Reworked inline uniform block example
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9 changed files with 349 additions and 302 deletions
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#version 450
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layout (set = 0, binding = 2) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 color = texture(samplerColorMap, inUV).rgb * inColor;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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float diffuse = max(dot(N, L), 0.1);
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outFragColor = vec4(color * diffuse, 1.0);
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}
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBOMatrices {
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mat4 projection;
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mat4 view;
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mat4 model;
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} uboMatrices;
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layout (set = 0, binding = 1) uniform UniformInline {
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vec4 color;
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} uniformInline;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor * uniformInline.color.rgb;
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outUV = inUV;
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gl_Position = uboMatrices.projection * uboMatrices.view * uboMatrices.model * vec4(inPos.xyz, 1.0);
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vec4 pos = uboMatrices.model * vec4(inPos, 1.0);
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outNormal = mat3(transpose(inverse(uboMatrices.model))) * normalize(inNormal);
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vec3 lightPos = vec3(0.0f, -25.0f, 25.0f);
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vec3 lPos = mat3(uboMatrices.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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data/shaders/inlineuniformblocks/pbr.frag
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data/shaders/inlineuniformblocks/pbr.frag
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#version 450
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layout (location = 0) in vec3 inWorldPos;
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layout (location = 1) in vec3 inNormal;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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vec3 camPos;
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} ubo;
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// Inline uniform block
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layout (set = 1, binding = 0) uniform UniformInline {
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float roughness;
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float metallic;
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float r;
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float g;
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float b;
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float ambient;
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} material;
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layout (location = 0) out vec4 outColor;
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const float PI = 3.14159265359;
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vec3 materialcolor()
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{
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return vec3(material.r, material.g, material.b);
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}
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// Normal Distribution function --------------------------------------
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float D_GGX(float dotNH, float roughness)
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{
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
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return (alpha2)/(PI * denom*denom);
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}
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// Geometric Shadowing function --------------------------------------
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float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
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{
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float GL = dotNL / (dotNL * (1.0 - k) + k);
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float GV = dotNV / (dotNV * (1.0 - k) + k);
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return GL * GV;
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}
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// Fresnel function ----------------------------------------------------
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vec3 F_Schlick(float cosTheta, float metallic)
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{
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vec3 F0 = mix(vec3(0.04), materialcolor(), metallic); // * material.specular
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vec3 F = F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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return F;
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}
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// Specular BRDF composition --------------------------------------------
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vec3 BRDF(vec3 L, vec3 V, vec3 N, float metallic, float roughness)
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{
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// Precalculate vectors and dot products
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vec3 H = normalize (V + L);
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float dotNV = clamp(dot(N, V), 0.0, 1.0);
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float dotNL = clamp(dot(N, L), 0.0, 1.0);
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float dotLH = clamp(dot(L, H), 0.0, 1.0);
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float dotNH = clamp(dot(N, H), 0.0, 1.0);
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// Light color fixed
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vec3 lightColor = vec3(1.0);
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vec3 color = vec3(0.0);
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if (dotNL > 0.0)
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{
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float rroughness = max(0.05, roughness);
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// D = Normal distribution (Distribution of the microfacets)
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float D = D_GGX(dotNH, rroughness);
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// G = Geometric shadowing term (Microfacets shadowing)
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float G = G_SchlicksmithGGX(dotNL, dotNV, rroughness);
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// F = Fresnel factor (Reflectance depending on angle of incidence)
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vec3 F = F_Schlick(dotNV, metallic);
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vec3 spec = D * F * G / (4.0 * dotNL * dotNV);
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color += spec * dotNL * lightColor;
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}
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return color;
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}
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// ----------------------------------------------------------------------------
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 V = normalize(ubo.camPos - inWorldPos);
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float roughness = material.roughness;
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// Specular contribution
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vec3 lightPos = vec3(0.0f, 0.0f, 10.0f);
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vec3 Lo = vec3(0.0);
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vec3 L = normalize(lightPos.xyz - inWorldPos);
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Lo += BRDF(L, V, N, material.metallic, roughness);
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// Combine with ambient
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vec3 color = materialcolor() * material.ambient;
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color += Lo;
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// Gamma correct
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color = pow(color, vec3(0.4545));
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outColor = vec4(color, 1.0);
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}
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data/shaders/inlineuniformblocks/pbr.frag.spv
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BIN
data/shaders/inlineuniformblocks/pbr.frag.spv
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data/shaders/inlineuniformblocks/pbr.vert
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data/shaders/inlineuniformblocks/pbr.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 view;
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vec3 camPos;
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} ubo;
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layout (location = 0) out vec3 outWorldPos;
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layout (location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConsts {
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vec3 objPos;
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} pushConsts;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0));
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outWorldPos = locPos + pushConsts.objPos;
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outNormal = mat3(ubo.model) * inNormal;
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gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
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}
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BIN
data/shaders/inlineuniformblocks/pbr.vert.spv
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data/shaders/inlineuniformblocks/pbr.vert.spv
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/*
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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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* Note: Requires a device that supports the VK_EXT_inline_uniform_block extension
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*
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*
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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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/glm.hpp>
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#include <glm/gtc/matrix_transform.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 <vulkan/vulkan.h>
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#include "vulkanexamplebase.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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#include "VulkanModel.hpp"
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#define ENABLE_VALIDATION false
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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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class VulkanExample : public VulkanExampleBase
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{
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public:
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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::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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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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vks::Model model;
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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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struct Cube {
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struct Object {
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struct Matrices {
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struct Material {
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glm::mat4 projection;
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float roughness;
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glm::mat4 view;
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float metallic;
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glm::mat4 model;
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float r, g, b;
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} matrices;
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float ambient;
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InlineBlockData inlineBlockData;
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} material;
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VkDescriptorSet descriptorSet;
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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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};
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std::array<Cube, 2> cubes;
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std::array<Object, 16> objects;
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struct Models {
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struct {
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vks::Model cube;
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vks::Buffer scene;
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} models;
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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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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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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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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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{
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title = "Inline uniform blocks";
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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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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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srand((unsigned int)time(0));
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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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/*
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/*
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[POI] Enable extension required for conditional rendering
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[POI] Enable extensions required for inline uniform blocks
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*/
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*/
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enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
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}
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}
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~VulkanExample()
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~VulkanExample()
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{
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
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models.cube.destroy();
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.object, nullptr);
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for (auto cube : cubes) {
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cube.uniformBuffer.destroy();
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model.destroy();
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cube.texture.destroy();
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}
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uniformBuffers.scene.destroy();
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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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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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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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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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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|
||||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||||
|
|
||||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
|
||||||
|
|
||||||
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||||
|
|
||||||
|
|
@ -130,14 +141,30 @@ public:
|
||||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
||||||
|
|
||||||
VkDeviceSize offsets[1] = { 0 };
|
VkDeviceSize offsets[1] = { 0 };
|
||||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.cube.vertices.buffer, offsets);
|
|
||||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.cube.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
||||||
|
|
||||||
for (auto cube : cubes) {
|
// Render objects
|
||||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &cube.descriptorSet, 0, nullptr);
|
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0);
|
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets);
|
||||||
|
vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||||
|
|
||||||
|
uint32_t objcount = static_cast<uint32_t>(objects.size());
|
||||||
|
for (uint32_t x = 0; x < objcount; x++) {
|
||||||
|
/*
|
||||||
|
[POI] Bind descriptor sets
|
||||||
|
Set 0 = Scene matrices:
|
||||||
|
Set 1 = Object inline uniform block (In shader pbr.frag: layout (set = 1, binding = 0) uniform UniformInline ... )
|
||||||
|
*/
|
||||||
|
std::vector<VkDescriptorSet> descriptorSets = {
|
||||||
|
descriptorSet,
|
||||||
|
objects[x].descriptorSet
|
||||||
|
};
|
||||||
|
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 2, descriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
|
glm::vec3 pos = glm::vec3(sin(glm::radians(x * (360.0f / objcount))), cos(glm::radians(x * (360.0f / objcount))), 0.0f) * 3.5f;
|
||||||
|
|
||||||
|
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
|
||||||
|
vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
drawUI(drawCmdBuffers[i]);
|
drawUI(drawCmdBuffers[i]);
|
||||||
|
|
||||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||||
|
|
@ -148,184 +175,135 @@ public:
|
||||||
|
|
||||||
void loadAssets()
|
void loadAssets()
|
||||||
{
|
{
|
||||||
models.cube.loadFromFile(getAssetPath() + "models/cube.dae", vertexLayout, 1.0f, vulkanDevice, queue);
|
model.loadFromFile(getAssetPath() + "models/geosphere.obj", vertexLayout, OBJ_DIM, vulkanDevice, queue);
|
||||||
cubes[0].texture.loadFromFile(getAssetPath() + "textures/crate01_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
|
||||||
cubes[1].texture.loadFromFile(getAssetPath() + "textures/crate02_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
|
// Setup random materials for every object in the scene
|
||||||
cubes[0].inlineBlockData.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
for (uint32_t i = 0; i < objects.size(); i++) {
|
||||||
cubes[1].inlineBlockData.color = glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
|
objects[i].material.r = rnd();
|
||||||
|
objects[i].material.g = rnd();
|
||||||
|
objects[i].material.b = rnd();
|
||||||
|
objects[i].material.ambient = 0.05f;
|
||||||
|
objects[i].material.roughness = glm::clamp(rnd(), 0.005f, 1.0f);
|
||||||
|
objects[i].material.metallic = glm::clamp(rnd(), 0.005f, 1.0f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void setupDescriptorSetLayout()
|
||||||
|
{
|
||||||
|
// Scene
|
||||||
|
{
|
||||||
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
|
||||||
|
};
|
||||||
|
VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.scene));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Objects
|
||||||
|
{
|
||||||
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
|
/*
|
||||||
|
[POI] Setup inline uniform block for set 0 at binding 2 (see vertex shader)
|
||||||
|
Descriptor count for an inline uniform block contains data sizes of the block (last parameter)
|
||||||
|
*/
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(Object::Material)),
|
||||||
|
};
|
||||||
|
VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.object));
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
[POI] Set up descriptor sets and set layout
|
[POI] Pipeline layout
|
||||||
*/
|
*/
|
||||||
void setupDescriptors()
|
std::vector<VkDescriptorSetLayout> setLayouts = {
|
||||||
|
descriptorSetLayouts.scene, // Set 0 = Scene matrices
|
||||||
|
descriptorSetLayouts.object // Set 1 = Object inline uniform block
|
||||||
|
};
|
||||||
|
VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
|
||||||
|
|
||||||
|
std::vector<VkPushConstantRange> pushConstantRanges = {
|
||||||
|
vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
|
||||||
|
};
|
||||||
|
pipelineLayoutCI.pushConstantRangeCount = 1;
|
||||||
|
pipelineLayoutCI.pPushConstantRanges = pushConstantRanges.data();
|
||||||
|
|
||||||
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
|
||||||
|
}
|
||||||
|
|
||||||
|
void setupDescriptorSets()
|
||||||
{
|
{
|
||||||
const uint32_t cubeCount = static_cast<uint32_t>(cubes.size());
|
// Pool
|
||||||
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, (static_cast<uint32_t>(objects.size()) + 1)),
|
||||||
|
/* [POI] TODO */
|
||||||
|
// TODO: split scene and object
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, (static_cast<uint32_t>(objects.size()) + 1) * sizeof(Object::Material)),
|
||||||
|
};
|
||||||
|
VkDescriptorPoolCreateInfo descriptorPoolCI = vks::initializers::descriptorPoolCreateInfo(poolSizes, static_cast<uint32_t>(objects.size()) + 1);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Descriptor pool
|
[POI] New structure that has to be chained into the descriptor pool's createinfo if you want to allocate inline uniform blocks
|
||||||
*/
|
|
||||||
|
|
||||||
std::array<VkDescriptorPoolSize, 3> descriptorPoolSizes{};
|
|
||||||
|
|
||||||
// One uniform buffer descriptor per cube
|
|
||||||
descriptorPoolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
||||||
descriptorPoolSizes[0].descriptorCount = cubeCount;
|
|
||||||
|
|
||||||
/*
|
|
||||||
[POI] One inline uniform block descriptor per cube
|
|
||||||
*/
|
|
||||||
descriptorPoolSizes[1].type = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
|
||||||
// Descriptor count for inline uniform blocks contains the combined data sizes of all inline uniform blocks used from this pool
|
|
||||||
descriptorPoolSizes[1].descriptorCount = cubeCount * sizeof(InlineBlockData);
|
|
||||||
|
|
||||||
// One combined image samples per cube
|
|
||||||
descriptorPoolSizes[2].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
||||||
descriptorPoolSizes[2].descriptorCount = static_cast<uint32_t>(cubes.size());
|
|
||||||
|
|
||||||
// Create the global descriptor pool
|
|
||||||
|
|
||||||
VkDescriptorPoolCreateInfo descriptorPoolCI = {};
|
|
||||||
descriptorPoolCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
|
||||||
descriptorPoolCI.poolSizeCount = static_cast<uint32_t>(descriptorPoolSizes.size());
|
|
||||||
descriptorPoolCI.pPoolSizes = descriptorPoolSizes.data();
|
|
||||||
descriptorPoolCI.maxSets = static_cast<uint32_t>(descriptorPoolSizes.size());
|
|
||||||
#
|
|
||||||
/*
|
|
||||||
[POI] New structure that has to be chained into the descriptor pool create info if you want to allocate inline uniform blocks
|
|
||||||
*/
|
*/
|
||||||
VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{};
|
VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{};
|
||||||
descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT;
|
descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT;
|
||||||
descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = 1;
|
descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = 1;
|
||||||
// Chain into descriptor pool create info
|
|
||||||
descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo;
|
descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo;
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
|
||||||
|
|
||||||
/*
|
// Sets
|
||||||
Descriptor set layout
|
|
||||||
*/
|
|
||||||
|
|
||||||
std::array<VkDescriptorSetLayoutBinding,3> setLayoutBindings{};
|
// Scene
|
||||||
|
VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
|
||||||
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &descriptorSet));
|
||||||
|
|
||||||
// Binding 0: Uniform buffers (used to pass matrices)
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||||
setLayoutBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
|
||||||
setLayoutBindings[0].binding = 0;
|
};
|
||||||
setLayoutBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||||
setLayoutBindings[0].descriptorCount = 1;
|
|
||||||
|
// Objects
|
||||||
|
for (auto &object : objects) {
|
||||||
|
VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.object, 1);
|
||||||
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &object.descriptorSet));
|
||||||
|
|
||||||
/*
|
/*
|
||||||
[POI] Binding 1: 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
|
||||||
setLayoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
|
||||||
setLayoutBindings[1].binding = 1;
|
|
||||||
setLayoutBindings[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
|
||||||
// Descriptor count for an inline uniform block contains data sizes of the block
|
|
||||||
setLayoutBindings[1].descriptorCount = sizeof(InlineBlockData);
|
|
||||||
|
|
||||||
// Binding 2: Combined image sampler (used to pass per object texture information)
|
|
||||||
setLayoutBindings[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
|
||||||
setLayoutBindings[2].binding = 2;
|
|
||||||
setLayoutBindings[2].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
|
||||||
setLayoutBindings[2].descriptorCount = 1;
|
|
||||||
|
|
||||||
// Create the descriptor set layout
|
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{};
|
|
||||||
descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
|
||||||
descriptorLayoutCI.bindingCount = static_cast<uint32_t>(setLayoutBindings.size());
|
|
||||||
descriptorLayoutCI.pBindings = setLayoutBindings.data();
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout));
|
|
||||||
|
|
||||||
/*
|
|
||||||
Descriptor sets
|
|
||||||
*/
|
|
||||||
|
|
||||||
for (auto &cube: cubes) {
|
|
||||||
|
|
||||||
// Allocates an empty descriptor set without actual descriptors from the pool using the set layout
|
|
||||||
VkDescriptorSetAllocateInfo allocateInfo{};
|
|
||||||
allocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
|
|
||||||
allocateInfo.descriptorPool = descriptorPool;
|
|
||||||
allocateInfo.descriptorSetCount = 1;
|
|
||||||
allocateInfo.pSetLayouts = &descriptorSetLayout;
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocateInfo, &cube.descriptorSet));
|
|
||||||
|
|
||||||
// Update the descriptor set with the actual descriptors matching shader bindings set in the layout
|
|
||||||
|
|
||||||
std::array<VkWriteDescriptorSet, 3> writeDescriptorSets{};
|
|
||||||
|
|
||||||
// Binding 0: Object matrices Uniform buffer
|
|
||||||
writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
||||||
writeDescriptorSets[0].dstSet = cube.descriptorSet;
|
|
||||||
writeDescriptorSets[0].dstBinding = 0;
|
|
||||||
writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
||||||
writeDescriptorSets[0].pBufferInfo = &cube.uniformBuffer.descriptor;
|
|
||||||
writeDescriptorSets[0].descriptorCount = 1;
|
|
||||||
|
|
||||||
/*
|
|
||||||
[POI] Binding 1: Inline uniform block
|
|
||||||
*/
|
|
||||||
writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
|
||||||
writeDescriptorSets[1].dstSet = cube.descriptorSet;
|
|
||||||
writeDescriptorSets[1].dstBinding = 1;
|
|
||||||
writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
|
||||||
// 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);
|
|
||||||
|
|
||||||
/*
|
|
||||||
[POI] New structure that defines size and data of the inline uniform block
|
|
||||||
*/
|
*/
|
||||||
VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
|
VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
|
||||||
writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
|
writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
|
||||||
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(InlineBlockData);
|
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
|
||||||
writeDescriptorSetInlineUniformBlock.pData = &cube.inlineBlockData;
|
// Uniform data for the inline block
|
||||||
// Needs to be chained to an existing write descriptor set structure
|
writeDescriptorSetInlineUniformBlock.pData = &object.material;
|
||||||
writeDescriptorSets[1].pNext = &writeDescriptorSetInlineUniformBlock;
|
|
||||||
|
|
||||||
// Binding 2: Object texture
|
/*
|
||||||
writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
[POI] Setup the inline uniform block
|
||||||
writeDescriptorSets[2].dstSet = cube.descriptorSet;
|
*/
|
||||||
writeDescriptorSets[2].dstBinding = 2;
|
VkWriteDescriptorSet writeDescriptorSet{};
|
||||||
writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||||
writeDescriptorSets[2].pImageInfo = &cube.texture.descriptor;
|
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
|
||||||
writeDescriptorSets[2].descriptorCount = 1;
|
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()
|
void preparePipelines()
|
||||||
{
|
{
|
||||||
VkPipelineLayoutCreateInfo pipelineLayoutCI{};
|
// Vertex bindings an attributes
|
||||||
pipelineLayoutCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||||
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 = {
|
|
||||||
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||||
};
|
};
|
||||||
const std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0),
|
||||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
|
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3),
|
||||||
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
|
|
||||||
};
|
};
|
||||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||||
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||||
|
|
@ -333,8 +311,18 @@ public:
|
||||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
|
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.pInputAssemblyState = &inputAssemblyStateCI;
|
||||||
pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI;
|
pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI;
|
||||||
pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI;
|
pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI;
|
||||||
|
|
@ -342,54 +330,39 @@ public:
|
||||||
pipelineCreateInfoCI.pViewportState = &viewportStateCI;
|
pipelineCreateInfoCI.pViewportState = &viewportStateCI;
|
||||||
pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI;
|
pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI;
|
||||||
pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
|
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.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||||
pipelineCreateInfoCI.pStages = shaderStages.data();
|
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));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline));
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepareUniformBuffers()
|
void prepareUniformBuffers()
|
||||||
{
|
{
|
||||||
// Vertex shader matrix 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, &uniformBuffers.scene, sizeof(uboMatrices)));
|
||||||
for (auto& cube : cubes) {
|
VK_CHECK_RESULT(uniformBuffers.scene.map());
|
||||||
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());
|
|
||||||
}
|
|
||||||
|
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateUniformBuffers()
|
void updateUniformBuffers()
|
||||||
{
|
{
|
||||||
cubes[0].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f));
|
uboMatrices.projection = camera.matrices.perspective;
|
||||||
cubes[1].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3( 1.5f, 0.5f, 0.0f));
|
uboMatrices.view = camera.matrices.view;
|
||||||
|
uboMatrices.model = glm::mat4(1.0f);
|
||||||
for (auto& cube : cubes) {
|
uboMatrices.camPos = camera.position * -1.0f;
|
||||||
cube.matrices.projection = camera.matrices.perspective;
|
memcpy(uniformBuffers.scene.mapped, &uboMatrices, sizeof(uboMatrices));
|
||||||
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));
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void draw()
|
void draw()
|
||||||
{
|
{
|
||||||
VulkanExampleBase::prepareFrame();
|
VulkanExampleBase::prepareFrame();
|
||||||
|
|
||||||
submitInfo.commandBufferCount = 1;
|
submitInfo.commandBufferCount = 1;
|
||||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||||
|
|
||||||
VulkanExampleBase::submitFrame();
|
VulkanExampleBase::submitFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -398,8 +371,9 @@ public:
|
||||||
VulkanExampleBase::prepare();
|
VulkanExampleBase::prepare();
|
||||||
loadAssets();
|
loadAssets();
|
||||||
prepareUniformBuffers();
|
prepareUniformBuffers();
|
||||||
setupDescriptors();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelines();
|
||||||
|
setupDescriptorSets();
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
prepared = true;
|
prepared = true;
|
||||||
}
|
}
|
||||||
|
|
@ -409,24 +383,12 @@ public:
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
draw();
|
draw();
|
||||||
if (animate) {
|
if (camera.updated)
|
||||||
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)) {
|
|
||||||
updateUniformBuffers();
|
updateUniformBuffers();
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
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