Started work on dynamic terrain tessellation example
This commit is contained in:
parent
4ba4d67935
commit
0f66037da0
17 changed files with 1285 additions and 0 deletions
7
data/shaders/terraintessellation/generate-spirv.bat
Normal file
7
data/shaders/terraintessellation/generate-spirv.bat
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
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
|
||||
|
||||
13
data/shaders/terraintessellation/skysphere.frag
Normal file
13
data/shaders/terraintessellation/skysphere.frag
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/skysphere.frag.spv
Normal file
BIN
data/shaders/terraintessellation/skysphere.frag.spv
Normal file
Binary file not shown.
23
data/shaders/terraintessellation/skysphere.vert
Normal file
23
data/shaders/terraintessellation/skysphere.vert
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#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;
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/skysphere.vert.spv
Normal file
BIN
data/shaders/terraintessellation/skysphere.vert.spv
Normal file
Binary file not shown.
55
data/shaders/terraintessellation/terrain.frag
Normal file
55
data/shaders/terraintessellation/terrain.frag
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
#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();
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/terrain.frag.spv
Normal file
BIN
data/shaders/terraintessellation/terrain.frag.spv
Normal file
Binary file not shown.
86
data/shaders/terraintessellation/terrain.tesc
Normal file
86
data/shaders/terraintessellation/terrain.tesc
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
#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];
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/terrain.tesc.spv
Normal file
BIN
data/shaders/terraintessellation/terrain.tesc.spv
Normal file
Binary file not shown.
51
data/shaders/terraintessellation/terrain.tese
Normal file
51
data/shaders/terraintessellation/terrain.tese
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/terrain.tese.spv
Normal file
BIN
data/shaders/terraintessellation/terrain.tese.spv
Normal file
Binary file not shown.
23
data/shaders/terraintessellation/terrain.vert
Normal file
23
data/shaders/terraintessellation/terrain.vert
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#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;
|
||||
}
|
||||
BIN
data/shaders/terraintessellation/terrain.vert.spv
Normal file
BIN
data/shaders/terraintessellation/terrain.vert.spv
Normal file
Binary file not shown.
874
terraintessellation/terraintessellation.cpp
Normal file
874
terraintessellation/terraintessellation.cpp
Normal file
|
|
@ -0,0 +1,874 @@
|
|||
/*
|
||||
* 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,
|
||||
©Region);
|
||||
|
||||
copyRegion.size = indexBufferSize;
|
||||
vkCmdCopyBuffer(
|
||||
copyCmd,
|
||||
indexStaging.buffer,
|
||||
meshes.object.indices.buf,
|
||||
1,
|
||||
©Region);
|
||||
|
||||
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
|
||||
}
|
||||
99
terraintessellation/terraintessellation.vcxproj
Normal file
99
terraintessellation/terraintessellation.vcxproj
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{6C6E48B1-5946-4754-9E31-E1C989EC25FE}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)\bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)\bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName)</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<ControlFlowGuard>
|
||||
</ControlFlowGuard>
|
||||
<FloatingPointExceptions>
|
||||
</FloatingPointExceptions>
|
||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\base\vulkandebug.cpp" />
|
||||
<ClCompile Include="..\base\vulkanexamplebase.cpp" />
|
||||
<ClCompile Include="..\base\vulkantools.cpp" />
|
||||
<ClCompile Include="terraintessellation.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\base\vulkandebug.h" />
|
||||
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
||||
<ClInclude Include="..\base\vulkantools.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
42
terraintessellation/terraintessellation.vcxproj.filters
Normal file
42
terraintessellation/terraintessellation.vcxproj.filters
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="terraintessellation.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\base\vulkandebug.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\base\vulkanexamplebase.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\base\vulkantools.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\base\vulkandebug.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\base\vulkanexamplebase.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\base\vulkantools.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -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}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
|
|
@ -207,6 +211,14 @@ Global
|
|||
{D928DFBB-DB07-411E-A650-6D3CE697D7D0}.Debug|x64.Build.0 = Debug|x64
|
||||
{D928DFBB-DB07-411E-A650-6D3CE697D7D0}.Release|x64.ActiveCfg = Release|x64
|
||||
{D928DFBB-DB07-411E-A650-6D3CE697D7D0}.Release|x64.Build.0 = Release|x64
|
||||
{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
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue