Add mipmaps to texture creation pipeline
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6e8e75d5b3
commit
0797c418da
@ -285,7 +285,7 @@ namespace device_libs {
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vkDestroySwapchainKHR(Global::device, Global::swapChain, nullptr);
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if(Global::enableValidationLayers) std::cout << "Destroyed Swap Chain safely\n" << std::endl;
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}
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VkImageView DeviceControl::createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags) {
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VkImageView DeviceControl::createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags, uint32_t mipLevels) {
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// This defines the parameters of a newly created image object!
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VkImageViewCreateInfo viewInfo{};
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viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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@ -297,6 +297,7 @@ namespace device_libs {
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viewInfo.subresourceRange.levelCount = 1;
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viewInfo.subresourceRange.baseArrayLayer = 0;
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viewInfo.subresourceRange.layerCount = 1;
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viewInfo.subresourceRange.levelCount = mipLevels;
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VkImageView imageView;
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if (vkCreateImageView(Global::device, &viewInfo, nullptr, &imageView) != VK_SUCCESS) {
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@ -309,7 +310,7 @@ namespace device_libs {
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swapChainImageViews.resize(swapChainImages.size());
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for (uint32_t i = 0; i < swapChainImages.size(); i++) {
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swapChainImageViews[i] = createImageView(swapChainImages[i], swapChainImageFormat, VK_IMAGE_ASPECT_COLOR_BIT);
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swapChainImageViews[i] = createImageView(swapChainImages[i], swapChainImageFormat, VK_IMAGE_ASPECT_COLOR_BIT, 1);
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}
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}
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void DeviceControl::destroyImageViews() {
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@ -14,7 +14,7 @@ class DeviceControl {
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static void destroySurface(VkInstance& instance);
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static void createSwapChain(GLFWwindow* window);
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static void destroySwapChain();
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static VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags);
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static VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags, uint32_t mipLevels);
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static void createImageViews();
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static void destroyImageViews();
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static void createCommandPool();
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@ -203,9 +203,9 @@ namespace buffers_libs {
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ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(30.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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// Modify the view transformation to look at the object from above at a 45 degree angle.
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// This takes the eye position, center position, and the up direction.
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 3.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f*time, 2.0f), glm::vec3(0.0f, 0.0f, 0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
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// 45 degree field of view, set aspect ratio, and near and far clipping range.
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ubo.proj = glm::perspective(glm::radians(45.0f), device_libs::DeviceControl::getSwapChainExtent().width / (float) device_libs::DeviceControl::getSwapChainExtent().height, 0.1f, 10.0f);
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ubo.proj = glm::perspective(glm::radians(45.0f), device_libs::DeviceControl::getSwapChainExtent().width / (float) device_libs::DeviceControl::getSwapChainExtent().height, 0.1f, 100.0f);
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// GLM was created for OpenGL, where the Y coordinate was inverted. This simply flips the sign.
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ubo.proj[1][1] *= -1;
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@ -285,3 +285,4 @@ namespace buffers_libs {
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vkDestroyDescriptorPool(Global::device, descriptorPool, nullptr);
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}
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}
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@ -1,7 +1,10 @@
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#include <cstdint>
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#include <vulkan/vulkan_core.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb/stb_image.h>
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#include "texture.h"
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uint32_t mipLevels;
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VkImage textureImage;
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VkDeviceMemory textureImageMemory;
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@ -9,7 +12,7 @@ VkPipelineStageFlags sourceStage;
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VkPipelineStageFlags destinationStage;
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namespace texture_libs {
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void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory) {
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void createImage(uint32_t width, uint32_t height, uint32_t mipLevels, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory) {
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// This function specifies all the data in an image object, this is called directly after the creation of an image object.
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VkImageCreateInfo imageInfo{};
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imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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@ -25,6 +28,7 @@ namespace texture_libs {
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imageInfo.usage = usage;
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imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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imageInfo.mipLevels = mipLevels;
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if (vkCreateImage(Global::device, &imageInfo, nullptr, &image) != VK_SUCCESS) {
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throw std::runtime_error("failed to create image!");
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@ -90,7 +94,7 @@ namespace texture_libs {
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endSingleTimeCommands(commandBuffer);
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}
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void transitionImageLayout(VkImage image, VkFormat format, VkImageLayout oldLayout, VkImageLayout newLayout) {
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void transitionImageLayout(VkImage image, VkFormat format, VkImageLayout oldLayout, VkImageLayout newLayout, uint32_t mipLevels) {
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// This function handles transitioning image layout data from one layout to another.
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VkCommandBuffer commandBuffer = beginSingleTimeCommands();
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@ -104,7 +108,7 @@ namespace texture_libs {
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barrier.image = image;
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barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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barrier.subresourceRange.baseMipLevel = 0;
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barrier.subresourceRange.levelCount = 1;
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barrier.subresourceRange.levelCount = mipLevels;
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barrier.subresourceRange.baseArrayLayer = 0;
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barrier.subresourceRange.layerCount = 1;
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@ -175,17 +179,103 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
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}
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throw std::runtime_error("failed to find supported depth buffering format!");
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}
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bool hasStencilComponent(VkFormat format) {
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return format == VK_FORMAT_D32_SFLOAT_S8_UINT || format == VK_FORMAT_D24_UNORM_S8_UINT;
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}
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void generateMipmaps(VkImage image, VkFormat imageFormat, int32_t textureWidth, int32_t textureHeight, uint32_t mipLevels) {
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// Check if image format supports linear blitting
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(Global::physicalDevice, imageFormat, &formatProperties);
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if (!(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT)) {
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throw std::runtime_error("texture image format does not support linear blitting!");
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}
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VkCommandBuffer commandBuffer = beginSingleTimeCommands();
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// Specify the parameters of an image memory barrier
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VkImageMemoryBarrier barrier{};
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.image = image;
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barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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barrier.subresourceRange.baseArrayLayer = 0;
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barrier.subresourceRange.layerCount = 1;
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barrier.subresourceRange.levelCount = 1;
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int32_t mipWidth = textureWidth;
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int32_t mipHeight = textureHeight;
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for(uint32_t mip = 1; mip < mipLevels; mip++) {
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barrier.subresourceRange.baseMipLevel = mip - 1;
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barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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vkCmdPipelineBarrier(commandBuffer,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0,
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0, nullptr,
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0, nullptr,
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1, &barrier);
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VkImageBlit blit{};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { mipWidth, mipHeight, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = mip - 1;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { mipWidth > 1 ? mipWidth / 2 : 1, mipHeight > 1 ? mipHeight / 2 : 1, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = mip;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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vkCmdBlitImage(commandBuffer,
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image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, &blit, VK_FILTER_LINEAR);
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barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL;
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barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(commandBuffer,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0,
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0, nullptr,
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0, nullptr,
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1, &barrier);
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if (mipWidth > 1) mipWidth /= 2;
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if (mipHeight > 1) mipHeight /= 2;
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}
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barrier.subresourceRange.baseMipLevel = mipLevels - 1;
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barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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vkCmdPipelineBarrier(commandBuffer,
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VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0,
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0, nullptr,
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0, nullptr,
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1, &barrier);
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endSingleTimeCommands(commandBuffer);
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}
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// -------------------------------- Image Libraries ------------------------------- //
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void Texture::createTextureImage() {
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// Import pixels from image with data on color channels, width and height, and colorspace!
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// Its a lot of kind of complicated memory calls to bring it from a file -> to a buffer -> to a image object.
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int textureWidth, textureHeight, textureChannels;
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stbi_uc* pixels = stbi_load(Global::TEXTURE_PATH.c_str(), &textureWidth, &textureHeight, &textureChannels, STBI_rgb_alpha);
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mipLevels = static_cast<uint32_t>(std::floor(std::log2(std::max(textureWidth, textureHeight)))) + 1;
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VkDeviceSize imageSize = textureWidth * textureHeight * 4;
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if(!pixels) {
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@ -202,18 +292,19 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
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stbi_image_free(pixels);
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createImage(textureWidth, textureHeight, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, textureImage, textureImageMemory);
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createImage(textureWidth, textureHeight, mipLevels, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, textureImage, textureImageMemory);
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transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, mipLevels);
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copyBufferToImage(stagingBuffer, textureImage, static_cast<uint32_t>(textureWidth), static_cast<uint32_t>(textureHeight));
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transitionImageLayout(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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vkDestroyBuffer(Global::device, stagingBuffer, nullptr);
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vkFreeMemory(Global::device, stagingBufferMemory, nullptr);
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generateMipmaps(textureImage, VK_FORMAT_R8G8B8A8_SRGB, textureWidth, textureHeight, mipLevels);
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}
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void Texture::createTextureImageView() {
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// Create a texture image view, which is a struct of information about the image.
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Global::textureImageView = device_libs::DeviceControl::createImageView(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT);
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Global::textureImageView = device_libs::DeviceControl::createImageView(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT, mipLevels);
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}
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void Texture::createTextureSampler() {
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// Create a sampler to access and parse the texture object.
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@ -251,7 +342,7 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
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samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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samplerInfo.mipLodBias = 0.0f;
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = 0.0f;
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samplerInfo.maxLod = VK_LOD_CLAMP_NONE;
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if (vkCreateSampler(Global::device, &samplerInfo, nullptr, &Global::textureSampler) != VK_SUCCESS) {
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throw std::runtime_error("failed to create texture sampler!");
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@ -275,11 +366,15 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
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void Texture::createDepthResources() {
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VkFormat depthFormat = findDepthFormat();
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VkExtent2D swapChainExtent = device_libs::DeviceControl::getSwapChainExtent();
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createImage(swapChainExtent.width, swapChainExtent.height, depthFormat, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, Global::depthImage, Global::depthImageMemory);
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Global::depthImageView = device_libs::DeviceControl::createImageView(Global::depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
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createImage(swapChainExtent.width, swapChainExtent.height, 1, depthFormat, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, Global::depthImage, Global::depthImageMemory);
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Global::depthImageView = device_libs::DeviceControl::createImageView(Global::depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT, 1);
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// Explicit transition from the layout of the image to the depth attachment is unnecessary here, since that will be handled in the render pass!
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}
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// ---------------------------- Getters & Setters ---------------------------------//
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uint32_t Texture::getMipLevels() {
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return mipLevels;
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}
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}
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@ -13,5 +13,8 @@ namespace texture_libs {
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static void destroyTextureSampler();
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static VkFormat findDepthFormat();
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static void createDepthResources();
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// ------------ Getters & Setters ------------ //
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static uint32_t getMipLevels();
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};
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}
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@ -7,5 +7,6 @@ layout(location = 1) in vec2 fragTexCoord;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(texture(texSampler, fragTexCoord).rgb, 1.0);
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}
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@ -18,6 +18,7 @@ layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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