diff --git a/README.md b/README.md index a744a2e..43d38e2 100644 --- a/README.md +++ b/README.md @@ -1,297 +1,49 @@ -Instructions - Vulkan Grass Rendering +Vulkan Grass Rendering ======================== -This is due **Sunday 11/5, evening at midnight**. +**University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 5** -**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. +* Yuxin Hu +* Tested on: Windows 10, i7-6700HQ @ 2.60GHz 8GB, GTX 960M 4096MB (Personal Laptop) -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 Video/GIF -![](img/grass.gif) +![](img/YuxinGrass.gif) -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 .gif is just a simple example that you -can use as a reference to compare to. +### Overview +In this project I implemented a grass renderer based on 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). in Vulkan. I used Bezier curve to represent each grass blade, and applied forces to ajust Bezier curve control points, then used tessellation to generate grass shape from 3 control points of the Bezier curve. The base code of setting up Vulkan pipeline for plane renderer were provided by class 2017 CIS565 GPU programming. -**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 Austin Eng before continuing! +### Features implemented: +* Vertex Shader to pass in blade struct. + * The vertex shader for grass blade takes in for vec4s: v0, v1, v2, and up. Where v0.xyz is the Bezier Curve v0 position, v1.xyz is the Bezier Curve v1 position, and v2.xyz is the Bezier curve v2 position. up.xyz stores blade up vector. In addition to three control points, we need an orientation to represent the facing direction of each grass blade, and that is stored in v0.w. v1.w stores blade height. v2.w stores blade width, and up.w stores stiffness coefficient. v1, and v2 will be updated by compute shader every simulation step, so we can see grass moving by wind nicely. v0, v1, v2, and up are passed onto tessellation control shader. -### Contents +* Tessellation control shader to set tessellation inner and outer levels. + * Inside tessellation control shader, I set the inner vertical level to be 8, and innter horizontal level to be 2. And the outer level to be 8,2,8,2 for 4 egdes. This should subdivide a patch into enough detailed shapes to show the curvature of grass blade. -* `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 +* Tessellation evaluation shader to generate new vertex with tessellation uv coordinates. + * The tessellation evaluation shader will compute the world space vertex position based on tessellation uv coordinates and convert it from world space to screen space. Here we used De Casteljau to interpolate the point on the Bezier curve controlled by v0, v1, and v2, using tessellation v coordinates as the interpolation parameters. Since we have level of 8 along v direction, we should get a nice bezier curve with 8 points. Then we treat the patch as a triangle and we use triangle interpolation to get a final vertex position based on u and v. Finally we pass the new vertex position as well as the normal vector of the vertex to fragment shader. -### Installing Vulkan +* fragment shader to color the fragment with Lambert shading model. + * Inside fragment shader, I assume there is a virtual light source with light direction pointing to (-1,-1,0). I give grass blades a base color of (0.18, 0.48, 0.04), and multiplies it with the clamp(0.2, 1, dot(lightDir, vertexNormal)). -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. +* Compute Shader to apply forces to generate updated Bezier curve shape, and cull blades that won't be rendered on screen based on orientation, frustum visibility and distance visibility. + * I use 3 control points, a width direction, and a height to represent each grass blade, as shown in the graph below: + ![](img/blade_model.jpg) + * I computed three forces that affect grass blade in compute shader: gravity, wind and recorver force. + * Gravity force is composed of gE = 0.001*(0,-9.8,0) and gF = 0.25*length(gE)*bladeFace. Because the gravity affect more on where the blade is facing. + * Wind force is a sin wave function: 5*sin(time.totalTime) * vec3(1,0,0). Then I take into account the direction alignment and height ratio factor to reflect the wind force affect on grass blade more accurately. + * Recovery force always points from current v2 position to initial v2 position, and it is proportional to stiffness coefficient of grass blade. + * Once we have all three forces we add them up together and update v2 position. Then we do a test to make sure v2 is above the ground and grass blade height remains the same to adjust v1 and v2 with a final value. They are now ready to be pass to vertex shader for rendering. + * To improve the render efficiency we will cull blades if it meets one of the conditions: 1) out of camera frustum. 2) a blade with facing direction perpendicular to camera view direction. 3) far from camera. -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. - -### Representing Grass as Bezier Curves - -In this project, grass blades will be represented as Bezier curves while 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. -* `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. - -#### 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. - -#### Gravity - -Given a gravity direction, `D.xyz`, and the magnitude of acceleration, `D.w`, we can compute the environmental gravity in -our scene as `gE = normalize(D.xyz) * D.w`. - -We then determine the contribution of the gravity with respect to the front facing direction of the blade, `f`, -as a term called the "front gravity". Front gravity is computed as `gF = (1/4) * ||gE|| * f`. - -We can then determine the total gravity on the grass blade as `g = gE + gF`. - -#### Recovery - -Recovery corresponds to the counter-force that brings our grass blade back into equilibrium. This is derived in the paper using Hooke's law. -In order to determine the recovery force, we need to compare the current position of `v2` to its original position before -simulation started, `iv2`. At the beginning of our simulation, `v1` and `v2` are initialized to be a distance of the blade height along the `up` vector. - -Once we have `iv2`, we can compute the recovery forces as `r = (iv2 - v2) * stiffness`. - -#### 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`. - -#### 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`. - -### 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. - -#### 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. - -#### 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. - -#### 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. - -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. - -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! - -** 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. - -To build more intuition on how tessellation works, I highly recommend playing with the [helloTessellation sample](https://github.com/CIS565-Fall-2017/Vulkan-Samples/tree/master/samples/5_helloTessellation) -and reading this [tutorial on tessellation](http://in2gpu.com/2014/07/12/tessellation-tutorial-opengl-4-3/). - -## Resources - -### Links - -The following resources may be useful for this project. - -* [Responsive Real-Time Grass Grass Rendering for General 3D Scenes](https://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/JAHRMANN-2017-RRTG-draft.pdf) -* [CIS565 Vulkan samples](https://github.com/CIS565-Fall-2017/Vulkan-Samples) -* [Official Vulkan documentation](https://www.khronos.org/registry/vulkan/) -* [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. -* At least one screenshot of your project running. -* A performance analysis (described below). +* Vulkan compute shader and grass render pipeline setup. + * Inside render.cpp, I created Compute DescriptorSetLayout, which defines the three bindings compute shader will need: input blades buffer binding, culled blades buffer binding, and BladeDrawIndirect buffer binding. I also bind these three buffers in createComputeDescriptorSet. I bind the model matrix of blades in CreateGrassDescriptorSets. Inside RecordComputeCommandBuffer() I bind the computeDescriptorSets I created and dispatch the commands with NUM_BLADES / WORKGROUP_SIZE, which acts similar to kernal calls in CUDA. This will fill the scene->GetBlades()[j]->GetCulledBladesBuffer() with the culled grass blades affected by gravity, wind and recovery forces. Now we are ready to pass culledBladesBuffer to render pipeline. Inside RecordCommandBuffers(), after we bind the grass render pipeline, I populate vertexBuffers with scene->GetBlades()[j]->GetCulledBladesBuffer(), and use vkCmdDrawIndirect command to draw the grass blades. ### Performance Analysis +![Performance](/img/performance.PNG) +

Grass Renderer 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: +* The timer were added to compute how much time each frame takes to render. With culling methods, the render efficiency improves as the blades number goes up. But when blades number is below 2^17, there is no much difference between culling blades and no culling. I set the far culling distance to be 14.f, so it will cull all blades fall inside the depth betwwen 14.f and 15.f in this render scene setup, which leads to best performance improvement among all culling methods. -* [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. +* Future Improvement work +The renderer works well for blades numbers up to 2^19. Starting from 2^21 the frame rate is so low that the grass movements are not smooth natural anymore. As the blades number goes up, the grass will also occlude each other, leading to unnatural visual effect. When the grass number increases, adjacent grass blades collide with each other, and the rendered result showing grass blades going into each other. diff --git a/img/YuxinGrass.gif b/img/YuxinGrass.gif new file mode 100644 index 0000000..047c8fa Binary files /dev/null and b/img/YuxinGrass.gif differ diff --git a/img/performance.PNG b/img/performance.PNG new file mode 100644 index 0000000..e5e5f88 Binary files /dev/null and b/img/performance.PNG differ diff --git a/src/Renderer.cpp b/src/Renderer.cpp index b445d04..67fe63c 100644 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -198,6 +198,42 @@ 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 + // Added by Yuxin + // Describe the binding of the descriptor set layout + VkDescriptorSetLayoutBinding inputBladesStoragebLayoutBinding = {}; + inputBladesStoragebLayoutBinding.binding = 0; + inputBladesStoragebLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + inputBladesStoragebLayoutBinding.descriptorCount = 1; + inputBladesStoragebLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + inputBladesStoragebLayoutBinding.pImmutableSamplers = nullptr; + + VkDescriptorSetLayoutBinding culledBladesStoragebLayoutBinding = {}; + culledBladesStoragebLayoutBinding.binding = 1; + culledBladesStoragebLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + culledBladesStoragebLayoutBinding.descriptorCount = 1; + culledBladesStoragebLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + culledBladesStoragebLayoutBinding.pImmutableSamplers = nullptr; + + VkDescriptorSetLayoutBinding totalNumberBladesStoragebLayoutBinding = {}; + totalNumberBladesStoragebLayoutBinding.binding = 2; + totalNumberBladesStoragebLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; + totalNumberBladesStoragebLayoutBinding.descriptorCount = 1; + totalNumberBladesStoragebLayoutBinding.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT; + totalNumberBladesStoragebLayoutBinding.pImmutableSamplers = nullptr; + + + std::vector bindings = { inputBladesStoragebLayoutBinding, culledBladesStoragebLayoutBinding, totalNumberBladesStoragebLayoutBinding }; + + // 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 compute descriptor set layout"); + } + } void Renderer::CreateDescriptorPool() { @@ -216,6 +252,9 @@ void Renderer::CreateDescriptorPool() { { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 1 }, // TODO: Add any additional types and counts of descriptors you will need to allocate + // Blades Buffers (compute) + //Yuxin edit later + {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, static_cast(3 * scene->GetBlades().size()) }, }; VkDescriptorPoolCreateInfo poolInfo = {}; @@ -320,6 +359,69 @@ 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].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[i].dstSet = grassDescriptorSets[i]; + descriptorWrites[i].dstBinding = 0; + descriptorWrites[i].dstArrayElement = 0; + descriptorWrites[i].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptorWrites[i].descriptorCount = 1; + descriptorWrites[i].pBufferInfo = &modelBufferInfo; + descriptorWrites[i].pImageInfo = nullptr; + descriptorWrites[i].pTexelBufferView = nullptr; + + + // Bind image and sampler resources to the descriptor + /*VkDescriptorBufferInfo modelBufferInfo = {}; + modelBufferInfo.buffer = scene->GetBlades()[i]->GetModelBuffer(); + modelBufferInfo.offset = 0; + modelBufferInfo.range = sizeof(ModelBufferObject); + descriptorWrites[2 * i + 0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[2 * i + 0].dstSet = grassDescriptorSets[i]; + descriptorWrites[2 * i + 0].dstBinding = 0; + descriptorWrites[2 * i + 0].dstArrayElement = 0; + descriptorWrites[2 * i + 0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptorWrites[2 * i + 0].descriptorCount = 1; + descriptorWrites[2 * i + 0].pBufferInfo = &modelBufferInfo; + descriptorWrites[2 * i + 0].pImageInfo = nullptr; + descriptorWrites[2 * i + 0].pTexelBufferView = nullptr; + + VkDescriptorImageInfo imageInfo = {}; + imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + imageInfo.imageView = scene->GetBlades()[i]->GetTextureView(); + imageInfo.sampler = scene->GetBlades()[i]->GetTextureSampler(); + descriptorWrites[2 * i + 1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + descriptorWrites[2 * i + 1].dstSet = grassDescriptorSets[i]; + descriptorWrites[2 * i + 1].dstBinding = 1; + descriptorWrites[2 * i + 1].dstArrayElement = 0; + descriptorWrites[2 * i + 1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + descriptorWrites[2 * i + 1].descriptorCount = 1; + descriptorWrites[2 * i + 1].pImageInfo = &imageInfo;*/ + } + + // Update descriptor sets + vkUpdateDescriptorSets(logicalDevice, static_cast(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr); } void Renderer::CreateTimeDescriptorSet() { @@ -360,6 +462,81 @@ 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 + + // Added by Yuxin + // Describe the desciptor set + //Getblades().size() is actually 1 + 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 compute descriptor set"); + } + + std::vector descriptorWrites(3 * computeDescriptorSets.size()); + + //scene->GetBlades().size() is going to be 1. The blades contain 1<<13 grass blades + for (uint32_t i = 0; i < scene->GetBlades().size(); ++i) { + //Grass Blades + VkDescriptorBufferInfo bladeBufferInfo = {}; + bladeBufferInfo.buffer = scene->GetBlades()[i]->GetBladesBuffer(); + bladeBufferInfo.offset = 0; + bladeBufferInfo.range = NUM_BLADES*sizeof(Blade); + + 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 = &bladeBufferInfo; + descriptorWrites[3 * i + 0].pImageInfo = nullptr; + descriptorWrites[3 * i + 0].pTexelBufferView = nullptr; + + //Culled blades Info + VkDescriptorBufferInfo culledBufferInfo = {}; + culledBufferInfo.buffer = scene->GetBlades()[i]->GetCulledBladesBuffer(); + culledBufferInfo.offset = 0; + culledBufferInfo.range = NUM_BLADES*sizeof(Blade); + + 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 = &culledBufferInfo; + descriptorWrites[3 * i + 1].pImageInfo = nullptr; + descriptorWrites[3 * i + 1].pTexelBufferView = nullptr; + + //output number of grass blades + VkDescriptorBufferInfo outputNumberBufferInfo = {}; + outputNumberBufferInfo.buffer = scene->GetBlades()[i]->GetNumBladesBuffer(); + outputNumberBufferInfo.offset = 0; + outputNumberBufferInfo.range = sizeof(BladeDrawIndirect); + + 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 = &outputNumberBufferInfo; + 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 +894,7 @@ 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 +1061,12 @@ 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 + //Added by Yuxin// + for (uint32_t i = 0; i < scene->GetBlades().size(); ++i) { + // Bind the descriptor set for each model + vkCmdBindDescriptorSets(computeCommandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, computePipelineLayout, 2, 1, &computeDescriptorSets[i], 0, nullptr); + vkCmdDispatch(computeCommandBuffer, NUM_BLADES / WORKGROUP_SIZE, 1, 1); + } // ~ End recording ~ if (vkEndCommandBuffer(computeCommandBuffer) != VK_SUCCESS) { @@ -976,13 +1159,14 @@ 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, grassPipelineLayout, 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 @@ -1057,6 +1241,7 @@ Renderer::~Renderer() { vkDestroyDescriptorSetLayout(logicalDevice, cameraDescriptorSetLayout, nullptr); vkDestroyDescriptorSetLayout(logicalDevice, modelDescriptorSetLayout, nullptr); vkDestroyDescriptorSetLayout(logicalDevice, timeDescriptorSetLayout, nullptr); + vkDestroyDescriptorSetLayout(logicalDevice, computeDescriptorSetLayout, nullptr); vkDestroyDescriptorPool(logicalDevice, descriptorPool, nullptr); diff --git a/src/Renderer.h b/src/Renderer.h index 95e025f..be6c195 100644 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -56,12 +56,17 @@ class Renderer { VkDescriptorSetLayout cameraDescriptorSetLayout; VkDescriptorSetLayout modelDescriptorSetLayout; VkDescriptorSetLayout timeDescriptorSetLayout; + //Added by Yuxin + VkDescriptorSetLayout computeDescriptorSetLayout; VkDescriptorPool descriptorPool; VkDescriptorSet cameraDescriptorSet; std::vector modelDescriptorSets; VkDescriptorSet timeDescriptorSet; + //Added by Yuxin + std::vector computeDescriptorSets; + std::vector grassDescriptorSets; VkPipelineLayout graphicsPipelineLayout; VkPipelineLayout grassPipelineLayout; diff --git a/src/main.cpp b/src/main.cpp index 8bf822b..479ae37 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -5,6 +5,7 @@ #include "Camera.h" #include "Scene.h" #include "Image.h" +#include Device* device; SwapChain* swapChain; @@ -146,7 +147,11 @@ int main() { while (!ShouldQuit()) { glfwPollEvents(); scene->UpdateTime(); + //clock_t begin = clock(); renderer->Frame(); + //clock_t end = clock(); + //double elapsed_secs = double(end - begin) / CLOCKS_PER_SEC; + //std::cout << "time lapse for last frame: " << elapsed_secs << std::endl; } vkDeviceWaitIdle(device->GetVkDevice()); diff --git a/src/shaders/compute.comp b/src/shaders/compute.comp index 0fd0224..7f52b35 100644 --- a/src/shaders/compute.comp +++ b/src/shaders/compute.comp @@ -12,8 +12,9 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { layout(set = 1, binding = 0) uniform Time { float deltaTime; float totalTime; -}; +}time; +//v0.w holds orientation, v1.w holds height, v2.w holds width, and up.w holds the stiffness coefficient. struct Blade { vec4 v0; vec4 v1; @@ -29,12 +30,21 @@ 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 inputblades[]; +}; + +layout(set=2, binding = 1) buffer culledBlades{ + Blade culledblade[]; +}; + +layout(set = 2, binding = 2) buffer NumBlades { + uint vertexCount; // Write the number of blades remaining here + uint instanceCount; // = 1 + uint firstVertex; // = 0 + uint firstInstance; // = 0 + } numBlades; bool inBounds(float value, float bounds) { return (value >= -bounds) && (value <= bounds); @@ -43,14 +53,110 @@ bool inBounds(float value, float bounds) { 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 + uint index = gl_GlobalInvocationID.x; + vec3 v0 = inputblades[index].v0.xyz; + vec3 v1 = inputblades[index].v1.xyz; + vec3 v2 = inputblades[index].v2.xyz; + vec3 up = normalize(inputblades[index].up.xyz); + float orientation = inputblades[index].v0.w; //radius value of angle between blade orientation and (1,0,0)?? or (-1,0,0)?? + float height = inputblades[index].v1.w; + float width = inputblades[index].v2.w; + float stiffness = inputblades[index].up.w; + // TODO: Apply forces on every blade and update the vertices in the buffer + //Gravity + vec3 gE = vec3(0,-9.8,0); + //vec3 bladeFace = normalize(cross(vec3(cos(orientation), 0, sin(orientation)) , up)); + vec3 widthDir = vec3(cos(orientation), 0, sin(orientation)); + vec3 bladeFace = normalize(cross(up, widthDir)); + vec3 gF = 0.25*length(gE)*bladeFace; + vec3 g = 0.001*gE + gF; + + //Recovery + vec3 r = (v0 + up * height - v2) * stiffness; + + //Wind + //assume the wind source position is at (0,0,0) + vec3 windForce = 5*sin(time.totalTime) * vec3(1,0,0); + //vec3 windForce = vec3(-0.02,0,0); + float fd = 1 - abs( dot(normalize(windForce) , normalize(v2 - v0) ) ); + float fr = dot( (v2 - v0), up ) / height; + vec3 w = windForce*fd*fr; + + //Apply forces to v2 + vec3 newv2 = v2 + (g + r + w)*(time.deltaTime); + + //Check to make sure v2 is above the ground + newv2 = newv2 - vec3(up)*min(dot(up, (v2-v0)) , 0); + //newv2 = v2; + + // use v2's new position to determine the v1's new position + float lproj = length( newv2 - v0 - up * dot((newv2-v0), up) ); + vec3 newv1 = v0 + height*up*max(1-lproj/height , 0.05*max(lproj/height , 1)); + //correct v1 and v2 to maintain the grass blade height + + int curveDegree = 3; + float L = ( 2.0 * length(newv2-v0) + (curveDegree-1)*( length(newv2-newv1) + length(newv1-v0) ) ) / (curveDegree+1); + float ratio = height/L; + newv1 = v0 + ratio*(newv1-v0); + newv2 = newv1 + ratio*(newv2-newv1); + inputblades[index].v1.xyz = newv1; + inputblades[index].v2.xyz = newv2; + // 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 orientationCullBlade = false; + bool frustumCullBlade = false; + bool distanceCullBlade = false; + //******Orientaion Culling*******// + //camera view direction can be obtained from the third row of view matrix + vec3 viewDir = normalize(vec3(camera.view[0][2],camera.view[1][2],camera.view[2][2])); + //Width direction of blade + if(abs(dot(widthDir,viewDir))>0.9){ + orientationCullBlade = true; + } + + //View-frustum Culling + vec3 middlePoint = 0.25 * v0 + 0.5 * v1 + 0.25 * v2; + float threshold = 1.05; + //Check the normalized coordinates of v0, middlePoint, v2 are within the range + vec4 v0NDC = camera.proj * camera.view * vec4(v0,1); + bool v0InFrustum = inBounds(v0NDC.x/v0NDC.w, threshold) && inBounds(v0NDC.y/v0NDC.w, threshold) && inBounds(v0NDC.z/v0NDC.w, threshold); + + vec4 mNDC = camera.proj * camera.view * vec4(middlePoint,1); + bool mInFrustum = inBounds(mNDC.x/mNDC.w, threshold) && inBounds(mNDC.y/mNDC.w, threshold) && inBounds(mNDC.z/mNDC.w, threshold); + + vec4 v2NDC = camera.proj * camera.view * vec4(v2,1); + bool v2InFrustum = inBounds(v2NDC.x/v2NDC.w, threshold) && inBounds(v2NDC.y/v2NDC.w, threshold) && inBounds(v2NDC.z/v2NDC.w, threshold); + + if((!v0InFrustum) && (!mInFrustum) && (!v2InFrustum)){ + frustumCullBlade = true; + } + + //Distance Culling + //Convert data from world space to camera space + vec3 v0Camera = (camera.view * vec4(v0,1)).xyz; + vec3 upCamera = normalize((camera.view * vec4(up,0)).xyz); + + float dProj = length( v0Camera - upCamera * dot(v0Camera, upCamera)); + float farDistance = 40.0; + float bucketDistance = 5.0; + int distanceBucketNum = int(farDistance/bucketDistance); + if((index % distanceBucketNum) > distanceBucketNum * (1.0 - dProj/farDistance)){ + distanceCullBlade = true; + } + + //if(!distanceCullBlade){ + if((!orientationCullBlade) && (!frustumCullBlade) && (!distanceCullBlade)){ + culledblade[atomicAdd(numBlades.vertexCount, 1)] = inputblades[index]; + } + } diff --git a/src/shaders/graphics.frag b/src/shaders/graphics.frag index 5f15861..eac21d5 100644 --- a/src/shaders/graphics.frag +++ b/src/shaders/graphics.frag @@ -10,4 +10,5 @@ layout(location = 0) out vec4 outColor; void main() { outColor = texture(texSampler, fragTexCoord); + //outColor = vec4(fragColor, 1.0); } diff --git a/src/shaders/grass.frag b/src/shaders/grass.frag index c7df157..703924e 100644 --- a/src/shaders/grass.frag +++ b/src/shaders/grass.frag @@ -7,11 +7,20 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare fragment shader inputs +layout(location = 0) in vec3 bladeNormal; layout(location = 0) out vec4 outColor; void main() { // TODO: Compute fragment color - - outColor = vec4(1.0); + float lambertTerm = dot(normalize(vec3(-1,-1,0)), bladeNormal); + if(lambertTerm<0){ + lambertTerm = 0.2; + } + if(lambertTerm>1){ + lambertTerm = 1; + } + vec3 baseColor = vec3(0.18, 0.48, 0.04); + //vec3 baseColor = bladeNormal; + outColor = vec4(baseColor*lambertTerm,1); } diff --git a/src/shaders/grass.tesc b/src/shaders/grass.tesc index f9ffd07..f5ce339 100644 --- a/src/shaders/grass.tesc +++ b/src/shaders/grass.tesc @@ -9,18 +9,33 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare tessellation control shader inputs and outputs +layout(location = 0) in vec4 tescv0[]; +layout(location = 1) in vec4 tescv1[]; +layout(location = 2) in vec4 tescv2[]; +layout(location = 3) in vec4 tescvup[]; + +layout(location = 0) patch out vec4 tesev0; +layout(location = 1) patch out vec4 tesev1; +layout(location = 2) patch out vec4 tesev2; +layout(location = 3) patch out vec4 teseup; + 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 + tesev0 = tescv0[0]; + tesev1 = tescv1[0]; + tesev2 = tescv2[0]; + teseup = tescvup[0]; // 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; + gl_TessLevelInner[1] = 8; + gl_TessLevelOuter[0] = 8; + gl_TessLevelOuter[1] = 2; + gl_TessLevelOuter[2] = 8; + gl_TessLevelOuter[3] = 2; } diff --git a/src/shaders/grass.tese b/src/shaders/grass.tese index 751fff6..8e24d18 100644 --- a/src/shaders/grass.tese +++ b/src/shaders/grass.tese @@ -9,10 +9,40 @@ layout(set = 0, binding = 0) uniform CameraBufferObject { } camera; // TODO: Declare tessellation evaluation shader inputs and outputs +layout(location = 0) patch in vec4 tesev0; +layout(location = 1) patch in vec4 tesev1; +layout(location = 2) patch in vec4 tesev2; +layout(location = 3) patch in vec4 teseup; + +layout(location = 0) out vec3 bladeNormal; 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 + vec3 v0 = gl_in[0].gl_Position.xyz; + vec3 v1 = tesev1.xyz; + vec3 v2 = tesev2.xyz; + float orientation = tesev0.w; + float width = tesev2.w; + + //De-caltesjaul Interpolation + vec3 a = v0 + v*(v1 - v0); + vec3 b = v1 + v*(v2 - v1); + vec3 c = a + v*(b-a); + + vec3 t1 = vec3(cos(orientation), 0, sin(orientation)); + //vec3 t1 = vec3(sin(orientation), 0, cos(orientation)); + vec3 c0 = c - width * t1; + vec3 c1 = c + width * t1; + vec3 t0 = normalize(b-a); + vec3 n = cross(t0, t1); + //Triangle Interpolation + float t = u + 0.5f*v - u*v; + //float t = u; + vec3 p = (1-t)*c0 + t*c1; + + gl_Position = camera.proj * camera.view * vec4(p,1); + bladeNormal = n; } diff --git a/src/shaders/grass.vert b/src/shaders/grass.vert index db9dfe9..23a9d8d 100644 --- a/src/shaders/grass.vert +++ b/src/shaders/grass.vert @@ -2,11 +2,25 @@ #version 450 #extension GL_ARB_separate_shader_objects : enable +layout(set = 0, binding = 0) uniform CameraBufferObject { + mat4 view; + mat4 proj; +} camera; + layout(set = 1, binding = 0) uniform ModelBufferObject { mat4 model; }; // 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 tescv0; +layout(location = 1) out vec4 tescv1; +layout(location = 2) out vec4 tescv2; +layout(location = 3) out vec4 tescvup; out gl_PerVertex { vec4 gl_Position; @@ -14,4 +28,11 @@ out gl_PerVertex { void main() { // TODO: Write gl_Position and any other shader outputs + vec3 inPosition = vec3(v0); + //gl_Position = camera.proj * camera.view * model * vec4(inPosition, 1.0); + gl_Position = model * vec4(inPosition, 1.0); + tescv0 = v0; + tescv1 = v1; + tescv2 = v2; + tescvup = up; }