Added sample fro dynamic rendering using VK_KHR_dynamic_rendering
This commit is contained in:
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16edda1013
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8 changed files with 346 additions and 2 deletions
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@ -823,7 +823,10 @@ VulkanExampleBase::~VulkanExampleBase()
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vkDestroyDescriptorPool(device, descriptorPool, nullptr);
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vkDestroyDescriptorPool(device, descriptorPool, nullptr);
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}
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}
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destroyCommandBuffers();
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destroyCommandBuffers();
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vkDestroyRenderPass(device, renderPass, nullptr);
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if (renderPass != VK_NULL_HANDLE)
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{
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vkDestroyRenderPass(device, renderPass, nullptr);
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}
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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{
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{
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vkDestroyFramebuffer(device, frameBuffers[i], nullptr);
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vkDestroyFramebuffer(device, frameBuffers[i], nullptr);
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@ -153,7 +153,7 @@ protected:
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// Command buffers used for rendering
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// Command buffers used for rendering
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std::vector<VkCommandBuffer> drawCmdBuffers;
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std::vector<VkCommandBuffer> drawCmdBuffers;
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// Global render pass for frame buffer writes
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// Global render pass for frame buffer writes
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VkRenderPass renderPass;
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VkRenderPass renderPass = VK_NULL_HANDLE;
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// List of available frame buffers (same as number of swap chain images)
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// List of available frame buffers (same as number of swap chain images)
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std::vector<VkFramebuffer>frameBuffers;
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std::vector<VkFramebuffer>frameBuffers;
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// Active frame buffer index
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// Active frame buffer index
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26
data/shaders/glsl/dynamicrendering/texture.frag
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data/shaders/glsl/dynamicrendering/texture.frag
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@ -0,0 +1,26 @@
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#version 450
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layout (set = 1, binding = 0) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) 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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vec4 color = texture(samplerColor, inUV);
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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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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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outFragColor = texture(samplerColor, inUV);
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}
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BIN
data/shaders/glsl/dynamicrendering/texture.frag.spv
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BIN
data/shaders/glsl/dynamicrendering/texture.frag.spv
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Binary file not shown.
33
data/shaders/glsl/dynamicrendering/texture.vert
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data/shaders/glsl/dynamicrendering/texture.vert
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@ -0,0 +1,33 @@
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 viewPos;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outUV = inUV;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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BIN
data/shaders/glsl/dynamicrendering/texture.vert.spv
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data/shaders/glsl/dynamicrendering/texture.vert.spv
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Binary file not shown.
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@ -79,6 +79,7 @@ set(EXAMPLES
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descriptorsets
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descriptorsets
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displacement
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displacement
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distancefieldfonts
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distancefieldfonts
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dynamicrendering
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dynamicuniformbuffer
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dynamicuniformbuffer
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gears
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gears
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geometryshader
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geometryshader
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281
examples/dynamicrendering/dynamicrendering.cpp
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examples/dynamicrendering/dynamicrendering.cpp
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@ -0,0 +1,281 @@
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/*
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* Vulkan Example - Using VK_KHR_dynamic_rendering for rendering without framebuffers and render passes (wip)
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*
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* Copyright (C) 2021 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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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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PFN_vkCmdBeginRenderingKHR vkCmdBeginRenderingKHR;
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PFN_vkCmdEndRenderingKHR vkCmdEndRenderingKHR;
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VkPhysicalDeviceDynamicRenderingFeaturesKHR dynamicRenderingFeaturesKHR{};
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vks::Texture2D texture;
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vkglTF::Model model;
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struct UniformData {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 viewPos;
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} uniformData;
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vks::Buffer uniformBuffer;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Dynamic rendering";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
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camera.setRotation(glm::vec3(-7.5f, 72.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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enabledDeviceExtensions.push_back(VK_KHR_DYNAMIC_RENDERING_EXTENSION_NAME);
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}
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~VulkanExample()
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{
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if (device) {
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffer.destroy();
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}
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}
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void setupRenderPass()
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{
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// With VK_KHR_dynamic_rendering we no longer need a render pass, so skip the sample base render pass setup
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renderPass = VK_NULL_HANDLE;
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Enable anisotropic filtering if supported
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if (deviceFeatures.samplerAnisotropy) {
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enabledFeatures.samplerAnisotropy = VK_TRUE;
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};
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dynamicRenderingFeaturesKHR.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DYNAMIC_RENDERING_FEATURES_KHR;
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dynamicRenderingFeaturesKHR.dynamicRendering = VK_TRUE;
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deviceCreatepNextChain = &dynamicRenderingFeaturesKHR;
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}
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void loadAssets()
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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model.loadFromFile(getAssetPath() + "models/voyager.gltf", vulkanDevice, queue, glTFLoadingFlags);
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texture.loadFromFile(getAssetPath() + "textures/vulkan_11_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// @todo: comment
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VkRenderingAttachmentInfoKHR colorAttachment{};
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colorAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
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colorAttachment.imageView = swapChain.buffers[i].view;
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colorAttachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL_KHR;
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colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_NONE_KHR;
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colorAttachment.clearValue.color = { 0.0f,0.0f,0.0f,0.0f };
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// A single depth stencil attachment info can be used, but they can also be specified separately.
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// When both are specified separately, the only requirement is that the image view is identical.
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VkRenderingAttachmentInfoKHR depthStencilAttachment{};
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depthStencilAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR;
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depthStencilAttachment.imageView = depthStencil.view;
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depthStencilAttachment.imageLayout = VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL_KHR;
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depthStencilAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthStencilAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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depthStencilAttachment.clearValue.depthStencil = { 1.0f, 0 };
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VkRenderingInfoKHR renderingInfo{};
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renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR;
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renderingInfo.renderArea = { 0, 0, width, height };
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renderingInfo.layerCount = 1;
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renderingInfo.colorAttachmentCount = 1;
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renderingInfo.pColorAttachments = &colorAttachment;
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renderingInfo.pDepthAttachment = &depthStencilAttachment;
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renderingInfo.pStencilAttachment = &depthStencilAttachment;
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// Begin dynamic rendering
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vkCmdBeginRenderingKHR(drawCmdBuffers[i], &renderingInfo);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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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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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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model.draw(drawCmdBuffers[i], vkglTF::RenderFlags::BindImages, pipelineLayout);
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// End dynamic rendering
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vkCmdEndRenderingKHR(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo and one image sampler
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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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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const 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, 0),
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};
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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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// Layout uses set 0 for passing vertex shader ubo and set 1 for fragment shader images (taken from glTF model)
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const std::vector<VkDescriptorSetLayout> setLayouts = {
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descriptorSetLayout,
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vkglTF::descriptorSetLayoutImage,
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};
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), 2);
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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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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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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_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages{};
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// We no longer need to set a renderpass for the pipeline create info
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo();
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pipelineCI.layout = pipelineLayout;
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV });
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// New create info to define color, depth and stencil attachments at pipeline create time
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VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo{};
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pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
|
||||||
|
pipelineRenderingCreateInfo.colorAttachmentCount = 1;
|
||||||
|
pipelineRenderingCreateInfo.pColorAttachmentFormats = &swapChain.colorFormat;
|
||||||
|
pipelineRenderingCreateInfo.depthAttachmentFormat = depthFormat;
|
||||||
|
pipelineRenderingCreateInfo.stencilAttachmentFormat = depthFormat;
|
||||||
|
// Chain into the pipeline creat einfo
|
||||||
|
pipelineCI.pNext = &pipelineRenderingCreateInfo;
|
||||||
|
|
||||||
|
shaderStages[0] = loadShader(getShadersPath() + "dynamicrendering/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
|
shaderStages[1] = loadShader(getShadersPath() + "dynamicrendering/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Prepare and initialize uniform buffer containing shader uniforms
|
||||||
|
void prepareUniformBuffers()
|
||||||
|
{
|
||||||
|
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uniformData), &uniformData));
|
||||||
|
VK_CHECK_RESULT(uniformBuffer.map());
|
||||||
|
|
||||||
|
updateUniformBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
|
void updateUniformBuffers()
|
||||||
|
{
|
||||||
|
uniformData.projection = camera.matrices.perspective;
|
||||||
|
uniformData.modelView = camera.matrices.view;
|
||||||
|
uniformData.viewPos = camera.viewPos;
|
||||||
|
memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData));
|
||||||
|
}
|
||||||
|
|
||||||
|
void prepare()
|
||||||
|
{
|
||||||
|
VulkanExampleBase::prepare();
|
||||||
|
|
||||||
|
vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetDeviceProcAddr(device, "vkCmdBeginRenderingKHR"));
|
||||||
|
vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetDeviceProcAddr(device, "vkCmdEndRenderingKHR"));
|
||||||
|
|
||||||
|
loadAssets();
|
||||||
|
prepareUniformBuffers();
|
||||||
|
setupDescriptorSetLayout();
|
||||||
|
preparePipelines();
|
||||||
|
setupDescriptorPool();
|
||||||
|
setupDescriptorSet();
|
||||||
|
buildCommandBuffers();
|
||||||
|
prepared = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void render()
|
||||||
|
{
|
||||||
|
if (!prepared)
|
||||||
|
return;
|
||||||
|
draw();
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual void viewChanged()
|
||||||
|
{
|
||||||
|
updateUniformBuffers();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
VULKAN_EXAMPLE_MAIN()
|
||||||
Loading…
Add table
Add a link
Reference in a new issue