Moved example source files into sub folder
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69 changed files with 685 additions and 164 deletions
481
examples/pbrbasic/pbrbasic.cpp
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481
examples/pbrbasic/pbrbasic.cpp
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/*
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* Vulkan Example - Physical based shading basics
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*
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* See http://graphicrants.blogspot.de/2013/08/specular-brdf-reference.html for a good reference to the different functions that make up a specular BRDF
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*
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* Copyright (C) 2017 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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#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 <gli/gli.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define GRID_DIM 7
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#define OBJ_DIM 0.05f
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struct Material {
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// Parameter block used as push constant block
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struct PushBlock {
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float roughness;
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float metallic;
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float r, g, b;
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} params;
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std::string name;
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Material() {};
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Material(std::string n, glm::vec3 c, float r, float m) : name(n) {
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params.roughness = r;
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params.metallic = m;
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params.r = c.r;
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params.g = c.g;
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params.b = c.b;
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};
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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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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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});
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struct Meshes {
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vks::Model skybox;
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std::vector<vks::Model> objects;
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int32_t objectIndex = 0;
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} models;
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struct {
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vks::Buffer object;
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vks::Buffer skybox;
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vks::Buffer params;
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} uniformBuffers;
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struct UBOMatrices {
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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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glm::vec3 camPos;
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} uboMatrices;
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struct UBOParams {
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glm::vec4 lights[4];
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} uboParams;
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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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// Default materials to select from
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std::vector<Material> materials;
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int32_t materialIndex = 0;
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std::vector<std::string> materialNames;
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std::vector<std::string> objectNames;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Physical based shading basics";
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camera.type = Camera::CameraType::firstperson;
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camera.setPosition(glm::vec3(10.0f, 13.0f, 1.8f));
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camera.setRotation(glm::vec3(-62.5f, 90.0f, 0.0f));
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camera.movementSpeed = 4.0f;
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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camera.rotationSpeed = 0.25f;
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paused = true;
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timerSpeed *= 0.25f;
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settings.overlay = true;
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// Setup some default materials (source: https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/)
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materials.push_back(Material("Gold", glm::vec3(1.0f, 0.765557f, 0.336057f), 0.1f, 1.0f));
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materials.push_back(Material("Copper", glm::vec3(0.955008f, 0.637427f, 0.538163f), 0.1f, 1.0f));
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materials.push_back(Material("Chromium", glm::vec3(0.549585f, 0.556114f, 0.554256f), 0.1f, 1.0f));
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materials.push_back(Material("Nickel", glm::vec3(0.659777f, 0.608679f, 0.525649f), 0.1f, 1.0f));
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materials.push_back(Material("Titanium", glm::vec3(0.541931f, 0.496791f, 0.449419f), 0.1f, 1.0f));
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materials.push_back(Material("Cobalt", glm::vec3(0.662124f, 0.654864f, 0.633732f), 0.1f, 1.0f));
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materials.push_back(Material("Platinum", glm::vec3(0.672411f, 0.637331f, 0.585456f), 0.1f, 1.0f));
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// Testing materials
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materials.push_back(Material("White", glm::vec3(1.0f), 0.1f, 1.0f));
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materials.push_back(Material("Red", glm::vec3(1.0f, 0.0f, 0.0f), 0.1f, 1.0f));
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materials.push_back(Material("Blue", glm::vec3(0.0f, 0.0f, 1.0f), 0.1f, 1.0f));
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materials.push_back(Material("Black", glm::vec3(0.0f), 0.1f, 1.0f));
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for (auto material : materials) {
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materialNames.push_back(material.name);
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}
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objectNames = { "Sphere", "Teapot", "Torusknot", "Venus" };
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materialIndex = 0;
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}
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~VulkanExample()
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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for (auto& model : models.objects) {
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model.destroy();
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}
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models.skybox.destroy();
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uniformBuffers.object.destroy();
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uniformBuffers.skybox.destroy();
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uniformBuffers.params.destroy();
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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// Objects
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.objects[models.objectIndex].vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.objects[models.objectIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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Material mat = materials[materialIndex];
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//#define SINGLE_ROW 1
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#ifdef SINGLE_ROW
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mat.params.metallic = 1.0;
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uint32_t objcount = 10;
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for (uint32_t x = 0; x < objcount; x++) {
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glm::vec3 pos = glm::vec3(float(x - (objcount / 2.0f)) * 2.5f, 0.0f, 0.0f);
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mat.params.roughness = glm::clamp((float)x / (float)objcount, 0.005f, 1.0f);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material::PushBlock), &mat);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
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}
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#else
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for (uint32_t y = 0; y < GRID_DIM; y++) {
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for (uint32_t x = 0; x < GRID_DIM; x++) {
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glm::vec3 pos = glm::vec3(float(x - (GRID_DIM / 2.0f)) * 2.5f, 0.0f, float(y - (GRID_DIM / 2.0f)) * 2.5f);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
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mat.params.metallic = glm::clamp((float)x / (float)(GRID_DIM - 1), 0.1f, 1.0f);
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mat.params.roughness = glm::clamp((float)y / (float)(GRID_DIM - 1), 0.05f, 1.0f);
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(glm::vec3), sizeof(Material::PushBlock), &mat);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
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}
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}
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#endif
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void loadAssets()
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{
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// Skybox
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models.skybox.loadFromFile(getAssetPath() + "models/cube.obj", vertexLayout, 1.0f, vulkanDevice, queue);
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// Objects
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std::vector<std::string> filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx" };
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for (auto file : filenames) {
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vks::Model model;
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model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, OBJ_DIM * (file == "venus.fbx" ? 3.0f : 1.0f), vulkanDevice, queue);
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models.objects.push_back(model);
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}
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo =
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vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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std::vector<VkPushConstantRange> pushConstantRanges = {
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vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
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vks::initializers::pushConstantRange(VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(Material::PushBlock), sizeof(glm::vec3)),
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};
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pipelineLayoutCreateInfo.pushConstantRangeCount = 2;
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pipelineLayoutCreateInfo.pPushConstantRanges = pushConstantRanges.data();
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSets()
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{
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// Descriptor 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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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Descriptor sets
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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// 3D object descriptor set
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.object.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &uniformBuffers.params.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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pipelineCreateInfo.pMultisampleState = &multisampleState;
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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// Vertex bindings an attributes
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// Binding description
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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// Attribute descriptions
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
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vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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// PBR pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Enable depth test and write
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depthStencilState.depthWriteEnable = VK_TRUE;
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depthStencilState.depthTestEnable = VK_TRUE;
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// Flip cull mode
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Objact 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.object,
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sizeof(uboMatrices)));
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// Skybox 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.skybox,
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sizeof(uboMatrices)));
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// Shared parameter uniform buffer
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.params,
|
||||
sizeof(uboParams)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBuffers.object.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.skybox.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.params.map());
|
||||
|
||||
updateUniformBuffers();
|
||||
updateLights();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// 3D object
|
||||
uboMatrices.projection = camera.matrices.perspective;
|
||||
uboMatrices.view = camera.matrices.view;
|
||||
uboMatrices.model = glm::rotate(glm::mat4(1.0f), glm::radians(-90.0f + (models.objectIndex == 1 ? 45.0f : 0.0f)), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboMatrices.camPos = camera.position * -1.0f;
|
||||
memcpy(uniformBuffers.object.mapped, &uboMatrices, sizeof(uboMatrices));
|
||||
|
||||
// Skybox
|
||||
uboMatrices.model = glm::mat4(glm::mat3(camera.matrices.view));
|
||||
memcpy(uniformBuffers.skybox.mapped, &uboMatrices, sizeof(uboMatrices));
|
||||
}
|
||||
|
||||
void updateLights()
|
||||
{
|
||||
const float p = 15.0f;
|
||||
uboParams.lights[0] = glm::vec4(-p, -p*0.5f, -p, 1.0f);
|
||||
uboParams.lights[1] = glm::vec4(-p, -p*0.5f, p, 1.0f);
|
||||
uboParams.lights[2] = glm::vec4( p, -p*0.5f, p, 1.0f);
|
||||
uboParams.lights[3] = glm::vec4( p, -p*0.5f, -p, 1.0f);
|
||||
|
||||
if (!paused)
|
||||
{
|
||||
uboParams.lights[0].x = sin(glm::radians(timer * 360.0f)) * 20.0f;
|
||||
uboParams.lights[0].z = cos(glm::radians(timer * 360.0f)) * 20.0f;
|
||||
uboParams.lights[1].x = cos(glm::radians(timer * 360.0f)) * 20.0f;
|
||||
uboParams.lights[1].y = sin(glm::radians(timer * 360.0f)) * 20.0f;
|
||||
}
|
||||
|
||||
memcpy(uniformBuffers.params.mapped, &uboParams, sizeof(uboParams));
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
||||
submitInfo.commandBufferCount = 1;
|
||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||
|
||||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorSets();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (!paused)
|
||||
updateLights();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||
{
|
||||
if (overlay->header("Settings")) {
|
||||
if (overlay->comboBox("Material", &materialIndex, materialNames)) {
|
||||
buildCommandBuffers();
|
||||
}
|
||||
if (overlay->comboBox("Object type", &models.objectIndex, objectNames)) {
|
||||
updateUniformBuffers();
|
||||
buildCommandBuffers();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue