Code cleanup
This commit is contained in:
parent
54f25af1d4
commit
3dd195fe35
2 changed files with 135 additions and 184 deletions
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@ -94,7 +94,6 @@ public:
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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paused = true;
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}
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~VulkanExample()
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@ -503,7 +502,7 @@ public:
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VK_CHECK_RESULT(uniformBuffers.offscreen.map());
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VK_CHECK_RESULT(uniformBuffers.composition.map());
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// Init some values
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// Setup instanced model positions
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uniformDataOffscreen.instancePos[0] = glm::vec4(0.0f);
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uniformDataOffscreen.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
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uniformDataOffscreen.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
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@ -1,7 +1,9 @@
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/*
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* Vulkan Example - Deferred shading with shadows from multiple light sources using geometry shader instancing
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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* This sample adds dynamic shadows (using shadow maps) to a deferred rendering setup
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*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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@ -10,20 +12,6 @@
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#include "VulkanFrameBuffer.hpp"
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#include "VulkanglTFModel.h"
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// Shadowmap properties
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#if defined(__ANDROID__)
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#define SHADOWMAP_DIM 1024
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#else
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#define SHADOWMAP_DIM 2048
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#endif
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#if defined(__ANDROID__)
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// Use max. screen dimension as deferred framebuffer size
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#define FB_DIM std::max(width,height)
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#else
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#define FB_DIM 2048
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#endif
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// Must match the LIGHT_COUNT define in the shadow and deferred shaders
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#define LIGHT_COUNT 3
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@ -59,21 +47,21 @@ public:
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vkglTF::Model background;
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} models;
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struct {
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struct UniformDataOffscreen {
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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::vec4 instancePos[3];
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int layer;
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} uboOffscreenVS;
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int layer{ 0 };
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} uniformDataOffscreen;
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// This UBO stores the shadow matrices for all of the light sources
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// The matrices are indexed using geometry shader instancing
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// The instancePos is used to place the models using instanced draws
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struct {
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struct UniformDataShadows {
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glm::mat4 mvp[LIGHT_COUNT];
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glm::vec4 instancePos[3];
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} uboShadowGeometryShader;
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} uniformDataShadows;
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struct Light {
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glm::vec4 position;
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@ -82,12 +70,12 @@ public:
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glm::mat4 viewMatrix;
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};
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struct {
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struct UniformDataComposition {
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glm::vec4 viewPos;
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Light lights[LIGHT_COUNT];
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uint32_t useShadows = 1;
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int32_t debugDisplayTarget = 0;
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} uboComposition;
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} uniformDataComposition;
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struct {
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vks::Buffer offscreen;
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@ -96,35 +84,32 @@ public:
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} uniformBuffers;
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struct {
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VkPipeline deferred;
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VkPipeline offscreen;
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VkPipeline shadowpass;
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VkPipeline deferred{ VK_NULL_HANDLE };
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VkPipeline offscreen{ VK_NULL_HANDLE };
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VkPipeline shadowpass{ VK_NULL_HANDLE };
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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struct {
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VkDescriptorSet model;
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VkDescriptorSet background;
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VkDescriptorSet shadow;
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VkDescriptorSet model{ VK_NULL_HANDLE };
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VkDescriptorSet background{ VK_NULL_HANDLE };
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VkDescriptorSet shadow{ VK_NULL_HANDLE };
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VkDescriptorSet composition{ VK_NULL_HANDLE };
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} descriptorSets;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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struct
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{
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struct {
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// Framebuffer resources for the deferred pass
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vks::Framebuffer *deferred;
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// Framebuffer resources for the shadow pass
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vks::Framebuffer *shadow;
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} frameBuffers;
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} frameBuffers{};
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struct {
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VkCommandBuffer deferred = VK_NULL_HANDLE;
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} commandBuffers;
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VkCommandBuffer offScreenCmdBuffer{ VK_NULL_HANDLE };
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VkSemaphore offscreenSemaphore{ VK_NULL_HANDLE };
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VulkanExample() : VulkanExampleBase()
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{
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@ -140,7 +125,6 @@ public:
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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timerSpeed *= 0.25f;
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paused = true;
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}
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~VulkanExample()
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@ -210,8 +194,15 @@ public:
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{
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frameBuffers.shadow = new vks::Framebuffer(vulkanDevice);
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frameBuffers.shadow->width = SHADOWMAP_DIM;
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frameBuffers.shadow->height = SHADOWMAP_DIM;
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// Shadowmap properties
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#if defined(__ANDROID__)
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// Use smaller shadow maps on mobile due to performance reasons
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frameBuffers.shadow->width = 1024;
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frameBuffers.shadow->height = 1024;
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#else
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frameBuffers.shadow->width = 2048;
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frameBuffers.shadow->height = 2048;
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#endif
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// Find a suitable depth format
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VkFormat shadowMapFormat;
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@ -224,8 +215,8 @@ public:
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// We will pass the matrices of the lights to the GS that selects the layer by the current invocation
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vks::AttachmentCreateInfo attachmentInfo = {};
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attachmentInfo.format = shadowMapFormat;
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attachmentInfo.width = SHADOWMAP_DIM;
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attachmentInfo.height = SHADOWMAP_DIM;
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attachmentInfo.width = frameBuffers.shadow->width;
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attachmentInfo.height = frameBuffers.shadow->height;
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attachmentInfo.layerCount = LIGHT_COUNT;
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attachmentInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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frameBuffers.shadow->addAttachment(attachmentInfo);
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@ -243,13 +234,19 @@ public:
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{
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frameBuffers.deferred = new vks::Framebuffer(vulkanDevice);
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frameBuffers.deferred->width = FB_DIM;
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frameBuffers.deferred->height = FB_DIM;
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#if defined(__ANDROID__)
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// Use max. screen dimension as deferred framebuffer size
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frameBuffers.deferred->width = std::max(width, height);
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frameBuffers.deferred->height = std::max(width, height);
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#else
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frameBuffers.deferred->width = 2048;
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frameBuffers.deferred->height = 2048;
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#endif
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// Four attachments (3 color, 1 depth)
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vks::AttachmentCreateInfo attachmentInfo = {};
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attachmentInfo.width = FB_DIM;
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attachmentInfo.height = FB_DIM;
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attachmentInfo.width = frameBuffers.deferred->width;
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attachmentInfo.height = frameBuffers.deferred->height;
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attachmentInfo.layerCount = 1;
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attachmentInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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@ -299,9 +296,8 @@ public:
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// Build a secondary command buffer for rendering the scene values to the offscreen frame buffer attachments
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void buildDeferredCommandBuffer()
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{
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if (commandBuffers.deferred == VK_NULL_HANDLE)
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{
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commandBuffers.deferred = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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if (offScreenCmdBuffer == VK_NULL_HANDLE) {
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offScreenCmdBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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// Create a semaphore used to synchronize offscreen rendering and usage
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@ -327,25 +323,25 @@ public:
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renderPassBeginInfo.clearValueCount = 1;
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renderPassBeginInfo.pClearValues = clearValues.data();
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VK_CHECK_RESULT(vkBeginCommandBuffer(commandBuffers.deferred, &cmdBufInfo));
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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viewport = vks::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
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vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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scissor = vks::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
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vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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vkCmdSetDepthBias(
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commandBuffers.deferred,
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offScreenCmdBuffer,
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depthBiasConstant,
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0.0f,
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depthBiasSlope);
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vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadowpass);
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renderScene(commandBuffers.deferred, true);
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vkCmdEndRenderPass(commandBuffers.deferred);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.shadowpass);
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renderScene(offScreenCmdBuffer, true);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Second pass: Deferred calculations
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// -------------------------------------------------------------------------------------------------------
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@ -363,19 +359,19 @@ public:
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renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
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renderPassBeginInfo.pClearValues = clearValues.data();
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vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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viewport = vks::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
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vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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scissor = vks::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
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vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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renderScene(commandBuffers.deferred, false);
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vkCmdEndRenderPass(commandBuffers.deferred);
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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renderScene(offScreenCmdBuffer, false);
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vkCmdEndRenderPass(offScreenCmdBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(commandBuffers.deferred));
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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}
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void loadAssets()
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@ -421,7 +417,7 @@ public:
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.composition, 0, nullptr);
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// Final composition as full screen quad
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// Note: Also used for debug display if debugDisplayTarget > 0
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@ -436,26 +432,17 @@ public:
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}
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}
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void setupDescriptorPool()
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void setupDescriptors()
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 12), //todo: separate set layouts
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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, 12),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 16)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
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4);
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VkDescriptorPoolCreateInfo descriptorPoolInfo =vks::initializers::descriptorPoolCreateInfo(poolSizes, 4);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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// // Deferred shading layout
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT, 0),
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@ -473,13 +460,7 @@ public:
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Shared pipeline layout used by all pipelines
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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// Sets
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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@ -509,20 +490,20 @@ public:
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
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// Deferred composition
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.composition));
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writeDescriptorSets = {
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// Binding 1: World space position texture
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
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// Binding 2: World space normals texture
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
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// Binding 3: Albedo texture
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
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// Binding 4: Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
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// Binding 5: Shadow map
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 5, &texDescriptorShadowMap),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 5, &texDescriptorShadowMap),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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// Offscreen (scene)
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@ -561,6 +542,11 @@ public:
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void preparePipelines()
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{
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// Layout
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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// Pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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@ -646,50 +632,31 @@ public:
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void prepareUniformBuffers()
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{
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// Offscreen vertex shader
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.offscreen,
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sizeof(uboOffscreenVS)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.offscreen, sizeof(UniformDataOffscreen)));
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// Deferred fragment shader
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.composition,
|
||||
sizeof(uboComposition)));;
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.composition, sizeof(UniformDataComposition)));
|
||||
|
||||
// Shadow map vertex shader (matrices from shadow's pov)
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.shadowGeometryShader,
|
||||
sizeof(uboShadowGeometryShader)));
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.shadowGeometryShader, sizeof(UniformDataShadows)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.composition.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.shadowGeometryShader.map());
|
||||
|
||||
// Init some values
|
||||
uboOffscreenVS.instancePos[0] = glm::vec4(0.0f);
|
||||
uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
|
||||
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
|
||||
|
||||
uboOffscreenVS.instancePos[1] = glm::vec4(-7.0f, 0.0, -4.0f, 0.0f);
|
||||
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -6.0f, 0.0f);
|
||||
|
||||
// Update
|
||||
updateUniformBufferOffscreen();
|
||||
updateUniformBufferDeferredLights();
|
||||
// Setup instanced model positions
|
||||
uniformDataOffscreen.instancePos[0] = glm::vec4(0.0f);
|
||||
uniformDataOffscreen.instancePos[1] = glm::vec4(-7.0f, 0.0, -4.0f, 0.0f);
|
||||
uniformDataOffscreen.instancePos[2] = glm::vec4(4.0f, 0.0, -6.0f, 0.0f);
|
||||
}
|
||||
|
||||
void updateUniformBufferOffscreen()
|
||||
{
|
||||
uboOffscreenVS.projection = camera.matrices.perspective;
|
||||
uboOffscreenVS.view = camera.matrices.view;
|
||||
uboOffscreenVS.model = glm::mat4(1.0f);
|
||||
memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
|
||||
uniformDataOffscreen.projection = camera.matrices.perspective;
|
||||
uniformDataOffscreen.view = camera.matrices.view;
|
||||
uniformDataOffscreen.model = glm::mat4(1.0f);
|
||||
memcpy(uniformBuffers.offscreen.mapped, &uniformDataOffscreen, sizeof(uniformDataOffscreen));
|
||||
}
|
||||
|
||||
Light initLight(glm::vec3 pos, glm::vec3 target, glm::vec3 color)
|
||||
|
|
@ -703,42 +670,56 @@ public:
|
|||
|
||||
void initLights()
|
||||
{
|
||||
uboComposition.lights[0] = initLight(glm::vec3(-14.0f, -0.5f, 15.0f), glm::vec3(-2.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.5f, 0.5f));
|
||||
uboComposition.lights[1] = initLight(glm::vec3(14.0f, -4.0f, 12.0f), glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
uboComposition.lights[2] = initLight(glm::vec3(0.0f, -10.0f, 4.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
uniformDataComposition.lights[0] = initLight(glm::vec3(-14.0f, -0.5f, 15.0f), glm::vec3(-2.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.5f, 0.5f));
|
||||
uniformDataComposition.lights[1] = initLight(glm::vec3(14.0f, -4.0f, 12.0f), glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
uniformDataComposition.lights[2] = initLight(glm::vec3(0.0f, -10.0f, 4.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
// Update fragment shader light position uniform block
|
||||
void updateUniformBufferDeferredLights()
|
||||
// Update deferred composition fragment shader light position and parameters uniform block
|
||||
void updateUniformBufferDeferred()
|
||||
{
|
||||
// Animate
|
||||
uboComposition.lights[0].position.x = -14.0f + std::abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
|
||||
uboComposition.lights[0].position.z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
|
||||
uniformDataComposition.lights[0].position.x = -14.0f + std::abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
|
||||
uniformDataComposition.lights[0].position.z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
|
||||
|
||||
uboComposition.lights[1].position.x = 14.0f - std::abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
|
||||
uboComposition.lights[1].position.z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
|
||||
uniformDataComposition.lights[1].position.x = 14.0f - std::abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
|
||||
uniformDataComposition.lights[1].position.z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
|
||||
|
||||
uboComposition.lights[2].position.x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
|
||||
uboComposition.lights[2].position.z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
|
||||
uniformDataComposition.lights[2].position.x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
|
||||
uniformDataComposition.lights[2].position.z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
|
||||
|
||||
for (uint32_t i = 0; i < LIGHT_COUNT; i++)
|
||||
{
|
||||
for (uint32_t i = 0; i < LIGHT_COUNT; i++) {
|
||||
// mvp from light's pov (for shadows)
|
||||
glm::mat4 shadowProj = glm::perspective(glm::radians(lightFOV), 1.0f, zNear, zFar);
|
||||
glm::mat4 shadowView = glm::lookAt(glm::vec3(uboComposition.lights[i].position), glm::vec3(uboComposition.lights[i].target), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glm::mat4 shadowView = glm::lookAt(glm::vec3(uniformDataComposition.lights[i].position), glm::vec3(uniformDataComposition.lights[i].target), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
glm::mat4 shadowModel = glm::mat4(1.0f);
|
||||
|
||||
uboShadowGeometryShader.mvp[i] = shadowProj * shadowView * shadowModel;
|
||||
uboComposition.lights[i].viewMatrix = uboShadowGeometryShader.mvp[i];
|
||||
uniformDataShadows.mvp[i] = shadowProj * shadowView * shadowModel;
|
||||
uniformDataComposition.lights[i].viewMatrix = uniformDataShadows.mvp[i];
|
||||
}
|
||||
|
||||
memcpy(uboShadowGeometryShader.instancePos, uboOffscreenVS.instancePos, sizeof(uboOffscreenVS.instancePos));
|
||||
memcpy(uniformBuffers.shadowGeometryShader.mapped, &uboShadowGeometryShader, sizeof(uboShadowGeometryShader));
|
||||
memcpy(uniformDataShadows.instancePos, uniformDataOffscreen.instancePos, sizeof(UniformDataOffscreen::instancePos));
|
||||
memcpy(uniformBuffers.shadowGeometryShader.mapped, &uniformDataShadows, sizeof(UniformDataShadows));
|
||||
|
||||
uboComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);;
|
||||
uboComposition.debugDisplayTarget = debugDisplayTarget;
|
||||
uniformDataComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);;
|
||||
uniformDataComposition.debugDisplayTarget = debugDisplayTarget;
|
||||
|
||||
memcpy(uniformBuffers.composition.mapped, &uboComposition, sizeof(uboComposition));
|
||||
memcpy(uniformBuffers.composition.mapped, &uniformDataComposition, sizeof(uniformDataComposition));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
deferredSetup();
|
||||
shadowSetup();
|
||||
initLights();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptors();
|
||||
preparePipelines();
|
||||
buildCommandBuffers();
|
||||
buildDeferredCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
void draw()
|
||||
|
|
@ -756,7 +737,7 @@ public:
|
|||
|
||||
// Shadow map pass
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &commandBuffers.deferred;
|
||||
submitInfo.pCommandBuffers = &offScreenCmdBuffer;
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
// Scene rendering
|
||||
|
|
@ -773,51 +754,22 @@ public:
|
|||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
deferredSetup();
|
||||
shadowSetup();
|
||||
initLights();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
buildCommandBuffers();
|
||||
buildDeferredCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
updateUniformBufferDeferred();
|
||||
updateUniformBufferOffscreen();
|
||||
draw();
|
||||
updateUniformBufferDeferredLights();
|
||||
if (camera.updated)
|
||||
{
|
||||
updateUniformBufferOffscreen();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferOffscreen();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Shadows", "Position", "Normals", "Albedo", "Specular" }))
|
||||
{
|
||||
updateUniformBufferDeferredLights();
|
||||
}
|
||||
bool shadows = (uboComposition.useShadows == 1);
|
||||
overlay->comboBox("Display", &debugDisplayTarget, { "Final composition", "Shadows", "Position", "Normals", "Albedo", "Specular" });
|
||||
bool shadows = (uniformDataComposition.useShadows == 1);
|
||||
if (overlay->checkBox("Shadows", &shadows)) {
|
||||
uboComposition.useShadows = shadows;
|
||||
updateUniformBufferDeferredLights();
|
||||
uniformDataComposition.useShadows = shadows;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue