Use new model loader class (Refs #260), moved vertex input states to pipeline creation, refactoring
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6f9db79801
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1 changed files with 127 additions and 156 deletions
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@ -20,8 +20,9 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanTexture.hpp"
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#include "vulkanbuffer.hpp"
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#include "VulkanTexture.hpp"
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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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@ -45,16 +46,6 @@ struct Particle {
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float rotationSpeed;
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};
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// Vertex layout for this example
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL,
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vkMeshLoader::VERTEX_LAYOUT_TANGENT,
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vkMeshLoader::VERTEX_LAYOUT_BITANGENT
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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@ -62,9 +53,7 @@ public:
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struct {
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vks::Texture2D smoke;
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vks::Texture2D fire;
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// We use a custom sampler to change some sampler
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// attributes required for rotation the uv coordinates
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// inside the shader for alpha blended textures
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// Use a custom sampler to change sampler attributes required for rotating the uvs in the shader for alpha blended textures
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VkSampler sampler;
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} particles;
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struct {
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@ -73,9 +62,18 @@ public:
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} floor;
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} textures;
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_UV,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_TANGENT,
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vks::VERTEX_COMPONENT_BITANGENT,
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});
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struct {
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vkMeshLoader::Mesh environment;
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} meshes;
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vks::Model environment;
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} models;
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glm::vec3 emitterPos = glm::vec3(0.0f, -FLAME_RADIUS + 2.0f, 0.0f);
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glm::vec3 minVel = glm::vec3(-3.0f, 0.5f, -3.0f);
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@ -88,9 +86,6 @@ public:
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void *mappedMemory;
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// Size of the particle buffer in bytes
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size_t size;
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} particles;
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struct {
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@ -119,9 +114,13 @@ public:
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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struct {
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VkDescriptorSet particles;
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VkDescriptorSet environment;
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} descriptorSets;
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std::vector<Particle> particleBuffer;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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@ -158,7 +157,7 @@ public:
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uniformBuffers.environment.destroy();
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uniformBuffers.fire.destroy();
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vkMeshLoader::freeMeshBufferResources(device, &meshes.environment.buffers);
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models.environment.destroy();
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vkDestroySampler(device, textures.particles.sampler, nullptr);
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}
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@ -196,13 +195,18 @@ public:
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VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0,0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// Environment
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meshes.environment.drawIndexed(drawCmdBuffers[i]);
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// Particle system
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.particles);
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VkDeviceSize offsets[1] = { 0 };
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// Environment
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.environment, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.environment);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.environment.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.environment.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.environment.indexCount, 1, 0, 0, 0);
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// Particle system (no index buffer)
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.particles, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.particles);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &particles.buffer, offsets);
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vkCmdDraw(drawCmdBuffers[i], PARTICLE_COUNT, 1, 0, 0);
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@ -214,7 +218,7 @@ public:
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float rnd(float range)
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{
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return range * (rand() / double(RAND_MAX));
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return range * (rand() / float(RAND_MAX));
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}
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void initParticle(Particle *particle, glm::vec3 emitterPos)
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@ -224,12 +228,12 @@ public:
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particle->size = 1.0f + rnd(0.5f);
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particle->color = glm::vec4(1.0f);
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particle->type = PARTICLE_TYPE_FLAME;
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particle->rotation = rnd(2.0f * M_PI);
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particle->rotation = rnd(2.0f * float(M_PI));
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particle->rotationSpeed = rnd(2.0f) - rnd(2.0f);
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// Get random sphere point
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float theta = rnd(2 * M_PI);
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float phi = rnd(M_PI) - M_PI / 2;
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float theta = rnd(2.0f * float(M_PI));
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float phi = rnd(float(M_PI)) - float(M_PI) / 2.0f;
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float r = rnd(FLAME_RADIUS);
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particle->pos.x = r * cos(theta) * cos(phi);
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@ -321,7 +325,7 @@ public:
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memcpy(particles.mappedMemory, particleBuffer.data(), size);
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}
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void loadTextures()
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void loadAssets()
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{
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// Particles
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textures.particles.smoke.loadFromFile(getAssetPath() + "textures/particle_smoke.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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@ -345,81 +349,15 @@ public:
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samplerCreateInfo.compareOp = VK_COMPARE_OP_NEVER;
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samplerCreateInfo.minLod = 0.0f;
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// Both particle textures have the same number of mip maps
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samplerCreateInfo.maxLod = textures.particles.fire.mipLevels;
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samplerCreateInfo.maxLod = float(textures.particles.fire.mipLevels);
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// Enable anisotropic filtering
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samplerCreateInfo.maxAnisotropy = 8;
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samplerCreateInfo.anisotropyEnable = VK_TRUE;
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// Use a different border color (than the normal texture loader) for additive blending
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samplerCreateInfo.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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VK_CHECK_RESULT(vkCreateSampler(device, &samplerCreateInfo, nullptr, &textures.particles.sampler));
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}
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void loadMeshes()
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{
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loadMesh(getAssetPath() + "models/fireplace.obj", &meshes.environment.buffers, vertexLayout, 10.0f);
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meshes.environment.setupVertexInputState(vertexLayout);
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}
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void setupVertexDescriptions()
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{
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// Binding description
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particles.bindingDescriptions.resize(1);
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particles.bindingDescriptions[0] =
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vkTools::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Particle),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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// Location 0 : Position
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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0));
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// Location 1 : Color
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32A32_SFLOAT,
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sizeof(float) * 4));
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// Location 2 : Alpha
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32_SFLOAT,
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sizeof(float) * 8));
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// Location 3 : Size
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32_SFLOAT,
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sizeof(float) * 9));
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// Location 4 : Rotation
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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4,
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VK_FORMAT_R32_SFLOAT,
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sizeof(float) * 10));
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// Location 5 : Type
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particles.attributeDescriptions.push_back(
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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5,
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VK_FORMAT_R32_SINT,
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sizeof(float) * 11));
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particles.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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particles.inputState.vertexBindingDescriptionCount = particles.bindingDescriptions.size();
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particles.inputState.pVertexBindingDescriptions = particles.bindingDescriptions.data();
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particles.inputState.vertexAttributeDescriptionCount = particles.attributeDescriptions.size();
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particles.inputState.pVertexAttributeDescriptions = particles.attributeDescriptions.data();
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models.environment.loadFromFile(getAssetPath() + "models/fireplace.obj", vertexLayout, 10.0f, vulkanDevice, queue);
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}
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void setupDescriptorPool()
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@ -486,7 +424,7 @@ public:
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.particles));
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// Image descriptor for the color map texture
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VkDescriptorImageInfo texDescriptorSmoke =
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@ -501,21 +439,21 @@ public:
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VK_IMAGE_LAYOUT_GENERAL);
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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descriptorSets.particles,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.fire.descriptor),
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// Binding 1 : Smoke texture
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// Binding 1: Smoke texture
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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descriptorSets.particles,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptorSmoke),
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// Binding 1 : Fire texture array
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// Binding 1: Fire texture array
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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descriptorSets.particles,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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&texDescriptorFire)
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@ -524,38 +462,27 @@ public:
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// Environment
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &meshes.environment.descriptorSet));
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VkDescriptorImageInfo texDescriptorColorMap =
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vkTools::initializers::descriptorImageInfo(
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textures.floor.colorMap.sampler,
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textures.floor.colorMap.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VkDescriptorImageInfo texDescriptorNormalMap =
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vkTools::initializers::descriptorImageInfo(
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textures.floor.normalMap.sampler,
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textures.floor.normalMap.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.environment));
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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// Binding 0: Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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meshes.environment.descriptorSet,
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descriptorSets.environment,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBuffers.environment.descriptor),
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// Binding 1 : Color map
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// Binding 1: Color map
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vkTools::initializers::writeDescriptorSet(
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meshes.environment.descriptorSet,
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descriptorSets.environment,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptorColorMap),
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// Binding 2 : Normal map
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&textures.floor.colorMap.descriptor),
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// Binding 2: Normal map
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vkTools::initializers::writeDescriptorSet(
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meshes.environment.descriptorSet,
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descriptorSets.environment,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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2,
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&texDescriptorNormalMap),
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&textures.floor.normalMap.descriptor),
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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@ -613,16 +540,12 @@ public:
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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pipelineLayout,
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renderPass,
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0);
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pipelineCreateInfo.pVertexInputState = &particles.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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@ -633,31 +556,81 @@ public:
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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
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depthStencilState.depthWriteEnable = VK_FALSE;
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// Particle rendering pipeline
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{
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// Shaders
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shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Premulitplied alpha
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blendAttachmentState.blendEnable = VK_TRUE;
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blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
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blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
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blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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// Vertex input state
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VkVertexInputBindingDescription vertexInputBinding =
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vkTools::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, sizeof(Particle), VK_VERTEX_INPUT_RATE_VERTEX);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.particles));
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, pos)), // Location 0: Position
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, color)), // Location 1: Color
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32_SFLOAT, offsetof(Particle, alpha)), // Location 2: Alpha
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32_SFLOAT, offsetof(Particle, size)), // Location 3: Size
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32_SFLOAT, offsetof(Particle, rotation)), // Location 4: Rotation
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vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 5, VK_FORMAT_R32_SINT, offsetof(Particle, type)), // Location 5: Particle type
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = 1;
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vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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// Dont' write to depth buffer
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depthStencilState.depthWriteEnable = VK_FALSE;
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// Premulitplied alpha
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blendAttachmentState.blendEnable = VK_TRUE;
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blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
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blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
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blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.particles));
|
||||
}
|
||||
|
||||
// Environment rendering pipeline (normal mapped)
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
pipelineCreateInfo.pVertexInputState = &meshes.environment.vertexInputState;
|
||||
blendAttachmentState.blendEnable = VK_FALSE;
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.environment));
|
||||
{
|
||||
// Shaders
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
meshes.environment.pipeline = pipelines.environment;
|
||||
meshes.environment.pipelineLayout = pipelineLayout;
|
||||
// Vertex input state
|
||||
VkVertexInputBindingDescription vertexInputBinding =
|
||||
vkTools::initializers::vertexInputBindingDescription(VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX);
|
||||
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: UV
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
|
||||
vkTools::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangen
|
||||
};
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = 1;
|
||||
vertexInputState.pVertexBindingDescriptions = &vertexInputBinding;
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertexInputState;
|
||||
|
||||
blendAttachmentState.blendEnable = VK_FALSE;
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.environment));
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
|
|
@ -687,9 +660,9 @@ public:
|
|||
void updateUniformBufferLight()
|
||||
{
|
||||
// Environment
|
||||
uboEnv.lightPos.x = sin(timer * 2 * M_PI) * 1.5f;
|
||||
uboEnv.lightPos.x = sin(timer * 2.0f * float(M_PI)) * 1.5f;
|
||||
uboEnv.lightPos.y = 0.0f;
|
||||
uboEnv.lightPos.z = cos(timer * 2 * M_PI) * 1.5f;
|
||||
uboEnv.lightPos.z = cos(timer * 2.0f * float(M_PI)) * 1.5f;
|
||||
memcpy(uniformBuffers.environment.mapped, &uboEnv, sizeof(uboEnv));
|
||||
}
|
||||
|
||||
|
|
@ -734,12 +707,10 @@ public:
|
|||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
loadAssets();
|
||||
prepareParticles();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
loadMeshes();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSets();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue