Sub pass G-Buffer compositing example (wip)
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81
data/shaders/subpasses/composition.frag
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data/shaders/subpasses/composition.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (input_attachment_index = 1, binding = 0) uniform subpassInput samplerposition;
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layout (input_attachment_index = 2, binding = 1) uniform subpassInput samplerNormal;
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layout (input_attachment_index = 3, binding = 2) uniform subpassInput samplerAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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layout (location = 1) out vec4 outPosition;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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layout (constant_id = 0) const int NUM_LIGHTS = 32;
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struct Light {
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vec4 position;
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vec3 color;
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float radius;
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};
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layout (binding = 3) uniform UBO
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{
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vec4 viewPos;
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Light lights[NUM_LIGHTS];
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} ubo;
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void main()
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{
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// Read G-Buffer values from previous sub pass
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vec3 fragPos = subpassLoad(samplerposition).rgb;
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vec3 normal = subpassLoad(samplerNormal).rgb;
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vec4 albedo = subpassLoad(samplerAlbedo);
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#define ambient 0.15
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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vec3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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vec3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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fragcolor += diff + spec;
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}
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outFragcolor = vec4(fragcolor, 1.0);
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// Write G-Buffer attachments to avoid undefined behaviour (validation error)
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outPosition = vec4(0.0);
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outNormal = vec4(0.0);
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outAlbedo = vec4(0.0);
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}
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data/shaders/subpasses/composition.frag.spv
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data/shaders/subpasses/composition.frag.spv
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data/shaders/subpasses/composition.vert
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data/shaders/subpasses/composition.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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data/shaders/subpasses/composition.vert.spv
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data/shaders/subpasses/composition.vert.spv
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data/shaders/subpasses/gbuffer.frag
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data/shaders/subpasses/gbuffer.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerNormalMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inWorldPos;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec4 outPosition;
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layout (location = 2) out vec4 outNormal;
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layout (location = 3) out vec4 outAlbedo;
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void main()
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{
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outPosition = vec4(inWorldPos, 1.0);
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vec3 N = normalize(inNormal);
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N.y = -N.y;
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outNormal = vec4(N, 1.0);
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outAlbedo = vec4(inColor, 1.0);
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// Write color attachments to avoid undefined behaviour (validation error)
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outColor = vec4(0.0);
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}
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data/shaders/subpasses/gbuffer.frag.spv
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data/shaders/subpasses/gbuffer.frag.spv
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data/shaders/subpasses/gbuffer.vert
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data/shaders/subpasses/gbuffer.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inNormal;
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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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mat4 view;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outWorldPos;
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layout (location = 3) out vec3 outTangent;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
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// Vertex position in world space
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outWorldPos = vec3(ubo.model * inPos);
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// GL to Vulkan coord space
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outWorldPos.y = -outWorldPos.y;
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// Normal in world space
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mat3 mNormal = transpose(inverse(mat3(ubo.model)));
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outNormal = mNormal * normalize(inNormal);
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// Currently just vertex color
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outColor = inColor;
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}
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data/shaders/subpasses/gbuffer.vert.spv
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data/shaders/subpasses/gbuffer.vert.spv
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subpasses/subpasses.cpp
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subpasses/subpasses.cpp
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/*
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* Vulkan Example - Using subpasses for G-Buffer compositing
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*
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* Copyright (C) 2016 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 <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#include <random>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define NUM_LIGHTS 32
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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_COLOR,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL,
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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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struct {
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vkMeshLoader::MeshBuffer scene;
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} meshes;
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struct {
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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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} vertices;
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struct {
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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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} uboVS, uboOffscreenVS;
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struct Light {
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glm::vec4 position;
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glm::vec3 color;
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float radius;
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};
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struct {
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glm::vec4 viewPos;
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Light lights[NUM_LIGHTS];
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} uboFragmentLights;
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struct {
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vkTools::UniformData vsOffscreen;
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vkTools::UniformData fsLights;
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} uniformData;
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struct {
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VkPipeline offscreen;
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} pipelines;
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struct {
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VkPipelineLayout offscreen;
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} pipelineLayouts;
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struct {
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VkDescriptorSet scene;
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} descriptorSets;
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VkDescriptorSetLayout descriptorSetLayout;
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// todo
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struct {
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VkPipelineLayout pipelineLayout;
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VkPipeline pipeline;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSet descriptorSet;
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} composition;
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// Framebuffer for offscreen rendering
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struct FrameBufferAttachment {
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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VkFormat format;
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};
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struct Attachments {
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FrameBufferAttachment position, normal, albedo;
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} attachments;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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enableTextOverlay = false;
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title = "Vulkan Example - Subpasses";
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camera.type = Camera::CameraType::firstperson;
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camera.movementSpeed = 5.0f;
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#ifndef __ANDROID__
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camera.rotationSpeed = 0.25f;
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#endif
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camera.position = { 9.5f, 4.5f, -5.8f };
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camera.setRotation(glm::vec3(-9.5f, 53.25f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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// Frame buffer
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// Color attachments
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vkDestroyImageView(device, attachments.position.view, nullptr);
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vkDestroyImage(device, attachments.position.image, nullptr);
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vkFreeMemory(device, attachments.position.mem, nullptr);
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vkDestroyImageView(device, attachments.normal.view, nullptr);
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vkDestroyImage(device, attachments.normal.image, nullptr);
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vkFreeMemory(device, attachments.normal.mem, nullptr);
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vkDestroyImageView(device, attachments.albedo.view, nullptr);
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vkDestroyImage(device, attachments.albedo.image, nullptr);
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vkFreeMemory(device, attachments.albedo.mem, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Meshes
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vkMeshLoader::freeMeshBufferResources(device, &meshes.scene);
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// Uniform buffers
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vkTools::destroyUniformData(device, &uniformData.vsOffscreen);
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vkTools::destroyUniformData(device, &uniformData.fsLights);
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}
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// Create a frame buffer attachment
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void createAttachment(VkFormat format, VkImageUsageFlags usage, FrameBufferAttachment *attachment)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = width;
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image.extent.height = height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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image.usage = usage | VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT; // VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT flag is required for input attachments;
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image.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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imageView.format = format;
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imageView.subresourceRange = {};
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imageView.subresourceRange.aspectMask = aspectMask;
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imageView.subresourceRange.baseMipLevel = 0;
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imageView.subresourceRange.levelCount = 1;
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imageView.subresourceRange.baseArrayLayer = 0;
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imageView.subresourceRange.layerCount = 1;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Create color attachments for the G-Buffer components
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void createGBufferAttachments()
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{
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createAttachment(VK_FORMAT_R16G16B16A16_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &attachments.position); // (World space) Positions
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createAttachment(VK_FORMAT_R16G16B16A16_SFLOAT, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &attachments.normal); // (World space) Normals
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createAttachment(VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, &attachments.albedo); // Albedo (color)
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}
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// Override framebuffer setup from base class
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// Deferred components will be used as frame buffer attachments
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void setupFrameBuffer()
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{
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VkImageView attachments[5];
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VkFramebufferCreateInfo frameBufferCreateInfo = {};
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frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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frameBufferCreateInfo.pNext = NULL;
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frameBufferCreateInfo.renderPass = renderPass;
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frameBufferCreateInfo.attachmentCount = 5;
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frameBufferCreateInfo.pAttachments = attachments;
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frameBufferCreateInfo.width = width;
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frameBufferCreateInfo.height = height;
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frameBufferCreateInfo.layers = 1;
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// Create frame buffers for every swap chain image
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frameBuffers.resize(swapChain.imageCount);
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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{
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attachments[0] = swapChain.buffers[i].view;
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attachments[1] = this->attachments.position.view;
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attachments[2] = this->attachments.normal.view;
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attachments[3] = this->attachments.albedo.view;
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attachments[4] = depthStencil.view;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
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}
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}
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// Override render pass setup from base class
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void setupRenderPass()
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{
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createGBufferAttachments();
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std::array<VkAttachmentDescription, 5> attachments{};
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// Color attachment
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attachments[0].format = colorformat;
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attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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// Deferred attachments
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// Position
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attachments[1].format = this->attachments.position.format;
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachments[1].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
// Normals
|
||||
attachments[2].format = this->attachments.normal.format;
|
||||
attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachments[2].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
// Albedo
|
||||
attachments[3].format = this->attachments.albedo.format;
|
||||
attachments[3].samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachments[3].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachments[3].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachments[3].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachments[3].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachments[3].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachments[3].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
// Depth attachment
|
||||
attachments[4].format = depthFormat;
|
||||
attachments[4].samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachments[4].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachments[4].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachments[4].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachments[4].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachments[4].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
attachments[4].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
|
||||
std::array<VkSubpassDescription,2> subpassDescriptions{};
|
||||
|
||||
// First subpass: Fill G-Buffer components
|
||||
|
||||
VkAttachmentReference colorReferences[4];
|
||||
colorReferences[0] = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
colorReferences[1] = { 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
colorReferences[2] = { 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
colorReferences[3] = { 3, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
VkAttachmentReference depthReference = { 4, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL };
|
||||
|
||||
subpassDescriptions[0].pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpassDescriptions[0].colorAttachmentCount = 4;
|
||||
subpassDescriptions[0].pColorAttachments = colorReferences;
|
||||
subpassDescriptions[0].pDepthStencilAttachment = &depthReference;
|
||||
|
||||
// Second subpass: Final composition (using G-Buffer components)
|
||||
|
||||
VkAttachmentReference colorReference = { 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL };
|
||||
|
||||
VkAttachmentReference inputReferences[3];
|
||||
inputReferences[0] = { 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
|
||||
inputReferences[1] = { 2, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
|
||||
inputReferences[2] = { 3, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL };
|
||||
|
||||
subpassDescriptions[1].pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpassDescriptions[1].colorAttachmentCount = 1;
|
||||
subpassDescriptions[1].pColorAttachments = &colorReference;
|
||||
subpassDescriptions[1].pDepthStencilAttachment = &depthReference;
|
||||
subpassDescriptions[1].inputAttachmentCount = 3;
|
||||
subpassDescriptions[1].pInputAttachments = inputReferences;
|
||||
|
||||
// Subpass dependencies for layout transitions
|
||||
std::array<VkSubpassDependency, 3> dependencies;
|
||||
|
||||
dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
|
||||
dependencies[0].dstSubpass = 0;
|
||||
dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
|
||||
dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||||
dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
// This dependency transitions the input attachment from color attachment to shader read
|
||||
dependencies[1].srcSubpass = 0;
|
||||
dependencies[1].dstSubpass = 1;
|
||||
dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
|
||||
dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
|
||||
dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
dependencies[2].srcSubpass = 0;
|
||||
dependencies[2].dstSubpass = VK_SUBPASS_EXTERNAL;
|
||||
dependencies[2].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
dependencies[2].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
|
||||
dependencies[2].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
|
||||
dependencies[2].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
|
||||
dependencies[2].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
|
||||
|
||||
VkRenderPassCreateInfo renderPassInfo = {};
|
||||
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
||||
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
|
||||
renderPassInfo.pAttachments = attachments.data();
|
||||
renderPassInfo.subpassCount = static_cast<uint32_t>(subpassDescriptions.size());
|
||||
renderPassInfo.pSubpasses = subpassDescriptions.data();
|
||||
renderPassInfo.dependencyCount = static_cast<uint32_t>(dependencies.size());
|
||||
renderPassInfo.pDependencies = dependencies.data();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
|
||||
}
|
||||
|
||||
void buildCommandBuffers()
|
||||
{
|
||||
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
|
||||
|
||||
VkClearValue clearValues[5];
|
||||
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||
clearValues[1].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||
clearValues[3].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||
clearValues[4].depthStencil = { 1.0f, 0 };
|
||||
|
||||
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
|
||||
renderPassBeginInfo.renderPass = renderPass;
|
||||
renderPassBeginInfo.renderArea.offset.x = 0;
|
||||
renderPassBeginInfo.renderArea.offset.y = 0;
|
||||
renderPassBeginInfo.renderArea.extent.width = width;
|
||||
renderPassBeginInfo.renderArea.extent.height = height;
|
||||
renderPassBeginInfo.clearValueCount = 5;
|
||||
renderPassBeginInfo.pClearValues = clearValues;
|
||||
|
||||
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
||||
{
|
||||
// Set target frame buffer
|
||||
renderPassBeginInfo.framebuffer = frameBuffers[i];
|
||||
|
||||
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
|
||||
|
||||
// First sub pass
|
||||
// Renders the components of the scene to the G-Buffer atttachments
|
||||
|
||||
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
|
||||
|
||||
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
|
||||
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
|
||||
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.scene.vertices.buf, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.scene.indexCount, 1, 0, 0, 0);
|
||||
|
||||
// Second sub pass
|
||||
// This subpass will use the G-Buffer components that have been filled in the first subpass as input attachment for the final compositing
|
||||
|
||||
vkCmdNextSubpass(drawCmdBuffers[i], VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, composition.pipeline);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, composition.pipelineLayout, 0, 1, &composition.descriptorSet, 0, NULL);
|
||||
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
|
||||
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
|
||||
}
|
||||
}
|
||||
|
||||
void loadAssets()
|
||||
{
|
||||
loadMesh(getAssetPath() + "models/samplescene.dae", &meshes.scene, vertexLayout, 0.25f);
|
||||
}
|
||||
|
||||
void setupVertexDescriptions()
|
||||
{
|
||||
// Binding description
|
||||
vertices.bindingDescriptions.resize(1);
|
||||
vertices.bindingDescriptions[0] =
|
||||
vkTools::initializers::vertexInputBindingDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
vkMeshLoader::vertexSize(vertexLayout),
|
||||
VK_VERTEX_INPUT_RATE_VERTEX);
|
||||
|
||||
// Attribute descriptions
|
||||
vertices.attributeDescriptions.resize(3);
|
||||
// Location 0: Position
|
||||
vertices.attributeDescriptions[0] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
0,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
0);
|
||||
// Location 1: Color
|
||||
vertices.attributeDescriptions[1] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
1,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 3);
|
||||
// Location 2: Normal
|
||||
vertices.attributeDescriptions[2] =
|
||||
vkTools::initializers::vertexInputAttributeDescription(
|
||||
VERTEX_BUFFER_BIND_ID,
|
||||
2,
|
||||
VK_FORMAT_R32G32B32_SFLOAT,
|
||||
sizeof(float) * 6);
|
||||
|
||||
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
|
||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
||||
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
|
||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
{
|
||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
||||
{
|
||||
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
|
||||
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 9),
|
||||
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 3),
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||
vkTools::initializers::descriptorPoolCreateInfo(
|
||||
static_cast<uint32_t>(poolSizes.size()),
|
||||
poolSizes.data(),
|
||||
4);
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||
}
|
||||
|
||||
void setupDescriptorSetLayout()
|
||||
{
|
||||
// Deferred shading layout
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0)
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vkTools::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
static_cast<uint32_t>(setLayoutBindings.size()));
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vkTools::initializers::pipelineLayoutCreateInfo(
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
// Offscreen (scene) rendering pipeline layout
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
|
||||
}
|
||||
|
||||
void setupDescriptorSet()
|
||||
{
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
||||
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vkTools::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
// Background
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
||||
writeDescriptorSets =
|
||||
{
|
||||
// Binding 0: Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSets.scene,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsOffscreen.descriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vkTools::initializers::pipelineRasterizationStateCreateInfo(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vkTools::initializers::pipelineColorBlendStateCreateInfo(
|
||||
1,
|
||||
&blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
|
||||
VK_TRUE,
|
||||
VK_TRUE,
|
||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vkTools::initializers::pipelineMultisampleStateCreateInfo(
|
||||
VK_SAMPLE_COUNT_1_BIT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
static_cast<uint32_t>(dynamicStateEnables.size()),
|
||||
0);
|
||||
|
||||
// Final fullscreen pass pipeline
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
pipelineLayouts.offscreen,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
std::array<VkPipelineColorBlendAttachmentState, 4> blendAttachmentStates = {
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE)
|
||||
};
|
||||
|
||||
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
|
||||
colorBlendState.pAttachments = blendAttachmentStates.data();
|
||||
|
||||
// Offscreen pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/subpasses/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/subpasses/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
|
||||
}
|
||||
|
||||
// todo: comment
|
||||
void prepareCompositionPass()
|
||||
{
|
||||
// Descriptor set layout
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
||||
{
|
||||
// Binding 0: Position input attachment
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
0),
|
||||
// Binding 1: Normal input attachment
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
1),
|
||||
// Binding 2: Albedo input attachment
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
2),
|
||||
// Binding 3: Light positions
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
3),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vkTools::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
static_cast<uint32_t>(setLayoutBindings.size()));
|
||||
|
||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &composition.descriptorSetLayout));
|
||||
|
||||
// Pipeline layout
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vkTools::initializers::pipelineLayoutCreateInfo(&composition.descriptorSetLayout, 1);
|
||||
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &composition.pipelineLayout));
|
||||
|
||||
// Descriptor sets
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vkTools::initializers::descriptorSetAllocateInfo(descriptorPool, &composition.descriptorSetLayout, 1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &composition.descriptorSet));
|
||||
|
||||
// Image descriptors for the offscreen color attachments
|
||||
VkDescriptorImageInfo texDescriptorPosition =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
nullptr,
|
||||
attachments.position.view,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
VkDescriptorImageInfo texDescriptorNormal =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
nullptr,
|
||||
attachments.normal.view,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
VkDescriptorImageInfo texDescriptorAlbedo =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
nullptr,
|
||||
attachments.albedo.view,
|
||||
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||
// Binding 0: Position texture target
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
composition.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
0,
|
||||
&texDescriptorPosition),
|
||||
// Binding 1: Normals texture target
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
composition.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
1,
|
||||
&texDescriptorNormal),
|
||||
// Binding 2: Albedo texture target
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
composition.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
|
||||
2,
|
||||
&texDescriptorAlbedo),
|
||||
// Binding 4: Fragment shader lights
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
composition.descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
3,
|
||||
&uniformData.fsLights.descriptor),
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
|
||||
|
||||
// Pipeline
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vkTools::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vkTools::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
|
||||
std::array<VkPipelineColorBlendAttachmentState, 4> blendAttachmentStates = {
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
|
||||
};
|
||||
|
||||
colorBlendState.attachmentCount = static_cast<uint32_t>(blendAttachmentStates.size());
|
||||
colorBlendState.pAttachments = blendAttachmentStates.data();
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vkTools::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vkTools::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vkTools::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
|
||||
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/subpasses/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/subpasses/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Use specialization constants to pass number of lights to the shader
|
||||
VkSpecializationMapEntry specializationEntry{};
|
||||
specializationEntry.constantID = 0;
|
||||
specializationEntry.offset = 0;
|
||||
specializationEntry.size = sizeof(uint32_t);
|
||||
|
||||
uint32_t specializationData = NUM_LIGHTS;
|
||||
|
||||
VkSpecializationInfo specializationInfo;
|
||||
specializationInfo.mapEntryCount = 1;
|
||||
specializationInfo.pMapEntries = &specializationEntry;
|
||||
specializationInfo.dataSize = sizeof(specializationData);
|
||||
specializationInfo.pData = &specializationData;
|
||||
|
||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(composition.pipelineLayout, renderPass, 0);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState{};
|
||||
emptyInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &composition.pipeline));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Deferred vertex shader
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
sizeof(uboOffscreenVS),
|
||||
nullptr,
|
||||
&uniformData.vsOffscreen.buffer,
|
||||
&uniformData.vsOffscreen.memory,
|
||||
&uniformData.vsOffscreen.descriptor);
|
||||
|
||||
// Deferred fragment shader
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
sizeof(uboFragmentLights),
|
||||
nullptr,
|
||||
&uniformData.fsLights.buffer,
|
||||
&uniformData.fsLights.memory,
|
||||
&uniformData.fsLights.descriptor);
|
||||
|
||||
// Update
|
||||
updateUniformBufferDeferredMatrices();
|
||||
updateUniformBufferDeferredLights();
|
||||
}
|
||||
|
||||
void updateUniformBufferDeferredMatrices()
|
||||
{
|
||||
uboOffscreenVS.projection = camera.matrices.perspective;
|
||||
uboOffscreenVS.view = camera.matrices.view;
|
||||
uboOffscreenVS.model = glm::mat4();
|
||||
|
||||
uint8_t *pData;
|
||||
VK_CHECK_RESULT(vkMapMemory(device, uniformData.vsOffscreen.memory, 0, sizeof(uboOffscreenVS), 0, (void **)&pData));
|
||||
memcpy(pData, &uboOffscreenVS, sizeof(uboOffscreenVS));
|
||||
vkUnmapMemory(device, uniformData.vsOffscreen.memory);
|
||||
}
|
||||
|
||||
void initLights()
|
||||
{
|
||||
std::vector<glm::vec3> colors =
|
||||
{
|
||||
glm::vec3(1.0f, 1.0f, 1.0f),
|
||||
glm::vec3(1.0f, 0.0f, 0.0f),
|
||||
glm::vec3(0.0f, 1.0f, 0.0f),
|
||||
glm::vec3(0.0f, 0.0f, 1.0f),
|
||||
glm::vec3(1.0f, 1.0f, 0.0f),
|
||||
};
|
||||
|
||||
std::mt19937 rndGen((unsigned)time(NULL));
|
||||
std::uniform_real_distribution<float> rndDist(-1.0f, 1.0f);
|
||||
std::uniform_int_distribution<uint32_t> rndCol(0, colors.size()-1);
|
||||
|
||||
for (auto& light : uboFragmentLights.lights)
|
||||
{
|
||||
light.position = glm::vec4(rndDist(rndGen) * 6.0f, 0.25f + std::abs(rndDist(rndGen)) * 4.0f, rndDist(rndGen) * 6.0f, 1.0f);
|
||||
light.color = colors[rndCol(rndGen)];
|
||||
light.radius = 1.0f + std::abs(rndDist(rndGen));
|
||||
}
|
||||
}
|
||||
|
||||
// Update fragment shader light position uniform block
|
||||
void updateUniformBufferDeferredLights()
|
||||
{
|
||||
// Current view position
|
||||
uboFragmentLights.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
|
||||
|
||||
uint8_t *pData;
|
||||
VK_CHECK_RESULT(vkMapMemory(device, uniformData.fsLights.memory, 0, sizeof(uboFragmentLights), 0, (void **)&pData));
|
||||
memcpy(pData, &uboFragmentLights, sizeof(uboFragmentLights));
|
||||
vkUnmapMemory(device, uniformData.fsLights.memory);
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
// Command buffer to be sumitted to the queue
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
|
||||
// Submit to queue
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
setupVertexDescriptions();
|
||||
initLights();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
prepareCompositionPass();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferDeferredMatrices();
|
||||
updateUniformBufferDeferredLights();
|
||||
}
|
||||
|
||||
virtual void keyPressed(uint32_t keyCode)
|
||||
{
|
||||
switch (keyCode)
|
||||
{
|
||||
case KEY_F1:
|
||||
case GAMEPAD_BUTTON_A:
|
||||
initLights();
|
||||
updateUniformBufferDeferredLights();
|
||||
break;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
101
subpasses/subpasses.vcxproj
Normal file
101
subpasses/subpasses.vcxproj
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{DE1DEF4B-307E-45C2-90CC-8023327294E2}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)\bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName)</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)\bin\</OutDir>
|
||||
<IntDir>$(SolutionDir)\bin\intermediate\$(ProjectName)\$(ConfigurationName)</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;VK_USE_PLATFORM_WIN32_KHR;_USE_MATH_DEFINES;NOMINMAX;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
|
||||
<AdditionalIncludeDirectories>..\base;..\external\glm;..\external\gli;..\external\assimp;..\external;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>..\libs\vulkan\vulkan-1.lib;..\libs\assimp\assimp.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\base\vulkandebug.cpp" />
|
||||
<ClCompile Include="..\base\vulkanexamplebase.cpp" />
|
||||
<ClCompile Include="..\base\vulkantools.cpp" />
|
||||
<ClCompile Include="subpasses.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\base\vulkandebug.h" />
|
||||
<ClInclude Include="..\base\vulkanexamplebase.h" />
|
||||
<ClInclude Include="..\base\vulkantools.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\data\shaders\subpasses\composition.frag" />
|
||||
<None Include="..\data\shaders\subpasses\composition.vert" />
|
||||
<None Include="..\data\shaders\subpasses\gbuffer.frag" />
|
||||
<None Include="..\data\shaders\subpasses\gbuffer.vert" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
59
subpasses/subpasses.vcxproj.filters
Normal file
59
subpasses/subpasses.vcxproj.filters
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Shaders">
|
||||
<UniqueIdentifier>{12c674f2-7199-4bf4-b710-4535b9f6d3f8}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\base\vulkandebug.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\base\vulkanexamplebase.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\base\vulkantools.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="subpasses.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\base\vulkandebug.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\base\vulkanexamplebase.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\base\vulkantools.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\data\shaders\subpasses\composition.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\subpasses\composition.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\subpasses\gbuffer.frag">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
<None Include="..\data\shaders\subpasses\gbuffer.vert">
|
||||
<Filter>Shaders</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
@ -115,6 +115,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "deferredmultisampling", "de
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "computecullandlod", "computecullandlod\computecullandlod.vcxproj", "{8418A364-3D1C-4938-A2CC-C1D1433039F2}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "subpasses", "subpasses\subpasses.vcxproj", "{DE1DEF4B-307E-45C2-90CC-8023327294E2}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
|
|
@ -285,6 +287,10 @@ Global
|
|||
{8418A364-3D1C-4938-A2CC-C1D1433039F2}.Debug|x64.Build.0 = Debug|x64
|
||||
{8418A364-3D1C-4938-A2CC-C1D1433039F2}.Release|x64.ActiveCfg = Release|x64
|
||||
{8418A364-3D1C-4938-A2CC-C1D1433039F2}.Release|x64.Build.0 = Release|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Debug|x64.Build.0 = Debug|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Release|x64.ActiveCfg = Release|x64
|
||||
{DE1DEF4B-307E-45C2-90CC-8023327294E2}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue