Overhauled parallax mapping example with multiple modes
This commit is contained in:
parent
182ff9e72d
commit
110005b859
12 changed files with 245 additions and 475 deletions
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@ -30,20 +30,12 @@
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool splitScreen = false;
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struct {
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vks::Texture2D colorMap;
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// Normals and height are combined in one texture (height = alpha channel)
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// Normals and height are combined into one texture (height = alpha channel)
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vks::Texture2D normalHeightMap;
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} textures;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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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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@ -66,52 +58,44 @@ public:
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struct {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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glm::mat4 normal;
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glm::vec4 lightPos = glm::vec4(0.0f);
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glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 1.0f);
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glm::vec4 cameraPos;
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} vertexShader;
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struct {
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// Scale and bias control the parallax offset effect
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// They need to be tweaked for each material
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// Getting them wrong destroys the depth effect
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float scale = 0.06f;
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float bias = -0.04f;
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float lightRadius = 1.0f;
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int32_t usePom = 1;
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int32_t displayNormalMap = 0;
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float heightScale = 0.1f;
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// Basic parallax mapping needs a bias to look any good (and is hard to tweak)
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float parallaxBias = -0.02f;
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// Number of layers for steep parallax and parallax occlusion (more layer = better result for less performance)
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float numLayers = 48.0f;
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// (Parallax) mapping mode to use
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int32_t mappingMode = 4;
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} fragmentShader;
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} ubos;
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struct {
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VkPipeline parallaxMapping;
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VkPipeline normalMapping;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkPipeline pipeline;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSet descriptorSet;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -2.7f;
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rotation = glm::vec3(56.0f, 0.0f, 0.0f);
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rotationSpeed = 0.25f;
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enableTextOverlay = true;
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timerSpeed *= 0.25f;
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paused = true;
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title = "Vulkan Example - Parallax Mapping";
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enableTextOverlay = true;
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timerSpeed *= 0.5f;
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camera.type = Camera::CameraType::firstperson;
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camera.setPosition(glm::vec3(0.0f, 1.25f, 1.5f));
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camera.setRotation(glm::vec3(-45.0f, 180.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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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, pipelines.parallaxMapping, nullptr);
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vkDestroyPipeline(device, pipelines.normalMapping, nullptr);
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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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@ -127,6 +111,7 @@ public:
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void loadAssets()
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{
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models.quad.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 0.1f, vulkanDevice, queue);
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// Textures
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textures.normalHeightMap.loadFromFile(getAssetPath() + "textures/rocks_normal_height_rgba.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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if (vulkanDevice->features.textureCompressionBC) {
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@ -141,17 +126,6 @@ public:
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else {
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vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
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}
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}
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void reBuildCommandBuffers()
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{
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if (!checkCommandBuffers())
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{
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destroyCommandBuffers();
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createCommandBuffers();
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}
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buildCommandBuffers();
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}
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void buildCommandBuffers()
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@ -180,7 +154,7 @@ public:
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((splitScreen) ? (float)width / 2.0f : (float)width, (float)height, 0.0f, 1.0f);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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@ -192,82 +166,16 @@ public:
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Parallax enabled
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.parallaxMapping);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
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// Normal mapping
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if (splitScreen)
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{
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viewport.x = (float)width / 2.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.normalMapping);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void setupVertexDescriptions()
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{
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// Binding description
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(5);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 3);
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// Location 2 : Normal
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vertices.attributeDescriptions[2] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 5);
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// Location 3 : Tangent
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vertices.attributeDescriptions[3] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 8);
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// Location 4 : Bitangent
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vertices.attributeDescriptions[4] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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4,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 11);
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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// Example uses two ubos and two image sampler
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@ -278,44 +186,22 @@ public:
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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4);
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vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader color map image sampler
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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// Binding 2 : Fragment combined normal and heightmap
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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2),
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// Binding 3 : Fragment shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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3)
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1: Fragment shader color map image sampler
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2: Fragment combined normal and heightmap
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), // Binding 3: Fragment shader uniform buffer
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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@ -337,99 +223,52 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.vertexShader.descriptor),
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// Binding 1 : Fragment shader image sampler
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&textures.colorMap.descriptor),
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// Binding 2 : Combined normal and heightmap
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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&textures.normalHeightMap.descriptor),
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// Binding 3 : Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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3,
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&uniformBuffers.fragmentShader.descriptor)
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vertexShader.descriptor), // Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colorMap.descriptor), // Binding 1: Fragment shader image sampler
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.normalHeightMap.descriptor), // Binding 2: Combined normal and heightmap
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3, &uniformBuffers.fragmentShader.descriptor), // Binding 3: Fragment shader uniform buffer
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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// Parallax mapping pipeline
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/parallax.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/parallax.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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pipelineLayout,
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renderPass,
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0);
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vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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@ -437,15 +276,32 @@ public:
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.parallaxMapping));
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// Vertex bindings an attributes
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: Texture coordinates
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangent
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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());
|
||||
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
|
||||
// Normal mapping (no parallax effect)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.normalMapping));
|
||||
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||
|
||||
// Parallax mapping modes pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/parallax.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/parallax.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
|
|
@ -474,25 +330,17 @@ public:
|
|||
void updateUniformBuffers()
|
||||
{
|
||||
// Vertex shader
|
||||
glm::mat4 viewMatrix = glm::mat4();
|
||||
ubos.vertexShader.projection = glm::perspective(glm::radians(45.0f), (float)(width* ((splitScreen) ? 0.5f : 1.0f)) / (float)height, 0.001f, 256.0f);
|
||||
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
|
||||
ubos.vertexShader.projection = camera.matrices.perspective;
|
||||
ubos.vertexShader.view = camera.matrices.view;
|
||||
ubos.vertexShader.model = glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));;
|
||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));;
|
||||
|
||||
ubos.vertexShader.model = glm::mat4();
|
||||
ubos.vertexShader.model = viewMatrix * glm::translate(ubos.vertexShader.model, cameraPos);
|
||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
ubos.vertexShader.normal = glm::inverseTranspose(ubos.vertexShader.model);
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
ubos.vertexShader.lightPos.x = sin(glm::radians(timer * 360.0f)) * 0.5f;
|
||||
ubos.vertexShader.lightPos.y = cos(glm::radians(timer * 360.0f)) * 0.5f;
|
||||
if (!paused) {
|
||||
ubos.vertexShader.lightPos.x = sin(glm::radians(timer * 360.0f)) * 1.5f;
|
||||
ubos.vertexShader.lightPos.z = cos(glm::radians(timer * 360.0f)) * 1.5f;
|
||||
}
|
||||
|
||||
ubos.vertexShader.cameraPos = glm::vec4(0.0, 0.0, zoom, 0.0);
|
||||
ubos.vertexShader.cameraPos = glm::vec4(camera.position, -1.0f) * -1.0f;
|
||||
|
||||
memcpy(uniformBuffers.vertexShader.mapped, &ubos.vertexShader, sizeof(ubos.vertexShader));
|
||||
|
||||
|
|
@ -503,14 +351,9 @@ public:
|
|||
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();
|
||||
}
|
||||
|
||||
|
|
@ -518,7 +361,6 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
|
|
@ -544,54 +386,36 @@ public:
|
|||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void toggleParallaxOffset()
|
||||
{
|
||||
ubos.fragmentShader.usePom = !ubos.fragmentShader.usePom;
|
||||
void toggleMappingMode()
|
||||
{
|
||||
ubos.fragmentShader.mappingMode++;
|
||||
if (ubos.fragmentShader.mappingMode > 4) {
|
||||
ubos.fragmentShader.mappingMode = 0;
|
||||
};
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void toggleNormalMapDisplay()
|
||||
{
|
||||
ubos.fragmentShader.displayNormalMap = !ubos.fragmentShader.displayNormalMap;
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void toggleSplitScreen()
|
||||
{
|
||||
splitScreen = !splitScreen;
|
||||
updateUniformBuffers();
|
||||
reBuildCommandBuffers();
|
||||
updateTextOverlay();
|
||||
}
|
||||
|
||||
virtual void keyPressed(uint32_t keyCode)
|
||||
{
|
||||
switch (keyCode)
|
||||
{
|
||||
case KEY_O:
|
||||
case KEY_SPACE:
|
||||
case GAMEPAD_BUTTON_A:
|
||||
toggleParallaxOffset();
|
||||
break;
|
||||
case KEY_N:
|
||||
case GAMEPAD_BUTTON_X:
|
||||
toggleNormalMapDisplay();
|
||||
break;
|
||||
case KEY_S:
|
||||
case GAMEPAD_BUTTON_Y:
|
||||
toggleSplitScreen();
|
||||
toggleMappingMode();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
|
||||
{
|
||||
const std::vector<std::string> mappingModes = {
|
||||
"Color only", "Normal mapping", "Parallax mapping", "Steep parallax mapping", "Parallax occlusion mapping",
|
||||
};
|
||||
#if defined(__ANDROID__)
|
||||
textOverlay->addText("Press \"Button A\" to toggle parallax", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||
textOverlay->addText("Press \"Button X\" to toggle normals", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
||||
textOverlay->addText("Press \"Button Y\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
|
||||
#else
|
||||
textOverlay->addText("Press \"o\" to toggle parallax", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||
textOverlay->addText("Press \"n\" to toggle normals", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
|
||||
textOverlay->addText("Press \"s\" to toggle splitscreen", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
|
||||
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Button A\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||
#else
|
||||
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Space\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue