Code cleanup, comments
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1 changed files with 64 additions and 99 deletions
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@ -1,5 +1,7 @@
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/*
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* Vulkan Example - Using different pipelines in one single renderpass
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* Vulkan Example - Using different pipelines in a single renderpass
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*
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* This sample shows how to setup multiple graphics pipelines and how to use them for drawing objects with differring visuals
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*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
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@ -14,23 +16,21 @@ class VulkanExample: public VulkanExampleBase
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public:
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vkglTF::Model scene;
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vks::Buffer uniformBuffer;
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// Same uniform buffer layout as shader
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struct UBOVS {
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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} uboVS;
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glm::vec4 lightPos{ 0.0f, 2.0f, 1.0f, 0.0f };
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} uniformData;
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vks::Buffer uniformBuffer;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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struct {
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VkPipeline phong;
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VkPipeline wireframe;
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VkPipeline toon;
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VkPipeline phong{ VK_NULL_HANDLE };
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VkPipeline wireframe{ VK_NULL_HANDLE };
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VkPipeline toon{ VK_NULL_HANDLE };
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} pipelines;
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VulkanExample() : VulkanExampleBase()
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@ -45,8 +45,7 @@ public:
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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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if (device) {
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vkDestroyPipeline(device, pipelines.phong, nullptr);
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if (enabledFeatures.fillModeNonSolid)
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{
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@ -59,6 +58,7 @@ public:
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uniformBuffer.destroy();
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}
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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@ -93,7 +93,6 @@ public:
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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@ -109,14 +108,14 @@ public:
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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scene.bindBuffers(drawCmdBuffers[i]);
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// Left : Solid colored
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// Left : Render the scene using the solid colored pipeline with phong shading
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viewport.width = (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.phong);
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vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
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scene.draw(drawCmdBuffers[i]);
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// Center : Toon
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// Center : Render the scene using a toon style pipeline
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viewport.x = (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.toon);
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@ -126,9 +125,8 @@ public:
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}
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scene.draw(drawCmdBuffers[i]);
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if (enabledFeatures.fillModeNonSolid)
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{
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// Right : Wireframe
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// Right : Render the scene as wireframe (if that feature is supported by the implementation)
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if (enabledFeatures.fillModeNonSolid) {
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viewport.x = (float)width / 3.0f + (float)width / 3.0f;
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
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@ -149,58 +147,43 @@ public:
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
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void setupDescriptorPool()
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VkDescriptorPoolCreateInfo descriptorPoolInfo = 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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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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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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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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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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&uniformBuffer.descriptor)
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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// Layout
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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// Pipelines
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// Most state is shared between all pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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@ -224,7 +207,7 @@ public:
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
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// Create the graphics pipeline state objects
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// Create the different pipelines used in this sample
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// We are using this pipeline as the base for the other pipelines (derivatives)
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// Pipeline derivatives can be used for pipelines that share most of their state
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@ -253,8 +236,7 @@ public:
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// Pipeline for wire frame rendering
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// Non solid rendering is not a mandatory Vulkan feature
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if (enabledFeatures.fillModeNonSolid)
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{
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if (enabledFeatures.fillModeNonSolid) {
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rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
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shaderStages[0] = loadShader(getShadersPath() + "pipelines/wireframe.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pipelines/wireframe.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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@ -266,34 +248,16 @@ public:
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void prepareUniformBuffers()
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{
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// Create the vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffer,
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sizeof(uboVS)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffer.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.modelView = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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uniformData.projection = camera.matrices.perspective;
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uniformData.modelView = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
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}
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void prepare()
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@ -301,28 +265,29 @@ public:
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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setupDescriptors();
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preparePipelines();
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setupDescriptorPool();
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setupDescriptorSet();
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buildCommandBuffers();
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prepared = true;
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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virtual void render()
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{
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if (!prepared)
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return;
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draw();
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if (camera.updated) {
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updateUniformBuffers();
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}
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}
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virtual void viewChanged()
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{
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// Override the base sample camera setup, since we use three viewports
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camera.setPerspective(60.0f, (float)(width / 3.0f) / (float)height, 0.1f, 256.0f);
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updateUniformBuffers();
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draw();
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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