Comments, small optimization
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c85413f893
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05a4fab71f
1 changed files with 12 additions and 7 deletions
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@ -36,7 +36,6 @@
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#define SHADOWMAP_FILTER VK_FILTER_LINEAR
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// Offscreen frame buffer properties
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#define FB_DIM SHADOWMAP_DIM
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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// Vertex layout for this example
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@ -203,7 +202,10 @@ public:
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attDesc[0].format = FB_COLOR_FORMAT;
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attDesc[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attDesc[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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// We only need depth information for shadow mapping
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// So we don't need to store the color information
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// after the render pass has finished
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attDesc[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attDesc[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attDesc[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attDesc[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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@ -247,10 +249,14 @@ public:
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &offScreenFrameBuf.renderPass));
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}
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// Setup the offscreen framebuffer for rendering the scene from
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// light's point-of-view to
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// The depth attachment of this framebuffer will then be used
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// to sample frame in the fragment shader of the shadowing pass
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void prepareOffscreenFramebuffer()
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{
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offScreenFrameBuf.width = FB_DIM;
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offScreenFrameBuf.height = FB_DIM;
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offScreenFrameBuf.width = SHADOWMAP_DIM;
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offScreenFrameBuf.height = SHADOWMAP_DIM;
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VkFormat fbColorFormat = FB_COLOR_FORMAT;
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@ -274,7 +280,6 @@ public:
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VkImageViewCreateInfo colorImageView = vkTools::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = fbColorFormat;
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colorImageView.flags = 0;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.baseMipLevel = 0;
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@ -337,8 +342,8 @@ public:
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depthStencilView.image = offScreenFrameBuf.depth.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &offScreenFrameBuf.depth.view));
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// Create sampler used to sample from depth attachment
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// in shadowing fragment shader
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// Create sampler to sample from to depth attachment
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// Used to sample in the fragment shader for shadowed rendering
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = SHADOWMAP_FILTER;
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sampler.minFilter = SHADOWMAP_FILTER;
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