map to accomplish this! - -### Tessellating Bezier curves into grass blades - -In this project, you should pass in each Bezier curve as a single patch to be processed by your grass graphics pipeline. You will tessellate this patch into -a quad with a shape of your choosing (as long as it looks sufficiently like grass of course). The paper has some examples of grass shapes you can use as inspiration. +We can also cull grass blades based on a max distance afterwhich all grass blades will be culled and a number of buckets to place grass blades between the camera and max distance into. -In the tessellation control shader, specify the amount of tessellation you want to occur. Remember that you need to provide enough detail to create the curvature of a grass blade. +### Vulkan -The generated vertices will be passed to the tessellation evaluation shader, where you will place the vertices in world space, respecting the width, height, and orientation information -of each blade. Once you have determined the world space position of each vector, make sure to set the output `gl_Position` in clip space! +We use a compute shader to apply the forces on the `v0`, `v1`, and `v2` points of each grass blade. We also cull blades in the compute shader and save only the blades that we want to be visible. We then pass to a vertex shader that just passes the data through. Next comes a tesselation control shader which decides the tesselation inner and outer sizes and the number of extra vertices to add. Then, we pass to a tesselation evaluation shader that positions the new vertices of the grass piece. And finally, we send to a fragment shader that linearly interpolates between two green colors based on how far up the vertex is from the base of the grass. -** Extra Credit**: Tessellate to varying levels of detail as a function of how far the grass blade is from the camera. For example, if the blade is very far, only generate four vertices in the tessellation control shader. +## Performance -To build more intuition on how tessellation works, I highly recommend playing with the [helloTessellation sample](https://github.com/CIS565-Fall-2018/Vulkan-Samples/tree/master/samples/5_helloTessellation) -and reading this [tutorial on tessellation](http://in2gpu.com/2014/07/12/tessellation-tutorial-opengl-4-3/). +With 1048576 pieces of grass, I only experience a slightly less FPS than 60, which a dip by only 5-10 frames per second. With 8192 pieces of grass I was getting 60 FPS which was very good performance. With the three types of culling listed above I was not noticing any noticeable bumps in FPS, it was still hovering around 60 FPS. -## Resources - -### Links +## Links The following resources may be useful for this project. @@ -254,47 +96,3 @@ The following resources may be useful for this project. * [Vulkan tutorial](https://vulkan-tutorial.com/) * [RenderDoc blog on Vulkan](https://renderdoc.org/vulkan-in-30-minutes.html) * [Tessellation tutorial](http://in2gpu.com/2014/07/12/tessellation-tutorial-opengl-4-3/) - - -## Third-Party Code Policy - -* Use of any third-party code must be approved by asking on our Google Group. -* If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the path tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code **MUST** be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will, at minimum, - result in you receiving an F for the semester. - - -## README - -* A brief description of the project and the specific features you implemented. -* GIFs of your project in its different stages with the different features being added incrementally. -* A performance analysis (described below). - -### Performance Analysis - -The performance analysis is where you will investigate how... -* Your renderer handles varying numbers of grass blades -* The improvement you get by culling using each of the three culling tests - -## Submit - -If you have modified any of the `CMakeLists.txt` files at all (aside from the -list of `SOURCE_FILES`), mentions it explicity. -Beware of any build issues discussed on the Google Group. - -Open a GitHub pull request so that we can see that you have finished. -The title should be "Project 6: YOUR NAME". -The template of the comment section of your pull request is attached below, you can do some copy and paste: - -* [Repo Link](https://link-to-your-repo) -* (Briefly) Mentions features that you've completed. Especially those bells and whistles you want to highlight - * Feature 0 - * Feature 1 - * ... -* Feedback on the project itself, if any. diff --git a/bezier.jpg b/bezier.jpg new file mode 100644 index 0000000..b7a0325 Binary files /dev/null and b/bezier.jpg differ diff --git a/demo.gif b/demo.gif new file mode 100644 index 0000000..364af62 Binary files /dev/null and b/demo.gif differ diff --git a/grass1.JPG b/grass1.JPG new file mode 100644 index 0000000..14031ad Binary files /dev/null and b/grass1.JPG differ diff --git a/grass2.JPG b/grass2.JPG new file mode 100644 index 0000000..f52ccdf Binary files /dev/null and b/grass2.JPG differ diff --git a/grass3.JPG b/grass3.JPG new file mode 100644 index 0000000..f741398 Binary files /dev/null and b/grass3.JPG differ diff --git a/src/Blades.cpp b/src/Blades.cpp index 80e3d76..230d65c 100644 --- a/src/Blades.cpp +++ b/src/Blades.cpp @@ -44,8 +44,8 @@ Blades::Blades(Device* device, VkCommandPool commandPool, float planeDim) : Mode indirectDraw.firstVertex = 0; indirectDraw.firstInstance = 0; - BufferUtils::CreateBufferFromData(device, commandPool, blades.data(), NUM_BLADES * sizeof(Blade), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, bladesBuffer, bladesBufferMemory); - BufferUtils::CreateBuffer(device, NUM_BLADES * sizeof(Blade), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, culledBladesBuffer, culledBladesBufferMemory); + BufferUtils::CreateBufferFromData(device, commandPool, blades.data(), NUM_BLADES * sizeof(Blade), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, bladesBuffer, bladesBufferMemory); + BufferUtils::CreateBuffer(device, NUM_BLADES * sizeof(Blade), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, culledBladesBuffer, culledBladesBufferMemory); BufferUtils::CreateBufferFromData(device, commandPool, &indirectDraw, sizeof(BladeDrawIndirect), VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT, numBladesBuffer, numBladesBufferMemory); } diff --git a/src/Renderer.cpp b/src/Renderer.cpp index b445d04..a2ae4ad 100644 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -198,6 +198,40 @@ void Renderer::CreateComputeDescriptorSetLayout() { // TODO: Create the descriptor set layout for the compute pipeline // Remember this is like a class definition stating why types of information // will be stored at each binding + // Describe the binding of the descriptor set layout + VkDescriptorSetLayoutBinding inputBladesLayoutBinding = {}; + inputBladesLayoutBinding.binding = 0; + inputBladesLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + inputBladesLayoutBinding.descriptorCount = 1; + inputBladesLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + inputBladesLayoutBinding.pImmutableSamplers = nullptr; + + VkDescriptorSetLayoutBinding culledBladesLayoutBinding = {}; + culledBladesLayoutBinding.binding = 1; + culledBladesLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + culledBladesLayoutBinding.descriptorCount = 1; + culledBladesLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + culledBladesLayoutBinding.pImmutableSamplers = nullptr; + + VkDescriptorSetLayoutBinding numBladesLayoutBinding = {}; + numBladesLayoutBinding.binding = 2; + numBladesLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + numBladesLayoutBinding.descriptorCount = 1; + numBladesLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + numBladesLayoutBinding.pImmutableSamplers = nullptr; + + std::vector bindings = { inputBladesLayoutBinding, culledBladesLayoutBinding, numBladesLayoutBinding }; + + // Create the descriptor set layout + VkDescriptorSetLayoutCreateInfo layoutInfo = {}; + layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + layoutInfo.bindingCount = static_cast(bindings.size()); + layoutInfo.pBindings = bindings.data(); + + if (vkCreateDescriptorSetLayout(logicalDevice, &layoutInfo, nullptr, &computeDescriptorSetLayout) != VK_SUCCESS) { + throw std::runtime_error("Failed to create descriptor set layout"); + } + } void Renderer::CreateDescriptorPool() { @@ -216,6 +250,7 @@ void Renderer::CreateDescriptorPool() { { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 1 }, // TODO: Add any additional types and counts of descriptors you will need to allocate + { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER , 3 * static_cast(scene->GetBlades().size()) } }; VkDescriptorPoolCreateInfo poolInfo = {}; @@ -320,6 +355,42 @@ void Renderer::CreateModelDescriptorSets() { void Renderer::CreateGrassDescriptorSets() { // TODO: Create Descriptor sets for the grass. // This should involve creating descriptor sets which point to the model matrix of each group of grass blades + grassDescriptorSets.resize(scene->GetBlades().size()); + + // Describe the desciptor set + VkDescriptorSetLayout layouts[] = { modelDescriptorSetLayout }; + VkDescriptorSetAllocateInfo allocInfo = {}; + allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + allocInfo.descriptorPool = descriptorPool; + allocInfo.descriptorSetCount = static_cast(grassDescriptorSets.size()); + allocInfo.pSetLayouts = layouts; + + // Allocate descriptor sets + if (vkAllocateDescriptorSets(logicalDevice, &allocInfo, grassDescriptorSets.data()) != VK_SUCCESS) { + throw std::runtime_error("Failed to allocate descriptor set"); + } + + std::vector descriptorWrites(grassDescriptorSets.size()); + + for (uint32_t i = 0; i < scene->GetBlades().size(); ++i) { + VkDescriptorBufferInfo modelBufferInfo = {}; + modelBufferInfo.buffer = scene->GetBlades()[i]->GetModelBuffer(); + modelBufferInfo.offset = 0; + modelBufferInfo.range = sizeof(ModelBufferObject); + + descriptorWrites[i + 0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[i + 0].dstSet = grassDescriptorSets[i]; + descriptorWrites[i + 0].dstBinding = 0; + descriptorWrites[i + 0].dstArrayElement = 0; + descriptorWrites[i + 0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptorWrites[i + 0].descriptorCount = 1; + descriptorWrites[i + 0].pBufferInfo = &modelBufferInfo; + descriptorWrites[i + 0].pImageInfo = nullptr; + descriptorWrites[i + 0].pTexelBufferView = nullptr; + } + + // Update descriptor sets + vkUpdateDescriptorSets(logicalDevice, static_cast(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Renderer::CreateTimeDescriptorSet() { @@ -360,6 +431,73 @@ void Renderer::CreateTimeDescriptorSet() { void Renderer::CreateComputeDescriptorSets() { // TODO: Create Descriptor sets for the compute pipeline // The descriptors should point to Storage buffers which will hold the grass blades, the culled grass blades, and the output number of grass blades + computeDescriptorSets.resize(scene->GetBlades().size()); + + // Describe the desciptor set + VkDescriptorSetLayout layouts[] = { computeDescriptorSetLayout }; + VkDescriptorSetAllocateInfo allocInfo = {}; + allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + allocInfo.descriptorPool = descriptorPool; + allocInfo.descriptorSetCount = static_cast(computeDescriptorSets.size()); + allocInfo.pSetLayouts = layouts; + + // Allocate descriptor sets + if (vkAllocateDescriptorSets(logicalDevice, &allocInfo, computeDescriptorSets.data()) != VK_SUCCESS) { + throw std::runtime_error("Failed to allocate descriptor set"); + } + + std::vector descriptorWrites(3 * computeDescriptorSets.size()); + + for (uint32_t i = 0; i < scene->GetBlades().size(); ++i) { + + VkDescriptorBufferInfo inputBladesBufferInfo = {}; + inputBladesBufferInfo.buffer = scene->GetBlades()[i]->GetBladesBuffer(); + inputBladesBufferInfo.offset = 0; + inputBladesBufferInfo.range = NUM_BLADES * sizeof(Blade); + + VkDescriptorBufferInfo culledBladesBufferInfo = {}; + culledBladesBufferInfo.buffer = scene->GetBlades()[i]->GetCulledBladesBuffer(); + culledBladesBufferInfo.offset = 0; + culledBladesBufferInfo.range = NUM_BLADES * sizeof(Blade); + + VkDescriptorBufferInfo numBladesBufferInfo = {}; + numBladesBufferInfo.buffer = scene->GetBlades()[i]->GetNumBladesBuffer(); + numBladesBufferInfo.offset = 0; + numBladesBufferInfo.range = sizeof(BladeDrawIndirect); + + descriptorWrites[3 * i + 0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[3 * i + 0].dstSet = computeDescriptorSets[i]; + descriptorWrites[3 * i + 0].dstBinding = 0; + descriptorWrites[3 * i + 0].dstArrayElement = 0; + descriptorWrites[3 * i + 0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + descriptorWrites[3 * i + 0].descriptorCount = 1; + descriptorWrites[3 * i + 0].pBufferInfo = &inputBladesBufferInfo; + descriptorWrites[3 * i + 0].pImageInfo = nullptr; + descriptorWrites[3 * i + 0].pTexelBufferView = nullptr; + + descriptorWrites[3 * i + 1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[3 * i + 1].dstSet = computeDescriptorSets[i]; + descriptorWrites[3 * i + 1].dstBinding = 1; + descriptorWrites[3 * i + 1].dstArrayElement = 0; + descriptorWrites[3 * i + 1].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + descriptorWrites[3 * i + 1].descriptorCount = 1; + descriptorWrites[3 * i + 1].pBufferInfo = &culledBladesBufferInfo; + descriptorWrites[3 * i + 1].pImageInfo = nullptr; + descriptorWrites[3 * i + 1].pTexelBufferView = nullptr; + + descriptorWrites[3 * i + 2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[3 * i + 2].dstSet = computeDescriptorSets[i]; + descriptorWrites[3 * i + 2].dstBinding = 2; + descriptorWrites[3 * i + 2].dstArrayElement = 0; + descriptorWrites[3 * i + 2].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + descriptorWrites[3 * i + 2].descriptorCount = 1; + descriptorWrites[3 * i + 2].pBufferInfo = &numBladesBufferInfo; + descriptorWrites[3 * i + 2].pImageInfo = nullptr; + descriptorWrites[3 * i + 2].pTexelBufferView = nullptr; + } + + // Update descriptor sets + vkUpdateDescriptorSets(logicalDevice, static_cast(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Renderer::CreateGraphicsPipeline() { @@ -717,7 +855,7 @@ void Renderer::CreateComputePipeline() { computeShaderStageInfo.pName = "main"; // TODO: Add the compute dsecriptor set layout you create to this list - std::vector descriptorSetLayouts = { cameraDescriptorSetLayout, timeDescriptorSetLayout }; + std::vector descriptorSetLayouts = { cameraDescriptorSetLayout, timeDescriptorSetLayout, computeDescriptorSetLayout }; // Create pipeline layout VkPipelineLayoutCreateInfo pipelineLayoutInfo = {}; @@ -884,6 +1022,10 @@ void Renderer::RecordComputeCommandBuffer() { vkCmdBindDescriptorSets(computeCommandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 1, 1, &timeDescriptorSet, 0, nullptr); // TODO: For each group of blades bind its descriptor set and dispatch + for (int i = 0; i < computeDescriptorSets.size(); ++i) { + vkCmdBindDescriptorSets(computeCommandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 2, 1, &computeDescriptorSets[i], 0, nullptr); + vkCmdDispatch(computeCommandBuffer, (NUM_BLADES + WORKGROUP_SIZE - 1) / WORKGROUP_SIZE, 1, 1); + } // ~ End recording ~ if (vkEndCommandBuffer(computeCommandBuffer) != VK_SUCCESS) { @@ -976,13 +1118,14 @@ void Renderer::RecordCommandBuffers() { VkBuffer vertexBuffers[] = { scene->GetBlades()[j]->GetCulledBladesBuffer() }; VkDeviceSize offsets[] = { 0 }; // TODO: Uncomment this when the buffers are populated - // vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); + vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets); // TODO: Bind the descriptor set for each grass blades model + vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipelineLayout, 1, 1, &grassDescriptorSets[j], 0, nullptr); // Draw // TODO: Uncomment this when the buffers are populated - // vkCmdDrawIndirect(commandBuffers[i], scene->GetBlades()[j]->GetNumBladesBuffer(), 0, 1, sizeof(BladeDrawIndirect)); + vkCmdDrawIndirect(commandBuffers[i], scene->GetBlades()[j]->GetNumBladesBuffer(), 0, 1, sizeof(BladeDrawIndirect)); } // End render pass diff --git a/src/Renderer.h b/src/Renderer.h index 95e025f..644872e 100644 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -56,12 +56,15 @@ class Renderer { VkDescriptorSetLayout cameraDescriptorSetLayout; VkDescriptorSetLayout modelDescriptorSetLayout; VkDescriptorSetLayout timeDescriptorSetLayout; + VkDescriptorSetLayout computeDescriptorSetLayout; VkDescriptorPool descriptorPool; VkDescriptorSet cameraDescriptorSet; std::vector modelDescriptorSets; VkDescriptorSet timeDescriptorSet; + std::vector computeDescriptorSets; + std::vector grassDescriptorSets; VkPipelineLayout graphicsPipelineLayout; VkPipelineLayout grassPipelineLayout; diff --git a/src/shaders/compute.comp b/src/shaders/compute.comp index 0fd0224..c840b5d 100644 --- a/src/shaders/compute.comp +++ b/src/shaders/compute.comp @@ -29,28 +29,109 @@ struct Blade { // The project is using vkCmdDrawIndirect to use a buffer as the arguments for a draw call // This is sort of an advanced feature so we've showed you what this buffer should look like // -// layout(set = ???, binding = ???) buffer NumBlades { -// uint vertexCount; // Write the number of blades remaining here -// uint instanceCount; // = 1 -// uint firstVertex; // = 0 -// uint firstInstance; // = 0 -// } numBlades; +layout(set = 2, binding = 0) buffer InputBlades { + Blade blades[]; +} inputBlades; + +layout(set = 2, binding = 1) buffer CulledBlades { + Blade blades[]; +} culledBlades; + +layout(set = 2, binding = 2) buffer NumBlades { + uint vertexCount; + uint instanceCount; + uint firstVertex; + uint firstInstance; + } numBlades; bool inBounds(float value, float bounds) { return (value >= -bounds) && (value <= bounds); } +float rand(vec2 co){ + return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); +} + void main() { // Reset the number of blades to 0 if (gl_GlobalInvocationID.x == 0) { - // numBlades.vertexCount = 0; + numBlades.vertexCount = 0; } barrier(); // Wait till all threads reach this point // TODO: Apply forces on every blade and update the vertices in the buffer + Blade currBlade = inputBlades.blades[gl_GlobalInvocationID.x]; + + vec3 up = vec3(currBlade.up); + vec3 v0 = vec3(currBlade.v0); + vec3 v1 = vec3(currBlade.v1); + vec3 v2 = vec3(currBlade.v2); + + float angle = currBlade.v0.w + 5.0 * sin(totalTime * 0.10 + 2.0 * rand(vec2(v0.x, v0.y))); + float height = currBlade.v1.w; + float width = currBlade.v2.w; + float stiff = currBlade.up.w; + + vec3 tangent = vec3(cos(angle), 0, sin(angle)); + vec3 front = cross(tangent, up); + + // Calculate gravity + float acceleration = 9.8; + vec3 gravityDirection = vec3(0,-1,0); + vec3 gE = normalize(gravityDirection) * acceleration; + vec3 gF = (0.25) * length(gE) * front; + vec4 gravity = vec4(gE + gF, 0.0); + + // Calculate recovery + vec3 initialV2 = up * height + v0; + vec4 recovery = vec4((initialV2 - v2) * stiff, 0.0); + + // Calculate wind + vec3 windDirection = vec3(1,0,0); + float bobDot = abs(dot(front, windDirection)); + float bobValue = 10.0 * bobDot; + vec4 bob = vec4(up * bobValue * rand(vec2(v0.y, v0.x)) * 0.2 * (sin(totalTime + v0.x * 0.1) + 1), 0); + + + // Apply all the forces + //inputBlades.blades[gl_GlobalInvocationID.x].v1 += (gravity + recovery + bob) * deltaTime; + inputBlades.blades[gl_GlobalInvocationID.x].v2 += (gravity + recovery + bob) * deltaTime; // TODO: Cull blades that are too far away or not in the camera frustum and write them // to the culled blades buffer // Note: to do this, you will need to use an atomic operation to read and update numBlades.vertexCount // You want to write the visible blades to the buffer without write conflicts between threads + + bool display = true; + + // Culling by direction + mat4 inverseView = inverse(camera.view); + vec3 eye = (inverseView * vec4(0,0,0,1)).xyz; + vec3 view = normalize(v0 - eye); + + if(dot(front, eye) == 0.00) { + display = false; + } + + // View frustrum culling + vec3 m = (0.25) * v0 * (0.25) * v1 * (0.25) * v2; + vec4 tempM = camera.proj * camera.view * vec4(m, 1); + m = vec3(tempM * (1.0/tempM.w)); + + if(m.x < -1 || m.x > 1 || m.y < -1 || m.y > 1) { + display = false; + } + + // Distance culling + float projDistance = length(v0 - eye - up * dot(up, (v0 - eye))); + float dMax = 40.0; + float numBuckets = 15.0; + + if(mod(gl_GlobalInvocationID.x, numBuckets) > floor(numBuckets * (1.0 - projDistance / dMax))) { + display = false; + } + + if(display) { + culledBlades.blades[atomicAdd(numBlades.vertexCount, 1)] = inputBlades.blades[gl_GlobalInvocationID.x]; + } } diff --git a/src/shaders/grass.frag b/src/shaders/grass.frag index c7df157..b87ed82 100644 --- a/src/shaders/grass.frag +++ b/src/shaders/grass.frag @@ -7,11 +7,18 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare fragment shader inputs +layout(location = 0) in vec4 pos; +layout(location = 1) in vec4 nor; +layout(location = 2) in vec2 uv; layout(location = 0) out vec4 outColor; void main() { // TODO: Compute fragment color + vec3 lightDir = normalize(vec3(1,1,1)); - outColor = vec4(1.0); + vec3 bottomColor = (1.0/255.0) * vec3(18, 181, 83); + vec3 topColor = (1.0/255.0) * vec3(66, 244, 137); + + outColor = vec4(mix(bottomColor, topColor, uv.y), 1.0); } diff --git a/src/shaders/grass.tesc b/src/shaders/grass.tesc index f9ffd07..4b1db29 100644 --- a/src/shaders/grass.tesc +++ b/src/shaders/grass.tesc @@ -9,18 +9,32 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare tessellation control shader inputs and outputs +layout(location = 0) in vec4 v0[]; +layout(location = 1) in vec4 v1[]; +layout(location = 2) in vec4 v2[]; +layout(location = 3) in vec4 up[]; + +layout(location = 0) out vec4 v0_out[]; +layout(location = 1) out vec4 v1_out[]; +layout(location = 2) out vec4 v2_out[]; +layout(location = 3) out vec4 up_out[]; void main() { // Don't move the origin location of the patch gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position; // TODO: Write any shader outputs + v0_out[gl_InvocationID] = v0[gl_InvocationID]; + v1_out[gl_InvocationID] = v1[gl_InvocationID]; + v2_out[gl_InvocationID] = v2[gl_InvocationID]; + up_out[gl_InvocationID] = up[gl_InvocationID]; + // TODO: Set level of tesselation - // gl_TessLevelInner[0] = ??? - // gl_TessLevelInner[1] = ??? - // gl_TessLevelOuter[0] = ??? - // gl_TessLevelOuter[1] = ??? - // gl_TessLevelOuter[2] = ??? - // gl_TessLevelOuter[3] = ??? + gl_TessLevelInner[0] = 2.0; + gl_TessLevelInner[1] = 5.0; + gl_TessLevelOuter[0] = 5.0; + gl_TessLevelOuter[1] = 2.0; + gl_TessLevelOuter[2] = 5.0; + gl_TessLevelOuter[3] = 2.0; } diff --git a/src/shaders/grass.tese b/src/shaders/grass.tese index 751fff6..d4cc1cb 100644 --- a/src/shaders/grass.tese +++ b/src/shaders/grass.tese @@ -9,10 +9,52 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare tessellation evaluation shader inputs and outputs +layout(location = 0) in vec4 v0[]; +layout(location = 1) in vec4 v1[]; +layout(location = 2) in vec4 v2[]; +layout(location = 3) in vec4 up[]; + +layout(location = 0) out vec4 pos; +layout(location = 1) out vec4 nor; +layout(location = 2) out vec2 uv; + +mat4 rotationMatrix(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, + oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, + oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, + 0.0, 0.0, 0.0, 1.0); +} void main() { float u = gl_TessCoord.x; float v = gl_TessCoord.y; // TODO: Use u and v to parameterize along the grass blade and output positions for each vertex of the grass blade + float w = 0.14; + vec3 t1 = vec3(rotationMatrix(vec3(0,1,0), v0[0].w) * vec4(1,0,0,0)); + vec3 a = v0[0].xyz + v * (v1[0].xyz - v0[0].xyz); + vec3 b = v1[0].xyz + v * (v2[0].xyz - v1[0].xyz); + vec3 c = a + v * (b - a); + vec3 c0 = c - w * t1; + vec3 c1 = c + w * t1; + vec3 t0 = normalize(b - a); + vec3 n = normalize(cross(vec3(t0), vec3(t1))); + + nor = vec4(n, 0.0); + + float tau = 0.5; + float t = 0.5 + (u - 0.5) * (1 - (max(v - tau, 0) / (1 - tau))); + + vec3 p = (1 - t) * c0 + t * c1; + + pos = vec4(p, 1.0); + uv = vec2(u, v); + + gl_Position = camera.proj * camera.view * vec4(p, 1.0); } diff --git a/src/shaders/grass.vert b/src/shaders/grass.vert index db9dfe9..fcf9809 100644 --- a/src/shaders/grass.vert +++ b/src/shaders/grass.vert @@ -7,6 +7,14 @@ layout(set = 1, binding = 0) uniform ModelBufferObject { }; // TODO: Declare vertex shader inputs and outputs +layout(location = 0) in vec4 v0; +layout(location = 1) in vec4 v1; +layout(location = 2) in vec4 v2; +layout(location = 3) in vec4 up; +layout(location = 0) out vec4 v0_out; +layout(location = 1) out vec4 v1_out; +layout(location = 2) out vec4 v2_out; +layout(location = 3) out vec4 up_out; out gl_PerVertex { vec4 gl_Position; @@ -14,4 +22,9 @@ out gl_PerVertex { void main() { // TODO: Write gl_Position and any other shader outputs + v0_out = v0; + v1_out = v1; + v2_out = v2; + up_out = up; + gl_Position = vec4(v0.xyz, 1.0); }