procedural-3d-engine/examples/shadowmappingomni/shadowmappingomni.cpp

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2016-02-16 15:07:25 +01:00
/*
* Vulkan Example - Omni directional shadows using a dynamic cube map
*
* Copyright (C) by Sascha Willems - www.saschawillems.de
2016-02-16 15:07:25 +01:00
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
// Texture properties
#define TEX_DIM 1024
#define TEX_FILTER VK_FILTER_LINEAR
// Offscreen frame buffer properties
#define FB_DIM TEX_DIM
#define FB_COLOR_FORMAT VK_FORMAT_R32_SFLOAT
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class VulkanExample : public VulkanExampleBase
{
public:
bool displayCubeMap = false;
float zNear = 0.1f;
float zFar = 1024.0f;
struct {
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
vkglTF::Model scene;
vkglTF::Model debugcube;
} models;
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struct {
vks::Buffer scene;
vks::Buffer offscreen;
} uniformBuffers;
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struct {
glm::mat4 projection;
glm::mat4 model;
} uboVSquad;
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
glm::vec4 lightPos = glm::vec4(0.0f, -2.5f, 0.0f, 1.0);
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struct UBO {
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glm::mat4 projection;
glm::mat4 view;
glm::mat4 model;
glm::vec4 lightPos;
};
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UBO uboVSscene, uboOffscreenVS;
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struct {
VkPipeline scene;
VkPipeline offscreen;
VkPipeline cubemapDisplay;
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} pipelines;
struct {
VkPipelineLayout scene;
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VkPipelineLayout offscreen;
} pipelineLayouts;
struct {
VkDescriptorSet scene;
VkDescriptorSet offscreen;
} descriptorSets;
VkDescriptorSetLayout descriptorSetLayout;
vks::Texture shadowCubeMap;
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// Framebuffer for offscreen rendering
struct FrameBufferAttachment {
VkImage image;
VkDeviceMemory mem;
VkImageView view;
};
struct OffscreenPass {
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int32_t width, height;
VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth;
VkRenderPass renderPass;
VkSampler sampler;
VkDescriptorImageInfo descriptor;
} offscreenPass;
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VkFormat fbDepthFormat;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Point light shadows (cubemap)";
settings.overlay = true;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(45.0f, (float)width / (float)height, zNear, zFar);
camera.setRotation(glm::vec3(-20.5f, -673.0f, 0.0f));
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
camera.setPosition(glm::vec3(0.0f, 0.5f, -15.0f));
timerSpeed *= 0.5f;
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}
~VulkanExample()
{
// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
// Cube map
vkDestroyImageView(device, shadowCubeMap.view, nullptr);
vkDestroyImage(device, shadowCubeMap.image, nullptr);
vkDestroySampler(device, shadowCubeMap.sampler, nullptr);
vkFreeMemory(device, shadowCubeMap.deviceMemory, nullptr);
// Frame buffer
// Color attachment
vkDestroyImageView(device, offscreenPass.color.view, nullptr);
vkDestroyImage(device, offscreenPass.color.image, nullptr);
vkFreeMemory(device, offscreenPass.color.mem, nullptr);
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// Depth attachment
vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
vkDestroyImage(device, offscreenPass.depth.image, nullptr);
vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
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vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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// Pipelibes
vkDestroyPipeline(device, pipelines.scene, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
// Uniform buffers
uniformBuffers.offscreen.destroy();
uniformBuffers.scene.destroy();
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}
void prepareCubeMap()
{
shadowCubeMap.width = TEX_DIM;
shadowCubeMap.height = TEX_DIM;
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// 32 bit float format for higher precision
VkFormat format = VK_FORMAT_R32_SFLOAT;
// Cube map image description
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = { shadowCubeMap.width, shadowCubeMap.height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 6;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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imageCreateInfo.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Create cube map image
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &shadowCubeMap.image));
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vkGetImageMemoryRequirements(device, shadowCubeMap.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &shadowCubeMap.deviceMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, shadowCubeMap.image, shadowCubeMap.deviceMemory, 0));
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// Image barrier for optimal image (target)
VkImageSubresourceRange subresourceRange = {};
subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresourceRange.baseMipLevel = 0;
subresourceRange.levelCount = 1;
subresourceRange.layerCount = 6;
vks::tools::setImageLayout(
layoutCmd,
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shadowCubeMap.image,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
subresourceRange);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = TEX_FILTER;
sampler.minFilter = TEX_FILTER;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 1.0f;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &shadowCubeMap.sampler));
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// Create image view
VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.subresourceRange.layerCount = 6;
view.image = shadowCubeMap.image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &shadowCubeMap.view));
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}
// Prepare a new framebuffer for offscreen rendering
// The contents of this framebuffer are then
// copied to the different cube map faces
void prepareOffscreenFramebuffer()
{
offscreenPass.width = FB_DIM;
offscreenPass.height = FB_DIM;
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
// Color attachment
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = fbColorFormat;
imageCreateInfo.extent.width = offscreenPass.width;
imageCreateInfo.extent.height = offscreenPass.height;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Image of the framebuffer is blit source
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageCreateInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VkMemoryAllocateInfo memAlloc = vks::initializers::memoryAllocateInfo();
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VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
colorImageView.format = fbColorFormat;
colorImageView.flags = 0;
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;
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &offscreenPass.color.image));
vkGetImageMemoryRequirements(device, offscreenPass.color.image, &memReqs);
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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));
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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vks::tools::setImageLayout(
layoutCmd,
offscreenPass.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
colorImageView.image = offscreenPass.color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &offscreenPass.color.view));
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// Depth stencil attachment
imageCreateInfo.format = fbDepthFormat;
imageCreateInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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VkImageViewCreateInfo depthStencilView = vks::initializers::imageViewCreateInfo();
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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;
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depthStencilView.subresourceRange.baseMipLevel = 0;
depthStencilView.subresourceRange.levelCount = 1;
depthStencilView.subresourceRange.baseArrayLayer = 0;
depthStencilView.subresourceRange.layerCount = 1;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &offscreenPass.depth.image));
vkGetImageMemoryRequirements(device, offscreenPass.depth.image, &memReqs);
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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));
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vks::tools::setImageLayout(
layoutCmd,
offscreenPass.depth.image,
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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depthStencilView.image = offscreenPass.depth.image;
VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offscreenPass.depth.view));
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VkImageView attachments[2];
attachments[0] = offscreenPass.color.view;
attachments[1] = offscreenPass.depth.view;
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VkFramebufferCreateInfo fbufCreateInfo = vks::initializers::framebufferCreateInfo();
fbufCreateInfo.renderPass = offscreenPass.renderPass;
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fbufCreateInfo.attachmentCount = 2;
fbufCreateInfo.pAttachments = attachments;
fbufCreateInfo.width = offscreenPass.width;
fbufCreateInfo.height = offscreenPass.height;
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fbufCreateInfo.layers = 1;
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
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}
// Updates a single cube map face
// Renders the scene with face's view and does a copy from framebuffer to cube face
// Uses push constants for quick update of view matrix for the current cube map face
void updateCubeFace(uint32_t faceIndex, VkCommandBuffer commandBuffer)
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{
VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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// Reuse render pass from example pass
renderPassBeginInfo.renderPass = offscreenPass.renderPass;
renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
// Update view matrix via push constant
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glm::mat4 viewMatrix = glm::mat4(1.0f);
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switch (faceIndex)
{
case 0: // POSITIVE_X
viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
case 1: // NEGATIVE_X
viewMatrix = glm::rotate(viewMatrix, glm::radians(-90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
case 2: // POSITIVE_Y
viewMatrix = glm::rotate(viewMatrix, glm::radians(-90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
case 3: // NEGATIVE_Y
viewMatrix = glm::rotate(viewMatrix, glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
case 4: // POSITIVE_Z
viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
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break;
case 5: // NEGATIVE_Z
viewMatrix = glm::rotate(viewMatrix, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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break;
}
// Render scene from cube face's point of view
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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// Update shader push constant block
// Contains current face view matrix
vkCmdPushConstants(
commandBuffer,
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pipelineLayouts.offscreen,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(glm::mat4),
&viewMatrix);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
models.scene.draw(commandBuffer);
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vkCmdEndRenderPass(commandBuffer);
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// Make sure color writes to the framebuffer are finished before using it as transfer source
vks::tools::setImageLayout(
commandBuffer,
offscreenPass.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
VkImageSubresourceRange cubeFaceSubresourceRange = {};
cubeFaceSubresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
cubeFaceSubresourceRange.baseMipLevel = 0;
cubeFaceSubresourceRange.levelCount = 1;
cubeFaceSubresourceRange.baseArrayLayer = faceIndex;
cubeFaceSubresourceRange.layerCount = 1;
// Change image layout of one cubemap face to transfer destination
vks::tools::setImageLayout(
commandBuffer,
shadowCubeMap.image,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
cubeFaceSubresourceRange);
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// Copy region for transfer from framebuffer to cube face
VkImageCopy copyRegion = {};
copyRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.srcSubresource.baseArrayLayer = 0;
copyRegion.srcSubresource.mipLevel = 0;
copyRegion.srcSubresource.layerCount = 1;
copyRegion.srcOffset = { 0, 0, 0 };
copyRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copyRegion.dstSubresource.baseArrayLayer = faceIndex;
copyRegion.dstSubresource.mipLevel = 0;
copyRegion.dstSubresource.layerCount = 1;
copyRegion.dstOffset = { 0, 0, 0 };
copyRegion.extent.width = shadowCubeMap.width;
copyRegion.extent.height = shadowCubeMap.height;
copyRegion.extent.depth = 1;
// Put image copy into command buffer
vkCmdCopyImage(
commandBuffer,
offscreenPass.color.image,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
shadowCubeMap.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&copyRegion);
// Transform framebuffer color attachment back
vks::tools::setImageLayout(
commandBuffer,
offscreenPass.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Change image layout of copied face to shader read
vks::tools::setImageLayout(
commandBuffer,
shadowCubeMap.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
cubeFaceSubresourceRange);
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}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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/*
Generate shadow cube maps using one render pass per face
*/
{
VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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for (uint32_t face = 0; face < 6; face++) {
updateCubeFace(face, drawCmdBuffers[i]);
}
}
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/*
Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
*/
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/*
Scene rendering with applied shadow map
*/
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{
VkClearValue clearValues[2];
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 };
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.scene, 0, 1, &descriptorSets.scene, 0, NULL);
if (displayCubeMap)
{
// Display all six sides of the shadow cube map
// Note: Visualization of the different faces is done in the fragment shader, see cubemapdisplay.frag
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.cubemapDisplay);
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
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models.debugcube.draw(drawCmdBuffers[i]);
}
else
{
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.scene);
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
models.scene.draw(drawCmdBuffers[i]);
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
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void loadAssets()
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{
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
models.debugcube.loadFromFile(getAssetPath() + "models/cube.gltf", vulkanDevice, queue, glTFLoadingFlags);
models.scene.loadFromFile(getAssetPath() + "models/shadowscene_fire.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
void setupDescriptorPool()
{
// Example uses three ubos and two image samplers
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 3);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
// Shared pipeline layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// Binding 1 : Fragment shader image sampler (cube map)
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
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};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// 3D scene pipeline layout
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
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// Offscreen pipeline layout
// Push constants for cube map face view matrices
VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::mat4), 0);
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// Push constant ranges are part of the pipeline layout
pPipelineLayoutCreateInfo.pushConstantRangeCount = 1;
pPipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
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}
void setupDescriptorSets()
{
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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// 3D scene
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
// Image descriptor for the cube map
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VkDescriptorImageInfo texDescriptor =
vks::initializers::descriptorImageInfo(
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shadowCubeMap.sampler,
shadowCubeMap.view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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std::vector<VkWriteDescriptorSet> sceneDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
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// Binding 1 : Fragment shader shadow sampler
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
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};
vkUpdateDescriptorSets(device, sceneDescriptorSets.size(), sceneDescriptorSets.data(), 0, NULL);
// Offscreen
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
std::vector<VkWriteDescriptorSet> offScreenWriteDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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};
vkUpdateDescriptorSets(device, offScreenWriteDescriptorSets.size(), offScreenWriteDescriptorSets.data(), 0, NULL);
}
// Set up a separate render pass for the offscreen frame buffer
// This is necessary as the offscreen frame buffer attachments
// use formats different to the ones from the visible frame buffer
// and at least the depth one may not be compatible
void prepareOffscreenRenderpass()
{
VkAttachmentDescription osAttachments[2] = {};
// Find a suitable depth format
VkBool32 validDepthFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &fbDepthFormat);
assert(validDepthFormat);
osAttachments[0].format = FB_COLOR_FORMAT;
osAttachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
osAttachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
// Depth attachment
osAttachments[1].format = fbDepthFormat;
osAttachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
osAttachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
osAttachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
osAttachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
osAttachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
osAttachments[1].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
osAttachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorReference = {};
colorReference.attachment = 0;
colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthReference = {};
depthReference.attachment = 1;
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorReference;
subpass.pDepthStencilAttachment = &depthReference;
VkRenderPassCreateInfo renderPassCreateInfo = vks::initializers::renderPassCreateInfo();
renderPassCreateInfo.attachmentCount = 2;
renderPassCreateInfo.pAttachments = osAttachments;
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpass;
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offscreenPass.renderPass));
}
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void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
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// 3D scene pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
shaderStages[0] = loadShader(getShadersPath() + "shadowmappingomni/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "shadowmappingomni/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.scene, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = shaderStages.size();
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal});
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.scene));
// Offscreen pipeline
shaderStages[0] = loadShader(getShadersPath() + "shadowmappingomni/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "shadowmappingomni/offscreen.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCI.layout = pipelineLayouts.offscreen;
pipelineCI.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
2016-02-16 15:07:25 +01:00
// Cube map display pipeline
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
shaderStages[0] = loadShader(getShadersPath() + "shadowmappingomni/cubemapdisplay.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "shadowmappingomni/cubemapdisplay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
pipelineCI.pVertexInputState = &emptyInputState;
pipelineCI.layout = pipelineLayouts.scene;
pipelineCI.renderPass = renderPass;
rasterizationState.cullMode = VK_CULL_MODE_NONE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.cubemapDisplay));
2016-02-16 15:07:25 +01:00
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Offscreen vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.offscreen,
sizeof(uboOffscreenVS)));
2016-02-16 15:07:25 +01:00
// Scene vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.scene,
sizeof(uboVSscene)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
VK_CHECK_RESULT(uniformBuffers.scene.map());
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updateUniformBufferOffscreen();
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVSscene.projection = camera.matrices.perspective;
uboVSscene.view = camera.matrices.view;
2017-09-24 18:17:07 +02:00
uboVSscene.model = glm::mat4(1.0f);
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uboVSscene.lightPos = lightPos;
memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene));
2016-02-16 15:07:25 +01:00
}
void updateUniformBufferOffscreen()
{
Merge glTF branch (#747) * Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
2020-07-28 20:20:38 +02:00
lightPos.x = sin(glm::radians(timer * 360.0f)) * 0.15f;
lightPos.z = cos(glm::radians(timer * 360.0f)) * 0.15f;
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uboOffscreenVS.projection = glm::perspective((float)(M_PI / 2.0), 1.0f, zNear, zFar);
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uboOffscreenVS.view = glm::mat4(1.0f);
uboOffscreenVS.model = glm::translate(glm::mat4(1.0f), glm::vec3(-lightPos.x, -lightPos.y, -lightPos.z));
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uboOffscreenVS.lightPos = lightPos;
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
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}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
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void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
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prepareUniformBuffers();
prepareCubeMap();
setupDescriptorSetLayout();
prepareOffscreenRenderpass();
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preparePipelines();
setupDescriptorPool();
setupDescriptorSets();
prepareOffscreenFramebuffer();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (!paused || camera.updated)
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{
updateUniformBufferOffscreen();
updateUniformBuffers();
}
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
if (overlay->checkBox("Display shadow cube render target", &displayCubeMap)) {
buildCommandBuffers();
}
}
}
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};
VULKAN_EXAMPLE_MAIN()