Started work on dynamic terrain tessellation example

This commit is contained in:
saschawillems 2016-06-18 19:24:37 +02:00
parent 4ba4d67935
commit 0f66037da0
17 changed files with 1285 additions and 0 deletions

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glslangvalidator -V terrain.vert -o terrain.vert.spv
glslangvalidator -V terrain.frag -o terrain.frag.spv
glslangvalidator -V skysphere.vert -o skysphere.vert.spv
glslangvalidator -V skysphere.frag -o skysphere.frag.spv
glslangvalidator -V terrain.tesc -o terrain.tesc.spv
glslangvalidator -V terrain.tese -o terrain.tese.spv

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#version 450 core
layout (location = 0) in vec2 inUV;
layout (set = 0, binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
vec4 color = texture(samplerColorMap, inUV);
outFragColor = vec4(color.rgb, 1.0);
}

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#version 450 core
layout (location = 0) in vec3 inPos;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec2 outUV;
layout (set = 0, binding = 0) uniform UBO
{
mat4 mvp;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = ubo.mvp * vec4(inPos, 1.0);
outUV = inUV;
outUV.t = 1.0 - outUV.t;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (set = 0, binding = 1) uniform sampler2D displacementMap;
layout (set = 0, binding = 2) uniform sampler2DArray terrainLayers;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
vec4 sampleTerrainLayer()
{
// Define some layer ranges for sampling depending on terrain height
vec2 layers[4];
layers[0] = vec2(0.0, 5.0);
layers[1] = vec2(5.0, 50.0);
layers[2] = vec2(50.0, 120.0);
layers[3] = vec2(120.0, 255.0);
vec3 color = vec3(0.0);
// Get height from displacement map
float height = textureLod(displacementMap, inUV, 0.0).r * 255.0;
for (int i = 0; i < 4; i++)
{
float range = layers[i].y - layers[i].x;
float weight = (range - abs(height - layers[i].y)) / range;
weight = max(0.05, weight);
color += weight * texture(terrainLayers, vec3(inUV * 16.0, i)).rgb;
}
return vec4(color, 1.0);
}
void main()
{
/* todo: no lighting yet
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.15), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(terrainLayers, vec3(inUV, 0.0)).rgb, 1.0));
*/
outFragColor = sampleTerrainLayer();
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout(set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float displacementFactor;
float tessellationFactor;
vec2 viewportDim;
float tessellatedEdgeSize;
} ubo;
layout(set = 0, binding = 2) uniform sampler2D samplerHeight;
layout (vertices = 4) out;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal[4];
layout (location = 1) out vec2 outUV[4];
// Calculate the tessellation factor based on screen space
// dimensions of the edge
float screenSpaceTessFactor(vec4 p0, vec4 p1)
{
// Calculate edge mid point
vec4 midPoint = 0.5 * (p0 + p1);
// Sphere radius as distance between the control points
float radius = distance(p0, p1) / 2;
// View space
vec4 v0 = ubo.modelview * midPoint;
// Project into clip space
vec4 clip0 = (ubo.projection * (v0 - vec4(radius, vec3(0.0))));
vec4 clip1 = (ubo.projection * (v0 + vec4(radius, vec3(0.0))));
// Get normalized device coordinates
clip0 /= clip0.w;
clip1 /= clip1.w;
// Convert to viewport coordinates
clip0.xy *= ubo.viewportDim;
clip1.xy *= ubo.viewportDim;
// Return the tessellation factor based on the screen size
// given by the distance of the two edge control points in screen space
// and a reference (min.) tessellation size for the edge set by the application
return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
}
void main()
{
if (gl_InvocationID == 0)
{
if (ubo.tessellationFactor > 0.0)
{
gl_TessLevelOuter[0] = screenSpaceTessFactor(gl_in[3].gl_Position, gl_in[0].gl_Position);
gl_TessLevelOuter[1] = screenSpaceTessFactor(gl_in[0].gl_Position, gl_in[1].gl_Position);
gl_TessLevelOuter[2] = screenSpaceTessFactor(gl_in[1].gl_Position, gl_in[2].gl_Position);
gl_TessLevelOuter[3] = screenSpaceTessFactor(gl_in[2].gl_Position, gl_in[3].gl_Position);
gl_TessLevelInner[0] = mix(gl_TessLevelOuter[0], gl_TessLevelOuter[3], 0.5);
gl_TessLevelInner[1] = mix(gl_TessLevelOuter[2], gl_TessLevelOuter[1], 0.5);
}
else
{
// Tessellation factor can be set to zero by example
// to demonstrate a simple passthrough
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
}
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outNormal[gl_InvocationID] = inNormal[gl_InvocationID];
outUV[gl_InvocationID] = inUV[gl_InvocationID];
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float displacementFactor;
float tessellationFalloff;
} ubo;
layout (set = 0, binding = 1) uniform sampler2D displacementMap;
layout(quads, equal_spacing, cw) in;
layout (location = 0) in vec3 inNormal[];
layout (location = 1) in vec2 inUV[];
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
void main()
{
// Interpolate UV coordinates
vec2 uv1 = mix(inUV[0], inUV[1], gl_TessCoord.x);
vec2 uv2 = mix(inUV[3], inUV[2], gl_TessCoord.x);
outUV = mix(uv1, uv2, gl_TessCoord.y);
// Interpolate normals
vec3 nm1 = mix(inNormal[0], inNormal[1], gl_TessCoord.x);
vec3 nm2 = mix(inNormal[3], inNormal[2], gl_TessCoord.x);
outNormal = mix(nm1, nm2, gl_TessCoord.y);
// Interpolate positions
vec4 pos1 = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
vec4 pos2 = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
vec4 pos = mix(pos1, pos2, gl_TessCoord.y);
// Displace
pos.y -= textureLod(displacementMap, outUV, 0.0).r * ubo.displacementFactor;
// Perspective projection
gl_Position = ubo.projection * ubo.modelview * pos;
// Calculate vectors for lighting based on tessellated position
outEyePos = -pos.xyz;
outLightVec = normalize(ubo.lightPos.xyz + outEyePos);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = vec4(inPos.xyz, 1.0);
outUV = inUV;
outNormal = inNormal;
}

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/*
* Vulkan Example - Dynamic terrain tessellation
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <gli/gli.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "vulkanMeshLoader.hpp"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
{
vkMeshLoader::VERTEX_LAYOUT_POSITION,
vkMeshLoader::VERTEX_LAYOUT_NORMAL,
vkMeshLoader::VERTEX_LAYOUT_UV
};
class VulkanExample : public VulkanExampleBase
{
private:
struct {
vkTools::VulkanTexture heightMap;
vkTools::VulkanTexture skySphere;
vkTools::VulkanTexture terrainArray;
} textures;
public:
bool wireframe = true;
bool tessellation = true;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vkMeshLoader::MeshBuffer object;
vkMeshLoader::MeshBuffer skysphere;
} meshes;
struct {
vkTools::UniformData terrainTessellation;
vkTools::UniformData skysphereVertex;
} uniformData;
// Shared values for tessellation control and evaluation stages
struct {
glm::mat4 projection;
glm::mat4 modelview;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 0.0f);
float displacementFactor = 16.0f;
float tessellationFactor = 0.75f;
glm::vec2 viewportDim;
// Desired size of tessellated quad patch edge
float tessellatedEdgeSize = 20.0f;
} uboTess;
// Skysphere vertex shader stage
struct {
glm::mat4 mvp;
} uboVS;
struct {
VkPipeline terrain;
VkPipeline wireframe;
VkPipeline skysphere;
} pipelines;
struct {
VkDescriptorSetLayout terrain;
VkDescriptorSetLayout skysphere;
} descriptorSetLayouts;
struct {
VkPipelineLayout terrain;
VkPipelineLayout skysphere;
} pipelineLayouts;
struct {
VkDescriptorSet terrain;
VkDescriptorSet skysphere;
} descriptorSets;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
enableTextOverlay = true;
title = "Vulkan Example - Dynamic terrain tessellation";
camera.type = Camera::CameraType::firtsperson;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(-22.0f, 135.0f, 0.6f));
camera.setTranslation(glm::vec3(0.0f, 30.0f, 0.0f));
// camera.setTranslation(glm::vec3(36.5f, 13.25f, 36.2f));
camera.movementSpeed = 10.0f;
timerSpeed *= 15.0f;
// Support for tessellation shaders is optional, so check first
//if (!deviceFeatures.tessellationShader)
//{
// vkTools::exitFatal("Selected GPU does not support tessellation shaders!", "Feature not supported");
//}
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.terrain, nullptr);
vkDestroyPipeline(device, pipelines.wireframe, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.skysphere, nullptr);
vkDestroyPipelineLayout(device, pipelineLayouts.terrain, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.terrain, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.skysphere, nullptr);
vkMeshLoader::freeMeshBufferResources(device, &meshes.object);
vkDestroyBuffer(device, uniformData.terrainTessellation.buffer, nullptr);
vkFreeMemory(device, uniformData.terrainTessellation.memory, nullptr);
vkDestroyBuffer(device, uniformData.skysphereVertex.buffer, nullptr);
vkFreeMemory(device, uniformData.skysphereVertex.memory, nullptr);
textureLoader->destroyTexture(textures.heightMap);
textureLoader->destroyTexture(textures.skySphere);
textureLoader->destroyTexture(textures.terrainArray);
}
void loadTextures()
{
textureLoader->loadTexture(getAssetPath() + "textures/skysphere_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.skySphere);
textureLoader->loadTexture(getAssetPath() + "textures/terrain_desert_heightmap.ktx", VK_FORMAT_R8G8B8A8_UNORM, &textures.heightMap);
textureLoader->loadTextureArray(getAssetPath() + "textures/terrain_array_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.terrainArray);
VkSamplerCreateInfo samplerInfo = vkTools::initializers::samplerCreateInfo();
// Setup a mirroring sampler for the height map
vkDestroySampler(device, textures.heightMap.sampler, nullptr);
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.compareOp = VK_COMPARE_OP_NEVER;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = (float)textures.heightMap.mipLevels;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textures.heightMap.sampler));
textures.heightMap.descriptor.sampler = textures.heightMap.sampler;
// Setup a repeating sampler for the terrain texture layers
vkDestroySampler(device, textures.terrainArray.sampler, nullptr);
samplerInfo = vkTools::initializers::samplerCreateInfo();
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerInfo.addressModeV = samplerInfo.addressModeU;
samplerInfo.addressModeW = samplerInfo.addressModeU;
samplerInfo.compareOp = VK_COMPARE_OP_NEVER;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = (float)textures.terrainArray.mipLevels;
samplerInfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
if (deviceFeatures.samplerAnisotropy)
{
samplerInfo.maxAnisotropy = 4.0f;
samplerInfo.anisotropyEnable = VK_TRUE;
}
VK_CHECK_RESULT(vkCreateSampler(device, &samplerInfo, nullptr, &textures.terrainArray.sampler));
textures.terrainArray.descriptor.sampler = textures.terrainArray.sampler;
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
buildCommandBuffers();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[0].color = { {0.2f, 0.2f, 0.2f, 0.0f} };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
VkDeviceSize offsets[1] = { 0 };
// Skysphere
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skysphere);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.skysphere, 0, 1, &descriptorSets.skysphere, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.skysphere.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.skysphere.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.skysphere.indexCount, 1, 0, 0, 0);
// Terrrain
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, wireframe ? pipelines.wireframe : pipelines.terrain);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.terrain, 0, 1, &descriptorSets.terrain, 0, NULL);
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.object.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.object.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.object.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadMeshes()
{
loadMesh(getAssetPath() + "models/geosphere.obj", &meshes.skysphere, vertexLayout, 1.0f);
}
// Generate a terrain quad patch for feeding to the tessellation control shader
void generateTerrain()
{
struct Vertex {
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
};
#define PATCH_SIZE 64
#define UV_SCALE 2.0f
Vertex *vertices = new Vertex[PATCH_SIZE * PATCH_SIZE * 4];
const float wx = 2.0f;
const float wy = 2.0f;
for (auto x = 0; x < PATCH_SIZE; x++)
{
for (auto y = 0; y < PATCH_SIZE; y++)
{
uint32_t index = (x + y * PATCH_SIZE);
vertices[index].pos[0] = x * wx + wx / 2.0f - (float)PATCH_SIZE * wx / 2.0f;
vertices[index].pos[1] = 0.0f;
vertices[index].pos[2] = y * wy + wy / 2.0f - (float)PATCH_SIZE * wy / 2.0f;
vertices[index].normal = glm::vec3(0.0f, -1.0f, 0.0f);
vertices[index].uv = glm::vec2((float)x / PATCH_SIZE, (float)y / PATCH_SIZE) * UV_SCALE;
}
}
const uint32_t w = (PATCH_SIZE - 1);
uint32_t *indices = new uint32_t[w * w * 4];
for (auto x = 0; x < w; x++)
{
for (auto y = 0; y < w; y++)
{
uint32_t index = (x + y * w) * 4;
indices[index] = (x + y * PATCH_SIZE);
indices[index + 1] = indices[index] + PATCH_SIZE;
indices[index + 2] = indices[index + 1] + 1;
indices[index + 3] = indices[index] + 1;
}
}
meshes.object.indexCount = (PATCH_SIZE - 1) * (PATCH_SIZE - 1) * 4;
uint32_t vertexBufferSize = (PATCH_SIZE * PATCH_SIZE * 4) * sizeof(Vertex);
uint32_t indexBufferSize = (w * w * 4) * sizeof(uint32_t);
struct {
VkBuffer buffer;
VkDeviceMemory memory;
} vertexStaging, indexStaging;
// Create staging buffers
// Vertex data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
vertexBufferSize,
vertices,
&vertexStaging.buffer,
&vertexStaging.memory);
// Index data
createBuffer(
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
indexBufferSize,
indices,
&indexStaging.buffer,
&indexStaging.memory);
createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBufferSize,
nullptr,
&meshes.object.vertices.buf,
&meshes.object.vertices.mem);
createBuffer(
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBufferSize,
nullptr,
&meshes.object.indices.buf,
&meshes.object.indices.mem);
// Copy from staging buffers
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(
copyCmd,
vertexStaging.buffer,
meshes.object.vertices.buf,
1,
&copyRegion);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(
copyCmd,
indexStaging.buffer,
meshes.object.indices.buf,
1,
&copyRegion);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
vkFreeMemory(device, vertexStaging.memory, nullptr);
vkDestroyBuffer(device, indexStaging.buffer, nullptr);
vkFreeMemory(device, indexStaging.memory, nullptr);
delete[] vertices;
delete[] indices;
}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vkMeshLoader::vertexSize(vertexLayout),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normals
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 2 : Texture coordinates
vertices.attributeDescriptions[2] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 6);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes =
{
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayouts()
{
VkDescriptorSetLayoutCreateInfo descriptorLayout;
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
// Terrain
setLayoutBindings =
{
// Binding 0 : Shared Tessellation shader ubo
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT | VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
0),
// Binding 1 : Height map
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
1),
// Binding 3 : Terrain texture array layers
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
2),
};
descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.terrain));
pipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.terrain, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.terrain));
// Skysphere
setLayoutBindings =
{
// Binding 0 : Vertex shader ubo
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Color map
vkTools::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1),
};
descriptorLayout = vkTools::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.skysphere));
pipelineLayoutCreateInfo = vkTools::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.skysphere, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.skysphere));
}
void setupDescriptorSets()
{
VkDescriptorSetAllocateInfo allocInfo;
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
// Terrain
allocInfo = vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.terrain, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.terrain));
writeDescriptorSets =
{
// Binding 0 : Shared tessellation shader ubo
vkTools::initializers::writeDescriptorSet(
descriptorSets.terrain,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.terrainTessellation.descriptor),
// Binding 1 : Displacement map
vkTools::initializers::writeDescriptorSet(
descriptorSets.terrain,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textures.heightMap.descriptor),
// Binding 2 : Color map (alpha channel)
vkTools::initializers::writeDescriptorSet(
descriptorSets.terrain,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
2,
&textures.terrainArray.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Skysphere
allocInfo = vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.skysphere, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skysphere));
writeDescriptorSets =
{
// Binding 0 : Vertex shader ubo
vkTools::initializers::writeDescriptorSet(
descriptorSets.skysphere,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.skysphereVertex.descriptor),
// Binding 1 : Fragment shader color map
vkTools::initializers::writeDescriptorSet(
descriptorSets.skysphere,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textures.skySphere.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// We render the terrain as a grid of quad patches
VkPipelineTessellationStateCreateInfo tessellationState =
vkTools::initializers::pipelineTessellationStateCreateInfo(4);
std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
// Terrain tessellation pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
shaderStages[3] = loadShader(getAssetPath() + "shaders/terraintessellation/terrain.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayouts.terrain,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.pTessellationState = &tessellationState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.terrain));
// Terrain wireframe pipeline
rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe));
// Skysphere pipeline
rasterizationState.polygonMode = VK_POLYGON_MODE_FILL;
// Revert to triangle list topology
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// Reset tessellation state
pipelineCreateInfo.pTessellationState = nullptr;
// Don't write to depth buffer
depthStencilState.depthWriteEnable = VK_FALSE;
pipelineCreateInfo.stageCount = 2;
pipelineCreateInfo.layout = pipelineLayouts.skysphere;
shaderStages[0] = loadShader(getAssetPath() + "shaders/terraintessellation/skysphere.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/terraintessellation/skysphere.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skysphere));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Shared tessellation shader stages uniform buffer
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboTess),
nullptr,
&uniformData.terrainTessellation.buffer,
&uniformData.terrainTessellation.memory,
&uniformData.terrainTessellation.descriptor);
// Skysphere vertex shader uniform buffer
createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
sizeof(uboVS),
nullptr,
&uniformData.skysphereVertex.buffer,
&uniformData.skysphereVertex.memory,
&uniformData.skysphereVertex.descriptor);
updateUniformBuffers();
}
void updateUniformBuffers()
{
// Tessellation
uboTess.projection = camera.matrices.perspective;
uboTess.modelview = camera.matrices.view * glm::mat4();
uboTess.lightPos.y = -0.5f - uboTess.displacementFactor; // todo: Not uesed yet
uboTess.viewportDim = glm::vec2((float)width, (float)height);
float savedFactor = uboTess.tessellationFactor;
if (!tessellation)
{
// Setting this to zero sets all tessellation factors to 1.0 in the shader
uboTess.tessellationFactor = 0.0f;
}
uint8_t *pData;
VK_CHECK_RESULT(vkMapMemory(device, uniformData.terrainTessellation.memory, 0, sizeof(uboTess), 0, (void **)&pData));
memcpy(pData, &uboTess, sizeof(uboTess));
vkUnmapMemory(device, uniformData.terrainTessellation.memory);
if (!tessellation)
{
uboTess.tessellationFactor = savedFactor;
}
// Skysphere vertex shader
uboVS.mvp = camera.matrices.perspective * glm::mat4(glm::mat3(camera.matrices.view));
VK_CHECK_RESULT(vkMapMemory(device, uniformData.skysphereVertex.memory, 0, sizeof(uboVS), 0, (void **)&pData));
memcpy(pData, &uboVS, sizeof(uboVS));
vkUnmapMemory(device, uniformData.skysphereVertex.memory);
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadMeshes();
generateTerrain();
loadTextures();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayouts();
preparePipelines();
setupDescriptorPool();
setupDescriptorSets();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
void changeTessellationFactor(float delta)
{
uboTess.tessellationFactor += delta;
uboTess.tessellationFactor = fmax(0.25f, fmin(uboTess.tessellationFactor, 4.0f));
updateUniformBuffers();
updateTextOverlay();
}
void toggleWireframe()
{
wireframe = !wireframe;
reBuildCommandBuffers();
updateUniformBuffers();
}
void toggleTessellation()
{
tessellation = !tessellation;
updateUniformBuffers();
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case 0x6B:
case GAMEPAD_BUTTON_R1:
changeTessellationFactor(0.05f);
break;
case 0x6D:
case GAMEPAD_BUTTON_L1:
changeTessellationFactor(-0.05f);
break;
case 0x20:
case GAMEPAD_BUTTON_X:
toggleWireframe();
break;
//case VK_RETURN:
// toggleTessellation();
// break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
std::stringstream ss;
ss << std::setprecision(2) << std::fixed << uboTess.tessellationFactor;
#if defined(__ANDROID__)
textOverlay->addText("Tessellation factor: " + ss.str() + " (Buttons L1/R1)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
// textOverlay->addText("Press \"Button A\" to toggle displacement", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
// textOverlay->addText("Press \"Button X\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("Tessellation factor: " + ss.str() + " (numpad +/-)", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
//textOverlay->addText("Press \"d\" to toggle displacement", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
//textOverlay->addText("Press \"s\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
#endif
}
};
VulkanExample *vulkanExample;
#if defined(_WIN32)
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (vulkanExample != NULL)
{
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
}
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
}
#elif defined(__linux__) && !defined(__ANDROID__)
static void handleEvent(const xcb_generic_event_t *event)
{
if (vulkanExample != NULL)
{
vulkanExample->handleEvent(event);
}
}
#endif
// Main entry point
#if defined(_WIN32)
// Windows entry point
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
#elif defined(__ANDROID__)
// Android entry point
void android_main(android_app* state)
#elif defined(__linux__)
// Linux entry point
int main(const int argc, const char *argv[])
#endif
{
#if defined(__ANDROID__)
// Removing this may cause the compiler to omit the main entry point
// which would make the application crash at start
app_dummy();
#endif
vulkanExample = new VulkanExample();
#if defined(_WIN32)
vulkanExample->setupWindow(hInstance, WndProc);
#elif defined(__ANDROID__)
// Attach vulkan example to global android application state
state->userData = vulkanExample;
state->onAppCmd = VulkanExample::handleAppCommand;
state->onInputEvent = VulkanExample::handleAppInput;
vulkanExample->androidApp = state;
#elif defined(__linux__)
vulkanExample->setupWindow();
#endif
#if !defined(__ANDROID__)
vulkanExample->initSwapchain();
vulkanExample->prepare();
#endif
vulkanExample->renderLoop();
delete(vulkanExample);
#if !defined(__ANDROID__)
return 0;
#endif
}

View file

@ -0,0 +1,99 @@
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View file

@ -0,0 +1,42 @@
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View file

@ -69,6 +69,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "debugmarker", "debugmarker\
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "scenerendering", "scenerendering\scenerendering.vcxproj", "{D928DFBB-DB07-411E-A650-6D3CE697D7D0}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "descriptorsets", "descriptorsets\descriptorsets.vcxproj", "{0A613401-3099-4657-9F83-EE54FDD29849}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "terraintessellation", "terraintessellation\terraintessellation.vcxproj", "{6C6E48B1-5946-4754-9E31-E1C989EC25FE}"
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -207,6 +211,14 @@ Global
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{0A613401-3099-4657-9F83-EE54FDD29849}.Debug|x64.ActiveCfg = Debug|x64
{0A613401-3099-4657-9F83-EE54FDD29849}.Debug|x64.Build.0 = Debug|x64
{0A613401-3099-4657-9F83-EE54FDD29849}.Release|x64.ActiveCfg = Release|x64
{0A613401-3099-4657-9F83-EE54FDD29849}.Release|x64.Build.0 = Release|x64
{6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Debug|x64.ActiveCfg = Debug|x64
{6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Debug|x64.Build.0 = Debug|x64
{6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Release|x64.ActiveCfg = Release|x64
{6C6E48B1-5946-4754-9E31-E1C989EC25FE}.Release|x64.Build.0 = Release|x64
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE