Reworked conditional rendering example, using complex glTF model
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1 changed files with 130 additions and 149 deletions
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@ -3,8 +3,8 @@
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*
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* Note: Requires a device that supports the VK_EXT_conditional_rendering extension
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*
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* With conditional rendering it's possible to execute certain rendering commands based
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* on a buffer value instead of having to rebuild the command buffers.
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* With conditional rendering it's possible to execute certain rendering commands based on a buffer value instead of having to rebuild the command buffers.
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* This example sets up a conditonal buffer with one value per glTF part, that is used to toggle visibility of single model parts.
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*
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* Copyright (C) 2018 by Sascha Willems - www.saschawillems.de
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*
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@ -24,26 +24,17 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanModel.hpp"
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#include "VulkanglTFModel.hpp"
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#define ENABLE_VALIDATION false
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#define MODEL_ROWS 3
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class VulkanExample : public VulkanExampleBase
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{
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public:
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PFN_vkCmdBeginConditionalRenderingEXT vkCmdBeginConditionalRenderingEXT;
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PFN_vkCmdEndConditionalRenderingEXT vkCmdEndConditionalRenderingEXT;
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VkPhysicalDeviceConditionalRenderingFeaturesEXT conditionalRenderingFeatures{};
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_COLOR,
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});
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vks::Model model;
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vkglTF::Model scene;
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struct {
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glm::mat4 projection;
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@ -52,7 +43,7 @@ public:
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vks::Buffer uniformBuffer;
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std::array<int32_t, MODEL_ROWS> conditionalVisibility{};
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std::vector<int32_t> conditionalVisibility;
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vks::Buffer conditionalBuffer;
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VkPipelineLayout pipelineLayout;
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@ -65,47 +56,75 @@ public:
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title = "Conditional rendering";
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settings.overlay = true;
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -15.0f));
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rotationSpeed *= 0.25f;
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(-9.0f, -55.0f, 0.0f));
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camera.setTranslation(glm::vec3(3.45f, 3.15f, -22.0f));
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camera.rotationSpeed *= 0.25f;
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// Enable extension required for conditional rendering
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/*
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[POI] Enable extension required for conditional rendering
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*/
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enabledDeviceExtensions.push_back(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME);
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// Enable extension required to get conditional rendering supported features
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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model.destroy();
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uniformBuffer.destroy();
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conditionalBuffer.destroy();
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Geometry shader support is required for this example
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if (deviceFeatures.geometryShader) {
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enabledFeatures.geometryShader = VK_TRUE;
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}
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else {
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vks::tools::exitFatal("Selected GPU does not support geometry shaders!", VK_ERROR_FEATURE_NOT_PRESENT);
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void renderNode(vkglTF::Node *node, VkCommandBuffer commandBuffer) {
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if (node->mesh) {
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for (vkglTF::Primitive * primitive : node->mesh->primitives) {
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const std::vector<VkDescriptorSet> descriptorsets = {
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descriptorSet,
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node->mesh->uniformBuffer.descriptorSet
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};
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, static_cast<uint32_t>(descriptorsets.size()), descriptorsets.data(), 0, NULL);
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struct PushBlock {
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glm::vec4 baseColorFactor;
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} pushBlock;
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pushBlock.baseColorFactor = primitive->material.baseColorFactor;
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vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushBlock), &pushBlock);
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/*
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[POI] Setup the conditional rendering
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*/
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VkConditionalRenderingBeginInfoEXT conditionalRenderingBeginInfo{};
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conditionalRenderingBeginInfo.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
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conditionalRenderingBeginInfo.buffer = conditionalBuffer.buffer;
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conditionalRenderingBeginInfo.offset = sizeof(int32_t) * node->index;
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/*
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[POI] Begin conditionally rendered section
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If the value from the conditional rendering buffer at the given offset is != 0, the draw commands will be executed
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*/
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vkCmdBeginConditionalRenderingEXT(commandBuffer, &conditionalRenderingBeginInfo);
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vkCmdDrawIndexed(commandBuffer, primitive->indexCount, 1, primitive->firstIndex, 0, 0);
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vkCmdEndConditionalRenderingEXT(commandBuffer);
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}
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};
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for (auto child : node->children) {
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renderNode(child, commandBuffer);
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
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clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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@ -117,9 +136,7 @@ public:
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) {
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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@ -133,49 +150,13 @@ public:
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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struct PushBlock {
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glm::vec4 offset;
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glm::vec4 color;
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} pushBlock;
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const std::array<glm::vec3, 3> colors = {
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glm::vec3(1.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 1.0f),
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};
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/*
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[POI] Setup the conditional rendering structure that decides on wether the commands are rendered or discarded
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*/
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VkConditionalRenderingBeginInfoEXT conditionalRenderingBeginInfo{};
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conditionalRenderingBeginInfo.sType = VK_STRUCTURE_TYPE_CONDITIONAL_RENDERING_BEGIN_INFO_EXT;
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// If the value in this buffer at the given offset is zero, commands are discadrd
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conditionalRenderingBeginInfo.buffer = conditionalBuffer.buffer;
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// Offset will be changed in the loop below to toggle visibility of whole rows
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conditionalRenderingBeginInfo.offset = 0;
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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for (int32_t x = -1; x < MODEL_ROWS - 1; x++) {
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for (int32_t y = -2; y < 3; y++) {
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pushBlock.offset = glm::vec4((float)x * 3.0f, (float)y * 2.5f, 0.0f, 1.0f);
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pushBlock.color = glm::vec4(colors[x+1], 1.0f);
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/*
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[POI] Start the conditionally rendered part (for this row)
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*/
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conditionalRenderingBeginInfo.offset = sizeof(uint32_t) * (x + 1);
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vkCmdBeginConditionalRenderingEXT(drawCmdBuffers[i], &conditionalRenderingBeginInfo);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(pushBlock), &pushBlock);
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vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
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vkCmdEndConditionalRenderingEXT(drawCmdBuffers[i]);
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}
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const VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scene.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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for (auto node : scene.nodes) {
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renderNode(node, drawCmdBuffers[i]);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -186,7 +167,7 @@ public:
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void loadAssets()
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{
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model.loadFromFile(getAssetPath() + "models/suzanne.obj", vertexLayout, 0.1f, vulkanDevice, queue);
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scene.loadFromFile(getAssetPath() + "models/Buggy.gltf", vulkanDevice, queue);
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}
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void setupDescriptorSets()
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descriptorLayoutCI.pBindings = setLayoutBindings.data();
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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std::array<VkDescriptorSetLayout, 2> setLayouts = {
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descriptorSetLayout, scene.descriptorSetLayout
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};
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2);
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec4) * 2, 0);
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pipelineLayoutCI.pushConstantRangeCount = 1;
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pipelineLayoutCI.pPushConstantRanges = &pushConstantRange;
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const std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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// Vertex bindings and attributes
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const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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vks::initializers::vertexInputBindingDescription(0, sizeof(vkglTF::Model::Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 3: Color
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.modelview = camera.matrices.view;
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uboVS.modelview = glm::scale(camera.matrices.view, glm::vec3(0.1f , -0.1f, 0.1f));
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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}
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void updateConditionalBuffer()
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{
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memcpy(conditionalBuffer.mapped, &conditionalVisibility, sizeof(conditionalVisibility));
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memcpy(conditionalBuffer.mapped, conditionalVisibility.data(), sizeof(int32_t) * conditionalVisibility.size());
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}
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void draw()
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/*
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[POI] Extension specific setup
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Gets the function pointers required for conditonal rendering
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Sets up a dedicated conditional buffer that is used to determine visibility at draw time
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*/
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void prepareConditionalRendering()
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{
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VulkanExampleBase::prepareFrame();
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// Command buffer to be sumitted to the queue
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Submit to queue
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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/*
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Extension specific functions
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*/
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/*
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Get the function pointer
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The conditional rendering functions are part of an extension so they have to be manually loaded
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The conditional rendering functions are part of an extension so they have to be loaded manually
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*/
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vkCmdBeginConditionalRenderingEXT = (PFN_vkCmdBeginConditionalRenderingEXT)vkGetDeviceProcAddr(device, "vkCmdBeginConditionalRenderingEXT");
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if (!vkCmdBeginConditionalRenderingEXT) {
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vks::tools::exitFatal("Could not get a valid function pointer for vkCmdEndConditionalRenderingEXT", -1);
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}
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/*
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Get conditional rendering features
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*/
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PFN_vkGetPhysicalDeviceFeatures2KHR vkGetPhysicalDeviceFeatures2KHR = reinterpret_cast<PFN_vkGetPhysicalDeviceFeatures2KHR>(vkGetInstanceProcAddr(instance, "vkGetPhysicalDeviceFeatures2KHR"));
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if (!vkGetPhysicalDeviceFeatures2KHR) {
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vks::tools::exitFatal("Could not get a valid function pointer for vkGetPhysicalDeviceFeatures2KHR", -1);
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}
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VkPhysicalDeviceFeatures2KHR deviceFeatures2{};
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conditionalRenderingFeatures.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_CONDITIONAL_RENDERING_FEATURES_EXT;
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deviceFeatures2.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR;
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deviceFeatures2.pNext = &conditionalRenderingFeatures;
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vkGetPhysicalDeviceFeatures2KHR(physicalDevice, &deviceFeatures2);
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/*
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Create the buffer that contains the conditional rendering information
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A single conditional value is 32 bits and if it's zero the rendering commands are discarded
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This sample renders multiple rows of objects conditionally, so we setup a buffer with one value per row
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*/
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conditionalVisibility.resize(scene.linearNodes.size());
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_CONDITIONAL_RENDERING_BIT_EXT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&conditionalBuffer,
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sizeof(uint32_t) * MODEL_ROWS));
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sizeof(int32_t) *conditionalVisibility.size(),
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conditionalVisibility.data()));
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VK_CHECK_RESULT(conditionalBuffer.map());
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// By default, all parts of the glTF are visible
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for (auto i = 0; i < conditionalVisibility.size(); i++) {
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conditionalVisibility[i] = 1;
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}
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/*
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Copy visibility data
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*/
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for (auto i = 0; i < conditionalVisibility.size(); i++) {
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conditionalVisibility[i] = 1;
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}
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VK_CHECK_RESULT(conditionalBuffer.map());
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memcpy(conditionalBuffer.mapped, &conditionalVisibility, sizeof(conditionalVisibility));
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updateConditionalBuffer();
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}
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/*
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End of extension specific functions
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*/
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareConditionalRendering();
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prepareUniformBuffers();
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setupDescriptorSets();
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preparePipelines();
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if (!prepared)
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return;
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draw();
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}
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virtual void viewChanged()
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{
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updateUniformBuffers();
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if (camera.updated) {
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updateUniformBuffers();
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}
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
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if (overlay->header("Visibility")) {
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for (uint32_t i = 0; i < MODEL_ROWS; i++) {
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if (overlay->checkBox(std::to_string(i).c_str(), &conditionalVisibility[i])) {
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updateConditionalBuffer();
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};
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if (i < MODEL_ROWS - 1) { ImGui::SameLine(); };
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}
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}
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if (overlay->header("Device properties")) {
|
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overlay->text("conditional rendering: %s", conditionalRenderingFeatures.conditionalRendering ? "true" : "false");
|
||||
overlay->text("inherited conditional rendering: %s", conditionalRenderingFeatures.inheritedConditionalRendering ? "true" : "false");
|
||||
}
|
||||
|
||||
if (overlay->button("All")) {
|
||||
for (auto i = 0; i < conditionalVisibility.size(); i++) {
|
||||
conditionalVisibility[i] = 1;
|
||||
}
|
||||
updateConditionalBuffer();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (overlay->button("None")) {
|
||||
for (auto i = 0; i < conditionalVisibility.size(); i++) {
|
||||
conditionalVisibility[i] = 0;
|
||||
}
|
||||
updateConditionalBuffer();
|
||||
}
|
||||
ImGui::NewLine();
|
||||
|
||||
for (auto node : scene.linearNodes) {
|
||||
// Add visibility toggle checkboxes for all model nodes with a mesh
|
||||
if (node->mesh) {
|
||||
if (overlay->checkBox(("[" + std::to_string(node->index) + "] " + node->mesh->name).c_str(), &conditionalVisibility[node->index])) {
|
||||
updateConditionalBuffer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue