Added PCF filtering toggle (second pipeline using specialization constants), use createBuffer from Vulkan device class
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80da11e964
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3 changed files with 69 additions and 13 deletions
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@ -53,6 +53,7 @@ class VulkanExample : public VulkanExampleBase
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public:
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bool displayShadowMap = false;
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bool lightPOV = false;
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bool filterPCF = true;
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// Keep depth range as small as possible
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// for better shadow map precision
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@ -105,7 +106,8 @@ public:
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struct {
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VkPipeline quad;
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VkPipeline offscreen;
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VkPipeline scene;
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VkPipeline sceneShadow;
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VkPipeline sceneShadowPCF;
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} pipelines;
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struct {
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@ -167,7 +169,8 @@ public:
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vkDestroyPipeline(device, pipelines.quad, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipeline(device, pipelines.scene, nullptr);
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vkDestroyPipeline(device, pipelines.sceneShadow, nullptr);
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vkDestroyPipeline(device, pipelines.sceneShadowPCF, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.quad, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
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@ -419,7 +422,7 @@ public:
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// 3D scene
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.scene);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.scene.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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@ -456,23 +459,25 @@ public:
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};
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#undef QUAD_COLOR_NORMAL
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createBuffer(
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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vertexBuffer.size() * sizeof(Vertex),
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vertexBuffer.data(),
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&meshes.quad.vertices.buf,
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&meshes.quad.vertices.mem);
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&meshes.quad.vertices.mem,
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vertexBuffer.data()));
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// Setup indices
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std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
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meshes.quad.indexCount = indexBuffer.size();
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createBuffer(
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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indexBuffer.size() * sizeof(uint32_t),
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indexBuffer.data(),
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&meshes.quad.indices.buf,
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&meshes.quad.indices.mem);
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&meshes.quad.indices.mem,
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indexBuffer.data()));
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}
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void setupVertexDescriptions()
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@ -662,7 +667,7 @@ public:
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vkTools::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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@ -726,11 +731,19 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.quad));
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// 3D scene
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// Scene rendering with shadows applied
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.scene));
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// Use specialization constants to select between horizontal and vertical blur
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uint32_t enablePCF = 0;
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VkSpecializationMapEntry specializationMapEntry = vkTools::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
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VkSpecializationInfo specializationInfo = vkTools::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &enablePCF);
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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// No filtering
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadow));
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// PCF filtering
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enablePCF = 1;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
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// Offscreen pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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@ -923,6 +936,12 @@ public:
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viewChanged();
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}
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void toogleFilterPCF()
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{
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filterPCF = !filterPCF;
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buildCommandBuffers();
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}
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virtual void keyPressed(uint32_t keyCode)
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{
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switch (keyCode)
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@ -935,6 +954,10 @@ public:
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case GAMEPAD_BUTTON_X:
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toogleLightPOV();
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break;
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case KEY_F:
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case GAMEPAD_BUTTON_Y:
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toogleFilterPCF();
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break;
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}
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}
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@ -943,9 +966,11 @@ public:
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#if defined(__ANDROID__)
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textOverlay->addText("\"Button A\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"Button X\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"Button Y\" to toggle PCF filtering", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
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#else
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textOverlay->addText("\"s\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"l\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"f\" to toggle PCF filtering", 5.0f, 115.0f, VulkanTextOverlay::alignLeft);
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#endif
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}
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@ -89,6 +89,14 @@
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<ClInclude Include="..\base\vulkanexamplebase.h" />
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<ClInclude Include="..\base\vulkantools.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\data\shaders\shadowmapping\offscreen.frag" />
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<None Include="..\data\shaders\shadowmapping\offscreen.vert" />
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<None Include="..\data\shaders\shadowmapping\quad.frag" />
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<None Include="..\data\shaders\shadowmapping\quad.vert" />
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<None Include="..\data\shaders\shadowmapping\scene.frag" />
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<None Include="..\data\shaders\shadowmapping\scene.vert" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@ -13,6 +13,9 @@
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav</Extensions>
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</Filter>
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<Filter Include="Shaders">
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<UniqueIdentifier>{e5ea34e5-d8c9-496c-a922-cc90b6777601}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\base\vulkandebug.cpp">
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@ -39,4 +42,24 @@
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\data\shaders\shadowmapping\offscreen.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\shadowmapping\offscreen.vert">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\shadowmapping\quad.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\shadowmapping\quad.vert">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\shadowmapping\scene.frag">
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<Filter>Shaders</Filter>
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</None>
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<None Include="..\data\shaders\shadowmapping\scene.vert">
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<Filter>Shaders</Filter>
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</None>
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</ItemGroup>
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</Project>
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