Code cleanup, radial blur parameters can now be changed from the UI
This commit is contained in:
parent
d641086a29
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1 changed files with 116 additions and 125 deletions
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@ -1,6 +1,8 @@
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/*
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* Vulkan Example - Fullscreen radial blur (Single pass offscreen effect)
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*
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* This samples shows how to implement a simple post-processing effect
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*
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* Copyright (C) 2016-2023 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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@ -9,59 +11,52 @@
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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// Offscreen frame buffer properties
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#define FB_DIM 512
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#define FB_COLOR_FORMAT VK_FORMAT_R8G8B8A8_UNORM
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class VulkanExample : public VulkanExampleBase
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{
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public:
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bool blur = true;
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bool displayTexture = false;
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struct {
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vks::Texture2D gradient;
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} textures;
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vks::Texture2D gradientTexture;
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vkglTF::Model scene;
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struct UniformDataScene {
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glm::mat4 projection;
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glm::mat4 modelView;
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float gradientPos = 0.0f;
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} uniformDataScene;
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struct UniformDataBlurParams {
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float radialBlurScale = 0.35f;
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float radialBlurStrength = 0.75f;
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glm::vec2 radialOrigin = glm::vec2(0.5f, 0.5f);
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} uniformDataBlurParams;
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struct {
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vks::Buffer scene;
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vks::Buffer blurParams;
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} uniformBuffers;
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struct UboVS {
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glm::mat4 projection;
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glm::mat4 modelView;
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float gradientPos = 0.0f;
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} uboScene;
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struct UboBlurParams {
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float radialBlurScale = 0.35f;
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float radialBlurStrength = 0.75f;
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glm::vec2 radialOrigin = glm::vec2(0.5f, 0.5f);
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} uboBlurParams;
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struct {
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VkPipeline radialBlur;
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VkPipeline colorPass;
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VkPipeline phongPass;
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VkPipeline offscreenDisplay;
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VkPipeline radialBlur{ VK_NULL_HANDLE };
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VkPipeline colorPass{ VK_NULL_HANDLE };
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VkPipeline phongPass{ VK_NULL_HANDLE };
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VkPipeline offscreenDisplay{ VK_NULL_HANDLE };
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} pipelines;
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struct {
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VkPipelineLayout radialBlur;
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VkPipelineLayout scene;
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VkPipelineLayout radialBlur{ VK_NULL_HANDLE };
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VkPipelineLayout scene{ VK_NULL_HANDLE };
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} pipelineLayouts;
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struct {
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VkDescriptorSet scene;
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VkDescriptorSet radialBlur;
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VkDescriptorSet scene{ VK_NULL_HANDLE };
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VkDescriptorSet radialBlur{ VK_NULL_HANDLE };
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} descriptorSets;
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struct {
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VkDescriptorSetLayout scene;
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VkDescriptorSetLayout radialBlur;
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VkDescriptorSetLayout scene{ VK_NULL_HANDLE };
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VkDescriptorSetLayout radialBlur{ VK_NULL_HANDLE };
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} descriptorSetLayouts;
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// Framebuffer for offscreen rendering
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@ -77,7 +72,12 @@ public:
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VkRenderPass renderPass;
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VkSampler sampler;
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VkDescriptorImageInfo descriptor;
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} offscreenPass;
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} offscreenPass{};
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// Size of the shadow map texture (per face)
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const uint32_t offscreenImageSize{ 512 };
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// We use an 8 bit per component RGBA offscreen image for storing the scene parts that will be blurred
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const VkFormat offscreenImageFormat{ VK_FORMAT_R8G8B8A8_UNORM };
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VulkanExample() : VulkanExampleBase()
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{
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@ -91,48 +91,47 @@ public:
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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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if (device) {
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// Frame buffer
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// Frame buffer
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// Color attachment
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vkDestroyImageView(device, offscreenPass.color.view, nullptr);
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vkDestroyImage(device, offscreenPass.color.image, nullptr);
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vkFreeMemory(device, offscreenPass.color.mem, nullptr);
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// Color attachment
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vkDestroyImageView(device, offscreenPass.color.view, nullptr);
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vkDestroyImage(device, offscreenPass.color.image, nullptr);
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vkFreeMemory(device, offscreenPass.color.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
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vkDestroyImage(device, offscreenPass.depth.image, nullptr);
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vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offscreenPass.depth.view, nullptr);
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vkDestroyImage(device, offscreenPass.depth.image, nullptr);
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vkFreeMemory(device, offscreenPass.depth.mem, nullptr);
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkDestroySampler(device, offscreenPass.sampler, nullptr);
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vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
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vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
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vkDestroySampler(device, offscreenPass.sampler, nullptr);
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vkDestroyFramebuffer(device, offscreenPass.frameBuffer, nullptr);
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vkDestroyPipeline(device, pipelines.radialBlur, nullptr);
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vkDestroyPipeline(device, pipelines.phongPass, nullptr);
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vkDestroyPipeline(device, pipelines.colorPass, nullptr);
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vkDestroyPipeline(device, pipelines.offscreenDisplay, nullptr);
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vkDestroyPipeline(device, pipelines.radialBlur, nullptr);
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vkDestroyPipeline(device, pipelines.phongPass, nullptr);
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vkDestroyPipeline(device, pipelines.colorPass, nullptr);
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vkDestroyPipeline(device, pipelines.offscreenDisplay, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.radialBlur, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.radialBlur, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.radialBlur, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.radialBlur, nullptr);
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uniformBuffers.scene.destroy();
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uniformBuffers.blurParams.destroy();
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uniformBuffers.scene.destroy();
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uniformBuffers.blurParams.destroy();
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textures.gradient.destroy();
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gradientTexture.destroy();
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}
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}
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// Setup the offscreen framebuffer for rendering the blurred scene
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// The color attachment of this framebuffer will then be used to sample frame in the fragment shader of the final pass
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void prepareOffscreen()
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{
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offscreenPass.width = FB_DIM;
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offscreenPass.height = FB_DIM;
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offscreenPass.width = offscreenImageSize;
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offscreenPass.height = offscreenImageSize;
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// Find a suitable depth format
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VkFormat fbDepthFormat;
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@ -142,7 +141,7 @@ public:
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// Color attachment
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VkImageCreateInfo image = vks::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = FB_COLOR_FORMAT;
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image.format = offscreenImageFormat;
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image.extent.width = offscreenPass.width;
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image.extent.height = offscreenPass.height;
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image.extent.depth = 1;
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@ -165,7 +164,7 @@ public:
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VkImageViewCreateInfo colorImageView = vks::initializers::imageViewCreateInfo();
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colorImageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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colorImageView.format = FB_COLOR_FORMAT;
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colorImageView.format = offscreenImageFormat;
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colorImageView.subresourceRange = {};
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colorImageView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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colorImageView.subresourceRange.baseMipLevel = 0;
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@ -220,7 +219,7 @@ public:
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std::array<VkAttachmentDescription, 2> attchmentDescriptions = {};
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// Color attachment
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attchmentDescriptions[0].format = FB_COLOR_FORMAT;
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attchmentDescriptions[0].format = offscreenImageFormat;
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attchmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attchmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attchmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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@ -388,26 +387,22 @@ public:
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void loadAssets()
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{
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scene.loadFromFile(getAssetPath() + "models/glowsphere.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
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textures.gradient.loadFromFile(getAssetPath() + "textures/particle_gradient_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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gradientTexture.loadFromFile(getAssetPath() + "textures/particle_gradient_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void setupDescriptorPool()
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void setupDescriptors()
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{
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// Example uses three ubos and one image sampler
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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// Layouts
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings;
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VkDescriptorSetLayoutCreateInfo descriptorLayout;
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
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// Scene rendering
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setLayoutBindings = {
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@ -420,8 +415,6 @@ public:
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};
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descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.scene));
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pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
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// Fullscreen radial blur
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setLayoutBindings = {
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};
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descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), static_cast<uint32_t>(setLayoutBindings.size()));
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayouts.radialBlur));
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pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.radialBlur, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.radialBlur));
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}
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void setupDescriptorSet()
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{
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// Sets
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VkDescriptorSetAllocateInfo descriptorSetAllocInfo;
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// Scene rendering
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@ -448,7 +437,7 @@ public:
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
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// Binding 1: Color gradient sampler
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.gradient.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &gradientTexture.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(offScreenWriteDescriptorSets.size()), offScreenWriteDescriptorSets.data(), 0, nullptr);
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// Binding 0: Fragment shader texture sampler
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vks::initializers::writeDescriptorSet(descriptorSets.radialBlur, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &offscreenPass.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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// Layouts
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.scene));
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pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayouts.radialBlur, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayouts.radialBlur));
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// Pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.radialBlur, renderPass, 0);
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void prepareUniformBuffers()
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{
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// Phong and color pass vertex shader uniform buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.scene,
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sizeof(uboScene)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.scene, sizeof(UniformDataScene)));
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// Fullscreen radial blur parameters
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.blurParams,
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sizeof(uboBlurParams),
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&uboBlurParams));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.blurParams, sizeof(UniformDataBlurParams), &uniformDataBlurParams));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffers.scene.map());
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VK_CHECK_RESULT(uniformBuffers.blurParams.map());
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}
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updateUniformBuffersScene();
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// Update parameters for the radial blur pass
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// This only does the copy, actual parameters are set via the UI
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void updateUniformBuffersBlurParams()
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{
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memcpy(uniformBuffers.blurParams.mapped, &uniformDataBlurParams, sizeof(UniformDataBlurParams));
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}
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// Update uniform buffers for rendering the 3D scene
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void updateUniformBuffersScene()
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void updateUniformBuffers()
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{
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uboScene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 1.0f, 256.0f);
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uniformDataScene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 1.0f, 256.0f);
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camera.setRotation(camera.rotation + glm::vec3(0.0f, frameTimer * 10.0f, 0.0f));
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uboScene.projection = camera.matrices.perspective;
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uboScene.modelView = camera.matrices.view;
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// split into model view for separating rotation
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if (!paused)
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{
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uboScene.gradientPos += frameTimer * 0.1f;
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uniformDataScene.projection = camera.matrices.perspective;
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uniformDataScene.modelView = camera.matrices.view;
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// Add some animation to the post processing effect by moving through a color gradient for the radial blur
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if (!paused) {
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uniformDataScene.gradientPos += frameTimer * 0.1f;
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}
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memcpy(uniformBuffers.scene.mapped, &uboScene, sizeof(uboScene));
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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// Command buffer to be submitted to the queue
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Submit to queue
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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memcpy(uniformBuffers.scene.mapped, &uniformDataScene, sizeof(UniformDataScene));
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}
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void prepare()
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loadAssets();
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prepareOffscreen();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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setupDescriptors();
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preparePipelines();
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setupDescriptorPool();
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setupDescriptorSet();
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buildCommandBuffers();
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prepared = true;
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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virtual void render()
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{
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if (!prepared)
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return;
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updateUniformBuffers();
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draw();
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if (!paused || camera.updated)
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updateUniformBuffersScene();
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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|||
if (overlay->checkBox("Radial blur", &blur)) {
|
||||
buildCommandBuffers();
|
||||
}
|
||||
if (overlay->checkBox("Display render target", &displayTexture)) {
|
||||
if (overlay->checkBox("Display render target only", &displayTexture)) {
|
||||
buildCommandBuffers();
|
||||
}
|
||||
if (blur) {
|
||||
if (overlay->header("Blur parameters")) {
|
||||
bool updateParams = false;
|
||||
updateParams |= overlay->sliderFloat("Scale", &uniformDataBlurParams.radialBlurScale, 0.1f, 1.0f);
|
||||
updateParams |= overlay->sliderFloat("Strength", &uniformDataBlurParams.radialBlurStrength, 0.1f, 2.0f);
|
||||
updateParams |= overlay->sliderFloat("Horiz. origin", &uniformDataBlurParams.radialOrigin.x, 0.0f, 1.0f);
|
||||
updateParams |= overlay->sliderFloat("Vert. origin", &uniformDataBlurParams.radialOrigin.y, 0.0f, 1.0f);
|
||||
if (updateParams) {
|
||||
updateUniformBuffersBlurParams();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue