Merge branch 'master' into develop

This commit is contained in:
saschawillems 2017-08-16 21:15:52 +02:00
commit 22a24e508d
13 changed files with 635 additions and 1 deletions

View file

@ -132,6 +132,7 @@ set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/")
set(EXAMPLES
bloom
computecloth
computecullandlod
computenbody
computeparticles
@ -171,6 +172,7 @@ set(EXAMPLES
specializationconstants
sphericalenvmapping
ssao
stencilbuffer
subpasses
terraintessellation
tessellation

View file

@ -43,6 +43,7 @@ EXAMPLES = [
"skeletalanimation",
"specializationconstants",
"sphericalenvmapping",
"stencilbuffer",
"subpasses",
"terraintessellation",
"tessellation",

10
android/stencilbuffer/.gitignore vendored Normal file
View file

@ -0,0 +1,10 @@
/assets/
/res/
/bin/
/libs/
/obj/
/build.xml
/local.properties
/project.properties
/proguard-project.txt
*.apk

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="de.saschawillems.vulkanStencilbuffer"
android:versionCode="1"
android:versionName="1.0">
<uses-sdk android:minSdkVersion="19" />
<uses-feature android:name="android.hardware.touchscreen" android:required="false"/>
<uses-feature android:name="android.hardware.gamepad" android:required="false"/>
<uses-feature android:name="android.software.leanback" android:required="false"/>
<application android:label="vulkanStencilbuffer" android:icon="@drawable/icon" android:hasCode="false">
<activity android:name="android.app.NativeActivity"
android:label="Stencil buffer outlines"
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
android:launchMode="singleTask"
android:screenOrientation="landscape"
android:configChanges="orientation|screenSize|keyboardHidden">
<meta-data android:name="android.app.lib_name" android:value="vulkanStencilbuffer" />
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
</intent-filter>
</activity>
</application>
</manifest>

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@ -0,0 +1,11 @@
{
"apkname": "vulkanStencilbuffer",
"directories": {
"shaders": "stencilbuffer"
},
"assets": {
"models": [
"venus.fbx"
]
}
}

View file

@ -0,0 +1,48 @@
LOCAL_PATH := $(call my-dir)/../../stencilbuffer
# assimp
include $(CLEAR_VARS)
LOCAL_MODULE := assimp
LOCAL_SRC_FILES := $(LOCAL_PATH)/../../libs/assimp/$(TARGET_ARCH_ABI)/libassimp.a
include $(PREBUILT_STATIC_LIBRARY)
# vulkan example
DATADIR := $(LOCAL_PATH)/../../data
include $(CLEAR_VARS)
LOCAL_MODULE := vulkanStencilbuffer
PROJECT_FILES := $(wildcard $(LOCAL_PATH)/../../stencilbuffer/*.cpp)
PROJECT_FILES += $(wildcard $(LOCAL_PATH)/../../base/*.cpp)
LOCAL_CPPFLAGS := -std=c++11
LOCAL_CPPFLAGS += -D__STDC_LIMIT_MACROS
LOCAL_CPPFLAGS += -DVK_NO_PROTOTYPES
LOCAL_CPPFLAGS += -DVK_USE_PLATFORM_ANDROID_KHR
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../external/
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/glm
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/gli
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../external/assimp
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/
#LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../base/android
LOCAL_SRC_FILES := $(PROJECT_FILES)
LOCAL_LDLIBS := -landroid -llog -lz
LOCAL_DISABLE_FORMAT_STRING_CHECKS := true
LOCAL_DISABLE_FATAL_LINKER_WARNINGS := true
LOCAL_STATIC_LIBRARIES += android_native_app_glue
LOCAL_STATIC_LIBRARIES += cpufeatures
LOCAL_STATIC_LIBRARIES += libassimp
include $(BUILD_SHARED_LIBRARY)
$(call import-module, android/native_app_glue)
$(call import-module, android/cpufeatures)

View file

@ -0,0 +1,5 @@
APP_PLATFORM := android-19
APP_ABI := armeabi-v7a
APP_STL := c++_static
APP_CPPFLAGS := -std=c++11
NDK_TOOLCHAIN_VERSION := clang

View file

@ -42,6 +42,7 @@ APP_NAMES = [
"de.saschawillems.vulkanSkeletalanimation",
"de.saschawillems.vulkanSpecializationconstants",
"de.saschawillems.vulkanSphericalenvmapping",
"de.saschawillems.vulkanStencilbuffer",
"de.saschawillems.vulkanSubpasses",
"de.saschawillems.vulkanTerraintessellation",
"de.saschawillems.vulkanTessellation",

View file

@ -2035,7 +2035,7 @@ void VulkanExampleBase::setupRenderPass()
attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;

View file

@ -0,0 +1,362 @@
/*
* Vulkan Example - Rendering outlines using the stencil buffer
*
* Copyright (C) 2016-2017 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 <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanModel.hpp"
#include "VulkanBuffer.hpp"
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
public:
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_COLOR,
vks::VERTEX_COMPONENT_NORMAL,
});
vks::Model model;
struct UBO {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 1.0f, 0.0f);
// Vertex shader extrudes model by this value along normals for outlining
float outlineWidth = 0.05f;
} uboVS;
vks::Buffer uniformBufferVS;
struct {
VkPipeline stencil;
VkPipeline outline;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Vulkan Example - Stencil buffer outlines";
timerSpeed *= 0.25f;
enableTextOverlay = true;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(2.5f, -35.0f, 0.0f));
camera.setTranslation(glm::vec3(0.08f, 3.6f, -8.4f));
}
~VulkanExample()
{
vkDestroyPipeline(device, pipelines.stencil, nullptr);
vkDestroyPipeline(device, pipelines.outline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
model.destroy();
uniformBufferVS.destroy();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::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 = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
// First pass renders object (toon shaded) and fills stencil buffer
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.stencil);
vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
// Second pass renders scaled object only where stencil was not set by first pass
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.outline);
vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
model.loadFromFile(getAssetPath() + "models/venus.fbx", vertexLayout, 0.3f, vulkanDevice, queue);
}
void setupDescriptorPool()
{
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(static_cast<uint32_t>(poolSizes.size()), poolSizes.data(), 1);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
};
VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), 1);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutInfo, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutInfo =
vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> modelWriteDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(modelWriteDescriptorSets.size()), modelWriteDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
// Vertex bindings an attributes
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6) // Location 2: Normal
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
pipelineCreateInfo.pVertexInputState = &vertexInputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Toon render and stencil fill pass
shaderStages[0] = loadShader(getAssetPath() + "shaders/stencilbuffer/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/stencilbuffer/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
rasterizationState.cullMode = VK_CULL_MODE_NONE;
depthStencilState.stencilTestEnable = VK_TRUE;
depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
depthStencilState.back.failOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.depthFailOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE;
depthStencilState.back.compareMask = 0xff;
depthStencilState.back.writeMask = 0xff;
depthStencilState.back.reference = 1;
depthStencilState.front = depthStencilState.back;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.stencil));
// Outline pass
depthStencilState.back.compareOp = VK_COMPARE_OP_NOT_EQUAL;
depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.depthFailOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.passOp = VK_STENCIL_OP_REPLACE;
depthStencilState.front = depthStencilState.back;
depthStencilState.depthTestEnable = VK_FALSE;
shaderStages[0] = loadShader(getAssetPath() + "shaders/stencilbuffer/outline.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/stencilbuffer/outline.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.outline));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Mesh vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBufferVS,
sizeof(uboVS)));
// Map persistent
VK_CHECK_RESULT(uniformBufferVS.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.model = camera.matrices.view;
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void changeOutlineWidth(float delta)
{
if (uboVS.outlineWidth + delta > 0.01f) {
uboVS.outlineWidth += delta;
updateUniformBuffers();
}
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_KPADD:
case GAMEPAD_BUTTON_R1:
changeOutlineWidth(0.01f);
break;
case KEY_KPSUB:
case GAMEPAD_BUTTON_L1:
changeOutlineWidth(-0.01f);
break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
#if defined(__ANDROID__)
textOverlay->addText("\"L1/R1\" to change outline width", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("\"NUMPAD +/-\" to outline width", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#endif
}
};
VULKAN_EXAMPLE_MAIN()

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@ -0,0 +1,101 @@
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<ItemGroup>
<None Include="..\data\shaders\stencilbuffer\outline.frag" />
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="shaders">
<UniqueIdentifier>{48c6f71e-9013-4586-8584-1d35c10fc728}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<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>
<ClCompile Include="stencilbuffer.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>
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<ClInclude Include="..\base\vulkantools.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\data\shaders\stencilbuffer\toon.frag">
<Filter>shaders</Filter>
</None>
<None Include="..\data\shaders\stencilbuffer\toon.vert">
<Filter>shaders</Filter>
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<None Include="..\data\shaders\stencilbuffer\outline.frag">
<Filter>shaders</Filter>
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View file

@ -153,6 +153,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pbrtexture", "pbrtexture\pb
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "computecloth", "computecloth\computecloth.vcxproj", "{12ACF921-90B1-44D9-AF06-B5C0F0B8191A}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "stencilbuffer", "stencilbuffer\stencilbuffer.vcxproj", "{B154F271-9F07-4788-B563-E36DA74ED6F5}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -375,6 +377,10 @@ Global
{12ACF921-90B1-44D9-AF06-B5C0F0B8191A}.Debug|x64.Build.0 = Debug|x64
{12ACF921-90B1-44D9-AF06-B5C0F0B8191A}.Release|x64.ActiveCfg = Release|x64
{12ACF921-90B1-44D9-AF06-B5C0F0B8191A}.Release|x64.Build.0 = Release|x64
{B154F271-9F07-4788-B563-E36DA74ED6F5}.Debug|x64.ActiveCfg = Debug|x64
{B154F271-9F07-4788-B563-E36DA74ED6F5}.Debug|x64.Build.0 = Debug|x64
{B154F271-9F07-4788-B563-E36DA74ED6F5}.Release|x64.ActiveCfg = Release|x64
{B154F271-9F07-4788-B563-E36DA74ED6F5}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE