Fixed typos
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fd5f50f298
commit
2898671f40
9 changed files with 17 additions and 19 deletions
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@ -183,7 +183,7 @@ public:
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// Take a screenshot from the current swapchain image
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// This is done using a blit from the swapchain image to a linear image whose memory content is then saved as a ppm image
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// Getting the image date directly from a swapchain image wouldn't work as they're usually stored in an implementation dependant optimal tiling format
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// Getting the image date directly from a swapchain image wouldn't work as they're usually stored in an implementation dependent optimal tiling format
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// Note: This requires the swapchain images to be created with the VK_IMAGE_USAGE_TRANSFER_SRC_BIT flag (see VulkanSwapChain::create)
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void saveScreenshot(const char *filename)
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{
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@ -355,7 +355,7 @@ public:
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// 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
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bool colorSwizzle = false;
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// Check if source is BGR
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// Note: Not complete, only contains most common and basic BGR surface formats for demonstation purposes
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// Note: Not complete, only contains most common and basic BGR surface formats for demonstration purposes
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if (!supportsBlit)
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{
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std::vector<VkFormat> formatsBGR = { VK_FORMAT_B8G8R8A8_SRGB, VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_SNORM };
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@ -33,7 +33,7 @@ public:
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float zNear = 1.0f;
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float zFar = 96.0f;
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// Depth bias (and slope) are used to avoid shadowing artefacts
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// Depth bias (and slope) are used to avoid shadowing artifacts
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// Constant depth bias factor (always applied)
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float depthBiasConstant = 1.25f;
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// Slope depth bias factor, applied depending on polygon's slope
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@ -298,7 +298,7 @@ public:
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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// Required to avoid shadow mapping artefacts
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// Required to avoid shadow mapping artifacts
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vkCmdSetDepthBias(
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drawCmdBuffers[i],
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depthBiasConstant,
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@ -423,7 +423,7 @@ public:
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
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// Scene rendering with shadow map appplied
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// Scene rendering with shadow map applied
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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@ -177,7 +177,7 @@ public:
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}
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/*
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Render the example scene with given command buffer, pipeline layout and dscriptor set
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Render the example scene with given command buffer, pipeline layout and descriptor set
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Used by the scene rendering and depth pass generation command buffer
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*/
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void renderScene(VkCommandBuffer commandBuffer, VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet, uint32_t cascadeIndex = 0) {
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@ -330,7 +330,7 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &framebufferInfo, nullptr, &cascades[i].frameBuffer));
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}
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// Shared sampler for cascade deoth reads
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// Shared sampler for cascade depth reads
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VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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@ -381,7 +381,7 @@ public:
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// One pass per cascade
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// The layer that this pass renders to is defined by the cascade's image view (selected via the cascade's decsriptor set)
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// The layer that this pass renders to is defined by the cascade's image view (selected via the cascade's descriptor set)
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for (uint32_t j = 0; j < SHADOW_MAP_CASCADE_COUNT; j++) {
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renderPassBeginInfo.framebuffer = cascades[j].frameBuffer;
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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@ -649,8 +649,8 @@ public:
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float range = maxZ - minZ;
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float ratio = maxZ / minZ;
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// Calculate split depths based on view camera furstum
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// Based on method presentd in https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
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// Calculate split depths based on view camera frustum
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// Based on method presented in https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.html
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for (uint32_t i = 0; i < SHADOW_MAP_CASCADE_COUNT; i++) {
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float p = (i + 1) / static_cast<float>(SHADOW_MAP_CASCADE_COUNT);
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float log = minZ * std::pow(ratio, p);
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@ -128,7 +128,7 @@ public:
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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// Pipelibes
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// Pipelines
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vkDestroyPipeline(device, pipelines.scene, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipeline(device, pipelines.cubemapDisplay, nullptr);
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@ -500,7 +500,7 @@ public:
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Offscreen SSAO generation
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*/
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{
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// Clear values for all attachments written in the fragment sahder
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// Clear values for all attachments written in the fragment shader
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std::vector<VkClearValue> clearValues(4);
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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@ -12,7 +12,7 @@
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* the same pixel position.
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*
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* This is a feature that was especially designed for tile-based-renderers
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* (mostly mobile GPUs) and is a new optomization feature in Vulkan for those GPU types.
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* (mostly mobile GPUs) and is a new optimization feature in Vulkan for those GPU types.
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*
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*/
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@ -466,7 +466,7 @@ public:
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VkDeviceSize offsets[1] = { 0 };
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// First sub pass
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// Renders the components of the scene to the G-Buffer atttachments
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// Renders the components of the scene to the G-Buffer attachments
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{
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vks::debugmarker::beginRegion(drawCmdBuffers[i], "Subpass 0: Deferred G-Buffer creation", glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
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@ -492,7 +492,7 @@ public:
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}
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// Third subpass
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// Render transparent geometry using a forward pass that compares against depth generted during G-Buffer fill
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// Render transparent geometry using a forward pass that compares against depth generated during G-Buffer fill
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{
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vks::debugmarker::beginRegion(drawCmdBuffers[i], "Subpass 2: Forward transparency", glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
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@ -40,7 +40,6 @@ public:
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} textures;
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struct {
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//vks::Model terrain;
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vkglTF::Model skysphere;
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} models;
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@ -284,7 +284,7 @@ public:
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{
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uboTessEval.projection = camera.matrices.perspective;
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uboTessEval.modelView = camera.matrices.view;
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// Tessellation evaulation uniform block
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// Tessellation evaluation uniform block
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memcpy(uniformBuffers.tessEval.mapped, &uboTessEval, sizeof(uboTessEval));
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// Tessellation control uniform block
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memcpy(uniformBuffers.tessControl.mapped, &uboTessControl, sizeof(uboTessControl));
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@ -432,7 +432,7 @@ public:
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// Use subpass dependencies for image layout transitions
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VkSubpassDependency subpassDependencies[2] = {};
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// Transition from final to initial (VK_SUBPASS_EXTERNAL refers to all commmands executed outside of the actual renderpass)
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// Transition from final to initial (VK_SUBPASS_EXTERNAL refers to all commands executed outside of the actual renderpass)
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subpassDependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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subpassDependencies[0].dstSubpass = 0;
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subpassDependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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@ -721,7 +721,6 @@ public:
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textOverlay->addText("A cube", projected.x, projected.y, TextOverlay::alignCenter);
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#if defined(__ANDROID__)
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// toto
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#else
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textOverlay->addText("Press \"space\" to toggle text overlay", 5.0f, 65.0f, TextOverlay::alignLeft);
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textOverlay->addText("Hold middle mouse button and drag to move", 5.0f, 85.0f, TextOverlay::alignLeft);
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