Fixed typos

This commit is contained in:
Sascha Willems 2020-08-09 13:48:49 +02:00
parent fd5f50f298
commit 2898671f40
9 changed files with 17 additions and 19 deletions

View file

@ -183,7 +183,7 @@ public:
// Take a screenshot from the current swapchain image
// This is done using a blit from the swapchain image to a linear image whose memory content is then saved as a ppm image
// Getting the image date directly from a swapchain image wouldn't work as they're usually stored in an implementation dependant optimal tiling format
// Getting the image date directly from a swapchain image wouldn't work as they're usually stored in an implementation dependent optimal tiling format
// Note: This requires the swapchain images to be created with the VK_IMAGE_USAGE_TRANSFER_SRC_BIT flag (see VulkanSwapChain::create)
void saveScreenshot(const char *filename)
{
@ -355,7 +355,7 @@ public:
// If source is BGR (destination is always RGB) and we can't use blit (which does automatic conversion), we'll have to manually swizzle color components
bool colorSwizzle = false;
// Check if source is BGR
// Note: Not complete, only contains most common and basic BGR surface formats for demonstation purposes
// Note: Not complete, only contains most common and basic BGR surface formats for demonstration purposes
if (!supportsBlit)
{
std::vector<VkFormat> formatsBGR = { VK_FORMAT_B8G8R8A8_SRGB, VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_SNORM };

View file

@ -33,7 +33,7 @@ public:
float zNear = 1.0f;
float zFar = 96.0f;
// Depth bias (and slope) are used to avoid shadowing artefacts
// Depth bias (and slope) are used to avoid shadowing artifacts
// Constant depth bias factor (always applied)
float depthBiasConstant = 1.25f;
// Slope depth bias factor, applied depending on polygon's slope
@ -298,7 +298,7 @@ public:
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
// Set depth bias (aka "Polygon offset")
// Required to avoid shadow mapping artefacts
// Required to avoid shadow mapping artifacts
vkCmdSetDepthBias(
drawCmdBuffers[i],
depthBiasConstant,
@ -423,7 +423,7 @@ public:
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
// Scene rendering with shadow map appplied
// Scene rendering with shadow map applied
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer

View file

@ -177,7 +177,7 @@ public:
}
/*
Render the example scene with given command buffer, pipeline layout and dscriptor set
Render the example scene with given command buffer, pipeline layout and descriptor set
Used by the scene rendering and depth pass generation command buffer
*/
void renderScene(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet, uint32_t cascadeIndex = 0) {
@ -330,7 +330,7 @@ public:
VK_CHECK_RESULT(vkCreateFramebuffer(device, &framebufferInfo, nullptr, &cascades[i].frameBuffer));
}
// Shared sampler for cascade deoth reads
// Shared sampler for cascade depth reads
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
@ -381,7 +381,7 @@ public:
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
// One pass per cascade
// The layer that this pass renders to is defined by the cascade's image view (selected via the cascade's decsriptor set)
// The layer that this pass renders to is defined by the cascade's image view (selected via the cascade's descriptor set)
for (uint32_t j = 0; j < SHADOW_MAP_CASCADE_COUNT; j++) {
renderPassBeginInfo.framebuffer = cascades[j].frameBuffer;
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
@ -649,8 +649,8 @@ public:
float range = maxZ - minZ;
float ratio = maxZ / minZ;
// Calculate split depths based on view camera furstum
// Based on method presentd in https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
// Calculate split depths based on view camera frustum
// Based on method presented in https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
for (uint32_t i = 0; i < SHADOW_MAP_CASCADE_COUNT; i++) {
float p = (i + 1) / static_cast<float>(SHADOW_MAP_CASCADE_COUNT);
float log = minZ * std::pow(ratio, p);

View file

@ -128,7 +128,7 @@ public:
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
// Pipelibes
// Pipelines
vkDestroyPipeline(device, pipelines.scene, nullptr);
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr);

View file

@ -500,7 +500,7 @@ public:
Offscreen SSAO generation
*/
{
// Clear values for all attachments written in the fragment sahder
// Clear values for all attachments written in the fragment shader
std::vector<VkClearValue> clearValues(4);
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };

View file

@ -12,7 +12,7 @@
* the same pixel position.
*
* This is a feature that was especially designed for tile-based-renderers
* (mostly mobile GPUs) and is a new optomization feature in Vulkan for those GPU types.
* (mostly mobile GPUs) and is a new optimization feature in Vulkan for those GPU types.
*
*/
@ -466,7 +466,7 @@ public:
VkDeviceSize offsets[1] = { 0 };
// First sub pass
// Renders the components of the scene to the G-Buffer atttachments
// Renders the components of the scene to the G-Buffer attachments
{
vks::debugmarker::beginRegion(drawCmdBuffers[i], "Subpass 0: Deferred G-Buffer creation", glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
@ -492,7 +492,7 @@ public:
}
// Third subpass
// Render transparent geometry using a forward pass that compares against depth generted during G-Buffer fill
// Render transparent geometry using a forward pass that compares against depth generated during G-Buffer fill
{
vks::debugmarker::beginRegion(drawCmdBuffers[i], "Subpass 2: Forward transparency", glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));

View file

@ -40,7 +40,6 @@ public:
} textures;
struct {
//vks::Model terrain;
vkglTF::Model skysphere;
} models;

View file

@ -284,7 +284,7 @@ public:
{
uboTessEval.projection = camera.matrices.perspective;
uboTessEval.modelView = camera.matrices.view;
// Tessellation evaulation uniform block
// Tessellation evaluation uniform block
memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
// Tessellation control uniform block
memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));

View file

@ -432,7 +432,7 @@ public:
// Use subpass dependencies for image layout transitions
VkSubpassDependency subpassDependencies[2] = {};
// Transition from final to initial (VK_SUBPASS_EXTERNAL refers to all commmands executed outside of the actual renderpass)
// Transition from final to initial (VK_SUBPASS_EXTERNAL refers to all commands executed outside of the actual renderpass)
subpassDependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
subpassDependencies[0].dstSubpass = 0;
subpassDependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
@ -721,7 +721,6 @@ public:
textOverlay->addText("A cube", projected.x, projected.y, TextOverlay::alignCenter);
#if defined(__ANDROID__)
// toto
#else
textOverlay->addText("Press \"space\" to toggle text overlay", 5.0f, 65.0f, TextOverlay::alignLeft);
textOverlay->addText("Hold middle mouse button and drag to move", 5.0f, 85.0f, TextOverlay::alignLeft);