Reworked inline uniform block example
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f1a7e66de1
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9 changed files with 349 additions and 302 deletions
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@ -1,5 +1,5 @@
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/*
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* Vulkan Example - Using inline uniform blocks for passing data to shader stages
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* Vulkan Example - Using inline uniform blocks for passing data to shader stages at descriptor setup
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* Note: Requires a device that supports the VK_EXT_inline_uniform_block extension
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*
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@ -20,81 +20,93 @@
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <gli/gli.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanTexture.hpp"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#define ENABLE_VALIDATION false
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#define OBJ_DIM 0.025f
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float rnd() {
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return ((float)rand() / (RAND_MAX));
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}
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool animate = true;
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_COLOR,
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});
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});
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/*
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[POI] This is the data structure that'll be passed using inline uniform blocks
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*/
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struct InlineBlockData {
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glm::vec4 color;
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};
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vks::Model model;
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struct Cube {
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struct Matrices {
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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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} matrices;
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InlineBlockData inlineBlockData;
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struct Object {
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struct Material {
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float roughness;
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float metallic;
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float r, g, b;
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float ambient;
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} material;
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VkDescriptorSet descriptorSet;
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vks::Texture2D texture;
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vks::Buffer uniformBuffer;
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glm::vec3 rotation;
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};
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std::array<Cube, 2> cubes;
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std::array<Object, 16> objects;
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struct {
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vks::Buffer scene;
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} uniformBuffers;
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struct UBOMatrices {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::vec3 camPos;
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} uboMatrices;
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struct Models {
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vks::Model cube;
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} models;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkPipeline pipeline;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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struct DescriptorSetLaysts {
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VkDescriptorSetLayout scene;
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VkDescriptorSetLayout object;
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} descriptorSetLayouts;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Inline uniform blocks";
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camera.type = Camera::CameraType::firstperson;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
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camera.setRotation(glm::vec3(0.0, 0.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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camera.movementSpeed = 4.0f;
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camera.rotationSpeed = 0.25f;
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settings.overlay = true;
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camera.type = Camera::CameraType::lookat;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f));
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srand((unsigned int)time(0));
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/*
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[POI] Enable extension required for conditional rendering
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*/
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[POI] Enable extensions required for inline uniform blocks
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*/
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enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
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}
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~VulkanExample()
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{
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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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models.cube.destroy();
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for (auto cube : cubes) {
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cube.uniformBuffer.destroy();
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cube.texture.destroy();
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}
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.object, nullptr);
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model.destroy();
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uniformBuffers.scene.destroy();
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}
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void buildCommandBuffers()
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@ -102,7 +114,7 @@ public:
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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@ -114,15 +126,14 @@ public:
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) {
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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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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@ -130,14 +141,30 @@ public:
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.cube.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.cube.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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for (auto cube : cubes) {
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &cube.descriptorSet, 0, nullptr);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0);
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// Render objects
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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uint32_t objcount = static_cast<uint32_t>(objects.size());
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for (uint32_t x = 0; x < objcount; x++) {
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/*
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[POI] Bind descriptor sets
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Set 0 = Scene matrices:
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Set 1 = Object inline uniform block (In shader pbr.frag: layout (set = 1, binding = 0) uniform UniformInline ... )
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*/
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std::vector<VkDescriptorSet> descriptorSets = {
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descriptorSet,
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objects[x].descriptorSet
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};
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 2, descriptorSets.data(), 0, nullptr);
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glm::vec3 pos = glm::vec3(sin(glm::radians(x * (360.0f / objcount))), cos(glm::radians(x * (360.0f / objcount))), 0.0f) * 3.5f;
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
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vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
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}
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -148,184 +175,135 @@ public:
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void loadAssets()
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{
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models.cube.loadFromFile(getAssetPath() + "models/cube.dae", vertexLayout, 1.0f, vulkanDevice, queue);
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cubes[0].texture.loadFromFile(getAssetPath() + "textures/crate01_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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cubes[1].texture.loadFromFile(getAssetPath() + "textures/crate02_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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cubes[0].inlineBlockData.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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cubes[1].inlineBlockData.color = glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
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model.loadFromFile(getAssetPath() + "models/geosphere.obj", vertexLayout, OBJ_DIM, vulkanDevice, queue);
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// Setup random materials for every object in the scene
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for (uint32_t i = 0; i < objects.size(); i++) {
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objects[i].material.r = rnd();
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objects[i].material.g = rnd();
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objects[i].material.b = rnd();
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objects[i].material.ambient = 0.05f;
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objects[i].material.roughness = glm::clamp(rnd(), 0.005f, 1.0f);
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objects[i].material.metallic = glm::clamp(rnd(), 0.005f, 1.0f);
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}
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}
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/*
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[POI] Set up descriptor sets and set layout
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*/
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void setupDescriptors()
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void setupDescriptorSetLayout()
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{
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const uint32_t cubeCount = static_cast<uint32_t>(cubes.size());
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// Scene
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{
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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 | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.scene));
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}
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// Objects
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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/*
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[POI] Setup inline uniform block for set 0 at binding 2 (see vertex shader)
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Descriptor count for an inline uniform block contains data sizes of the block (last parameter)
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*/
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(Object::Material)),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.object));
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}
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/*
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Descriptor pool
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[POI] Pipeline layout
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*/
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std::vector<VkDescriptorSetLayout> setLayouts = {
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descriptorSetLayouts.scene, // Set 0 = Scene matrices
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descriptorSetLayouts.object // Set 1 = Object inline uniform block
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};
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
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std::array<VkDescriptorPoolSize, 3> descriptorPoolSizes{};
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std::vector<VkPushConstantRange> pushConstantRanges = {
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vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
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};
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pipelineLayoutCI.pushConstantRangeCount = 1;
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pipelineLayoutCI.pPushConstantRanges = pushConstantRanges.data();
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// One uniform buffer descriptor per cube
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descriptorPoolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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descriptorPoolSizes[0].descriptorCount = cubeCount;
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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}
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void setupDescriptorSets()
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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, (static_cast<uint32_t>(objects.size()) + 1)),
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/* [POI] TODO */
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// TODO: split scene and object
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, (static_cast<uint32_t>(objects.size()) + 1) * sizeof(Object::Material)),
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};
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VkDescriptorPoolCreateInfo descriptorPoolCI = vks::initializers::descriptorPoolCreateInfo(poolSizes, static_cast<uint32_t>(objects.size()) + 1);
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/*
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[POI] One inline uniform block descriptor per cube
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*/
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descriptorPoolSizes[1].type = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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// Descriptor count for inline uniform blocks contains the combined data sizes of all inline uniform blocks used from this pool
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descriptorPoolSizes[1].descriptorCount = cubeCount * sizeof(InlineBlockData);
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// One combined image samples per cube
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descriptorPoolSizes[2].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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descriptorPoolSizes[2].descriptorCount = static_cast<uint32_t>(cubes.size());
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// Create the global descriptor pool
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VkDescriptorPoolCreateInfo descriptorPoolCI = {};
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descriptorPoolCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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descriptorPoolCI.poolSizeCount = static_cast<uint32_t>(descriptorPoolSizes.size());
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descriptorPoolCI.pPoolSizes = descriptorPoolSizes.data();
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descriptorPoolCI.maxSets = static_cast<uint32_t>(descriptorPoolSizes.size());
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#
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/*
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[POI] New structure that has to be chained into the descriptor pool create info if you want to allocate inline uniform blocks
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[POI] New structure that has to be chained into the descriptor pool's createinfo if you want to allocate inline uniform blocks
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*/
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VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{};
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descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT;
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descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = 1;
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// Chain into descriptor pool create info
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descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo;
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
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/*
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Descriptor set layout
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*/
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// Sets
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std::array<VkDescriptorSetLayoutBinding,3> setLayoutBindings{};
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// Scene
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VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &descriptorSet));
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// Binding 0: Uniform buffers (used to pass matrices)
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setLayoutBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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setLayoutBindings[0].binding = 0;
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setLayoutBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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setLayoutBindings[0].descriptorCount = 1;
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.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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[POI] Binding 1: Inline uniform block
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*/
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setLayoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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setLayoutBindings[1].binding = 1;
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setLayoutBindings[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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// Descriptor count for an inline uniform block contains data sizes of the block
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setLayoutBindings[1].descriptorCount = sizeof(InlineBlockData);
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// Binding 2: Combined image sampler (used to pass per object texture information)
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setLayoutBindings[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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setLayoutBindings[2].binding = 2;
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setLayoutBindings[2].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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setLayoutBindings[2].descriptorCount = 1;
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// Create the descriptor set layout
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{};
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descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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descriptorLayoutCI.bindingCount = static_cast<uint32_t>(setLayoutBindings.size());
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descriptorLayoutCI.pBindings = setLayoutBindings.data();
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout));
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/*
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Descriptor sets
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*/
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for (auto &cube: cubes) {
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// Allocates an empty descriptor set without actual descriptors from the pool using the set layout
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VkDescriptorSetAllocateInfo allocateInfo{};
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allocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
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allocateInfo.descriptorPool = descriptorPool;
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allocateInfo.descriptorSetCount = 1;
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allocateInfo.pSetLayouts = &descriptorSetLayout;
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocateInfo, &cube.descriptorSet));
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// Update the descriptor set with the actual descriptors matching shader bindings set in the layout
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std::array<VkWriteDescriptorSet, 3> writeDescriptorSets{};
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// Binding 0: Object matrices Uniform buffer
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writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[0].dstSet = cube.descriptorSet;
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writeDescriptorSets[0].dstBinding = 0;
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writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
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writeDescriptorSets[0].pBufferInfo = &cube.uniformBuffer.descriptor;
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writeDescriptorSets[0].descriptorCount = 1;
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/*
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[POI] Binding 1: Inline uniform block
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*/
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writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSets[1].dstSet = cube.descriptorSet;
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writeDescriptorSets[1].dstBinding = 1;
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writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
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// The dstArrayElement member can be used to define an offset for inline uniform blocks
|
||||
writeDescriptorSets[1].dstArrayElement = 0;
|
||||
// TODO: API-Design from hell
|
||||
writeDescriptorSets[1].descriptorCount = sizeof(glm::vec4);
|
||||
// Objects
|
||||
for (auto &object : objects) {
|
||||
VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.object, 1);
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &object.descriptorSet));
|
||||
|
||||
/*
|
||||
[POI] New structure that defines size and data of the inline uniform block
|
||||
[POI] New structure that defines size and data of the inline uniform block needs to be chained into the write descriptor set
|
||||
We will be using this inline uniform block to pass per-object material information to the fragment shader
|
||||
*/
|
||||
VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
|
||||
writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
|
||||
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(InlineBlockData);
|
||||
writeDescriptorSetInlineUniformBlock.pData = &cube.inlineBlockData;
|
||||
// Needs to be chained to an existing write descriptor set structure
|
||||
writeDescriptorSets[1].pNext = &writeDescriptorSetInlineUniformBlock;
|
||||
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
|
||||
// Uniform data for the inline block
|
||||
writeDescriptorSetInlineUniformBlock.pData = &object.material;
|
||||
|
||||
// Binding 2: Object texture
|
||||
writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writeDescriptorSets[2].dstSet = cube.descriptorSet;
|
||||
writeDescriptorSets[2].dstBinding = 2;
|
||||
writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writeDescriptorSets[2].pImageInfo = &cube.texture.descriptor;
|
||||
writeDescriptorSets[2].descriptorCount = 1;
|
||||
/*
|
||||
[POI] Setup the inline uniform block
|
||||
*/
|
||||
VkWriteDescriptorSet writeDescriptorSet{};
|
||||
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
||||
writeDescriptorSet.dstSet = object.descriptorSet;
|
||||
writeDescriptorSet.dstBinding = 0;
|
||||
// Descriptor count for an inline uniform block contains data sizes of the block(last parameter)
|
||||
writeDescriptorSet.descriptorCount = sizeof(Object::Material);
|
||||
// Chain inline uniform block structure
|
||||
writeDescriptorSet.pNext = &writeDescriptorSetInlineUniformBlock;
|
||||
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutCI{};
|
||||
pipelineLayoutCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutCI.setLayoutCount = 1;
|
||||
pipelineLayoutCI.pSetLayouts = &descriptorSetLayout;
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
|
||||
|
||||
const std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()),0);
|
||||
|
||||
// Vertex bindings and attributes
|
||||
const std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||
// Vertex bindings an attributes
|
||||
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
const 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: Normal
|
||||
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV
|
||||
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0),
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3),
|
||||
};
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||
|
|
@ -333,8 +311,18 @@ public:
|
|||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
||||
pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE);
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1);
|
||||
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
|
||||
pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||
pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI;
|
||||
pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI;
|
||||
|
|
@ -342,54 +330,39 @@ public:
|
|||
pipelineCreateInfoCI.pViewportState = &viewportStateCI;
|
||||
pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI;
|
||||
pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
|
||||
|
||||
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {
|
||||
loadShader(getAssetPath() + "shaders/inlineuniformblocks/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
|
||||
loadShader(getAssetPath() + "shaders/inlineuniformblocks/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)
|
||||
};
|
||||
|
||||
pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfoCI.pStages = shaderStages.data();
|
||||
pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Vertex shader matrix uniform buffer block
|
||||
for (auto& cube : cubes) {
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&cube.uniformBuffer,
|
||||
sizeof(Cube::Matrices)));
|
||||
VK_CHECK_RESULT(cube.uniformBuffer.map());
|
||||
}
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.scene, sizeof(uboMatrices)));
|
||||
VK_CHECK_RESULT(uniformBuffers.scene.map());
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
cubes[0].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f));
|
||||
cubes[1].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3( 1.5f, 0.5f, 0.0f));
|
||||
|
||||
for (auto& cube : cubes) {
|
||||
cube.matrices.projection = camera.matrices.perspective;
|
||||
cube.matrices.view = camera.matrices.view;
|
||||
cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
memcpy(cube.uniformBuffer.mapped, &cube.matrices, sizeof(cube.matrices));
|
||||
}
|
||||
uboMatrices.projection = camera.matrices.perspective;
|
||||
uboMatrices.view = camera.matrices.view;
|
||||
uboMatrices.model = glm::mat4(1.0f);
|
||||
uboMatrices.camPos = camera.position * -1.0f;
|
||||
memcpy(uniformBuffers.scene.mapped, &uboMatrices, sizeof(uboMatrices));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
|
|
@ -398,8 +371,9 @@ public:
|
|||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptors();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorSets();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
|
@ -409,24 +383,12 @@ public:
|
|||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (animate) {
|
||||
cubes[0].rotation.x += 2.5f * frameTimer;
|
||||
if (cubes[0].rotation.x > 360.0f)
|
||||
cubes[0].rotation.x -= 360.0f;
|
||||
cubes[1].rotation.y += 2.0f * frameTimer;
|
||||
if (cubes[1].rotation.x > 360.0f)
|
||||
cubes[1].rotation.x -= 360.0f;
|
||||
}
|
||||
if ((camera.updated) || (animate)) {
|
||||
if (camera.updated)
|
||||
updateUniformBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
overlay->checkBox("Animate", &animate);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue