平面反射
屏幕空间反射是利用屏幕空间数据进行计算反射的一种技术。它通常用于创建更精细的反射,如在潮湿的地板表面或水坑。
一、实现思路
主要分两次进行基本的离屏渲染。第一遍将镜像的场景渲染到具有颜色和深度附件的单独帧缓冲区,第二遍从该颜色附件采样以渲染镜面。
1.1 第一次渲染:离屏渲染
首先先创建一个渲染通道专门提前处理离屏渲染:将镜像的镜像的场景数据存储到单独的帧缓冲区中:
1.2 第二次渲染:采样附件
在第一次离屏渲染结束后,数据会被存储到附件中,之后,在第二次渲染的时候,将数据提取出来并在平面所使用的镜面片元着色器中采样,并渲染出来:
之后再进行渲染原始模型:
二、Vulkan主要实现步骤
本次场景使用两个模型(模型及地板平面)和两套对应着色器(模型冯氏光照shader及平面镜面shader),具体模型加载及Unform等数据创建不再赘述,主要讲述下重点实现部分。
2.1 离屏帧缓冲区
首先我们需要专门创建一个函数prepareOffscreen来为离屏帧缓冲区以呈现镜像场景,这个帧缓冲区的颜色附件将用于在最终遍历的片段着色器中采样:
// 离屏帧缓冲属性
#define FB_DIM 1024 //此处可控制反射区域模型的分辨率
#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
...
void prepareOffscreen()
{
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
// 找到合适的深度格式
VkFormat fbDepthFormat;
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
// 附件颜色
VkImageCreateInfo image = vks::initializers::imageCreateInfo();
image.imageType = VK_IMAGE_TYPE_2D;
image.format = FB_COLOR_FORMAT;
image.extent.width = offscreenPass.width;
image.extent.height = offscreenPass.height;
image.extent.depth = 1;
image.mipLevels = 1;
image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL;
// 我们将直接从颜色附件中取样
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.color.image));
vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.color.image, offscreenPass.color.mem, 0));
VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = FB_COLOR_FORMAT;
colorImageView.subresourceRange = {};
colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colorImageView.subresourceRange.baseMipLevel = 0;
colorImageView.subresourceRange.levelCount = 1;
colorImageView.subresourceRange.baseArrayLayer = 0;
colorImageView.subresourceRange.layerCount = 1;
colorImageView.image = offscreenPass.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
// 在片段着色器的附件中创建采样器
VkSamplerCreateInfo samplerInfo = vks::initializers::samplerCreateInfo();
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
//unform image sampler
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &offscreenPass.sampler));
// 深度模板附件
image.format = fbDepthFormat;
image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &offscreenPass.depth.image));
vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
memAlloc.allocationSize = memReqs.size;
memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &offscreenPass.depth.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, offscreenPass.depth.image, offscreenPass.depth.mem, 0));
VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
depthStencilView.format = fbDepthFormat;
depthStencilView.flags = 0;
depthStencilView.subresourceRange = {};
depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
depthStencilView.image = offscreenPass.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
// 为屏幕外渲染创建一个单独的渲染通道,因为它可能不同于用于场景渲染的通道
std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
// Color attachment 颜色附件
attchmentDescriptions[0].format = FB_COLOR_FORMAT;
attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attchmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Depth attachment 测深附件
attchmentDescriptions[1].format = fbDepthFormat;
attchmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attchmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attchmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attchmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attchmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attchmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
VkAttachmentReference depthReference = { 1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
VkSubpassDescription subpassDescription = {};
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorReference;
subpassDescription.pDepthStencilAttachment = &depthReference;
// 使用子传递依赖关系进行布局转换
std::array<VkSubpassDependency, 2> dependencies;
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
dependencies[0].dstSubpass = 0;
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
dependencies[1].srcSubpass = 0;
dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
// 创建实际的渲染通道
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = static_cast<uint32_t>(attchmentDescriptions.size());
renderPassInfo.pAttachments = attchmentDescriptions.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpassDescription;
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
renderPassInfo.pDependencies = dependencies.data();
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &offscreenPass.renderPass));
VkImageView attachments[2];
attachments[0] = offscreenPass.color.view;
attachments[1] = offscreenPass.depth.view;
VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = offscreenPass.renderPass;
fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offscreenPass.width;
fbufCreateInfo.height = offscreenPass.height;
fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
// 填充描述符,以便稍后在描述符集中使用
offscreenPass.descriptor.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
offscreenPass.descriptor.imageView = offscreenPass.color.view;
offscreenPass.descriptor.sampler = offscreenPass.sampler;
}
2.2 渲染管线
在上述离屏帧缓冲区创建完毕后,我们加载模型、创建uniformBuffer、管线布局等,然后在preparePipelines函数中创建两个主要的shader:Pong、mirror顶点和片元着色器:
其中冯氏光照着色器供模型使用,如下:
顶点着色器:
#version 450
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
outEyePos = vec3(ubo.view * ubo.model * inPos);
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
//针对反射平面的裁剪
vec4 clipPlane = vec4(0.0, -1.0, 0.0, 1.5);
gl_ClipDistance[0] = dot(inPos, clipPlane);
}
片元着色器:
#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(0.1, 0.1, 0.1, 1.0);
vec4 IDiffuse = vec4(max(dot(inNormal, inLightVec), 0.0));
float specular = 0.75;
vec4 ISpecular = vec4(0.0);
if (dot(inEyePos, inNormal) < 0.0)
{
ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * specular;
}
outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
}
下边我们来看下供平面使用的镜面着色器:
顶点着色器:
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
void main()
{
outUV = inUV;
outPos = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = outPos;
}
片元着色器:
#version 450
layout (binding = 1) uniform sampler2D samplerColor;
//控制镜面反射扰动的相关数据
layout (binding = 3) uniform CON {
float blur;
int rang;
float scale;
float bias;
} con;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec4 inPos;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 tmp = vec4(1.0 / inPos.w);
vec4 projCoord = inPos * tmp;
// 比例与基准点
projCoord += vec4(1.0);
projCoord *= vec4(0.5);
// 测试使用的扰动因子
const float blurSize = con.blur / 512.0;
outFragColor = vec4(vec3(0.0), 1.0f);
//仅在镜面正面(上)面渲染镜像场景
if (gl_FrontFacing)
{
vec4 reflection = vec4(0.0);
for (int x = -con.rang; x <= con.rang; x++)
{
for (int y = -con.rang; y <= con.rang; y++)
{
reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0;
}
}
outFragColor += reflection;
};
}
从上边两个顶点着色器来看,我们都加入了MVP矩阵,是为了可以同步模型旋转与镜像数据旋转一致这些情况,在镜面的片元着色器中,我们仅在模型面正面进行了采样反射,除了100%采样反射模型外,我们还加入了扰动因子对采样进行模糊处理,通过不同的因子数值可以调整镜面映像的模糊程度(效果可见开头gif)。
2.3 绘制渲染
创建完管线后,我们对描述符集、描述符池进行uniform数据填充和管理,之后就到了buildCommandBuffer部分,此部分就是离屏数据填充离屏帧缓存以及绘制模型部分(详细部分可见代码注释):
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
VkViewport viewport;
VkRect2D scissor;
VkDeviceSize offsets[1] = { 0 };
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
/*
第一次渲染:离屏渲染
*/
{
VkClearValue clearValues[2];
//默认区域颜色
clearValues[0].color = { { 0.76f, 0.76f, 0.76f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// 镜像场景
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.offscreen, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadedOffscreen);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.example.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.example.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
}
/*
注意:呈现通道之间不需要显式同步,因为这是通过子通道依赖项隐式地完成的
*/
/*
第二次渲染通道:应用径向模糊的场景渲染
*/
{
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.framebuffer = frameBuffers[i];
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// 渲染的场景
// 反射平面
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.textured, 0, 1, &descriptorSets.mirror, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.mirror);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.plane.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.plane.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.plane.indexCount, 1, 0, 0, 0);
// 模型
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.shaded, 0, 1, &descriptorSets.model, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shaded);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.example.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.example.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], models.example.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
}
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
可以看到,我们也是使用了两个通道先处理离屏渲染的数据,再处理场景模型及需要反射的数据,也在反射平面中进行了采样渲染。
至此所有步骤结束,你也可以调整各级参数来控制展示显示效果: