Reworked texture array sample, code cleanup. refactoring
This commit is contained in:
parent
a44c09155b
commit
a3c2f42859
4 changed files with 97 additions and 200 deletions
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@ -1,6 +1,6 @@
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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struct Instance
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@ -22,5 +22,5 @@ void main()
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{
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outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x);
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mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
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gl_Position = ubo.projection * modelView * inPos;
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gl_Position = ubo.projection * modelView * vec4(inPos, 1.0);
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}
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@ -1,7 +1,7 @@
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/*
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* Vulkan Example - Texture arrays and instanced rendering
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 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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@ -23,7 +23,6 @@
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#include "VulkanTexture.hpp"
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#include "VulkanBuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Vertex layout for this example
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@ -40,12 +39,6 @@ public:
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uint32_t layerCount;
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vks::Texture textureArray;
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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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vks::Buffer vertexBuffer;
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vks::Buffer indexBuffer;
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uint32_t indexCount;
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@ -78,11 +71,12 @@ public:
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -15.0f;
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rotationSpeed = 0.25f;
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rotation = { -15.0f, 35.0f, 0.0f };
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title = "Texture arrays";
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settings.overlay = true;
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -7.5f));
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camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
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~VulkanExample()
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@ -90,7 +84,6 @@ public:
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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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// Clean up texture resources
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vkDestroyImageView(device, textureArray.view, nullptr);
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vkDestroyImage(device, textureArray.image, nullptr);
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vkDestroySampler(device, textureArray.sampler, nullptr);
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@ -340,7 +333,7 @@ public:
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, layerCount, 0, 0, 0);
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@ -353,31 +346,53 @@ public:
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}
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}
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void generateQuad()
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void generateCube()
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{
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// Setup vertices for a single uv-mapped quad made from two triangles
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std::vector<Vertex> vertices =
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{
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{ { 2.5f, 2.5f, 0.0f }, { 1.0f, 1.0f } },
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{ { -2.5f, 2.5f, 0.0f }, { 0.0f, 1.0f } },
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{ { -2.5f, -2.5f, 0.0f }, { 0.0f, 0.0f } },
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{ { 2.5f, -2.5f, 0.0f }, { 1.0f, 0.0f } }
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std::vector<Vertex> vertices = {
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{ { -1.0f, -1.0f, 1.0f }, { 0.0f, 0.0f } },
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{ { 1.0f, -1.0f, 1.0f }, { 1.0f, 0.0f } },
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{ { 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, 1.0f, 1.0f }, { 0.0f, 1.0f } },
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{ { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f } },
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{ { 1.0f, 1.0f, -1.0f }, { 1.0f, 0.0f } },
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{ { 1.0f, -1.0f, -1.0f }, { 1.0f, 1.0f } },
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{ { 1.0f, -1.0f, 1.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f } },
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{ { 1.0f, -1.0f, -1.0f }, { 1.0f, 0.0f } },
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{ { 1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f } },
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{ { -1.0f, -1.0f, 1.0f }, { 1.0f, 0.0f } },
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{ { -1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f } },
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{ { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f } },
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{ { -1.0f, 1.0f, 1.0f }, { 1.0f, 0.0f } },
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{ { -1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f } },
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{ { 1.0f, 1.0f, -1.0f }, { 0.0f, 1.0f } },
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{ { -1.0f, -1.0f, -1.0f }, { 0.0f, 0.0f } },
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{ { 1.0f, -1.0f, -1.0f }, { 1.0f, 0.0f } },
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{ { 1.0f, -1.0f, 1.0f }, { 1.0f, 1.0f } },
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{ { -1.0f, -1.0f, 1.0f }, { 0.0f, 1.0f } },
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};
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std::vector<uint32_t> indices = {
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0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23
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};
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// Setup indices
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std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
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indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers
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// For the sake of simplicity we won't stage the vertex data to the gpu memory
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// Vertex buffer
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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,
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vertices.size() * sizeof(Vertex),
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vertices.data()));
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// Index buffer
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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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@ -386,97 +401,34 @@ public:
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indices.data()));
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}
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void setupVertexDescriptions()
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{
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// Binding description
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vertices.bindingDescriptions.resize(1);
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vertices.bindingDescriptions[0] =
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vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(2);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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// Location 1 : Texture coordinates
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vertices.attributeDescriptions[1] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 3);
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
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vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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2);
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes.size(), poolSizes.data(), 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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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// Binding 1 : Fragment shader image sampler (texture array)
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1)
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings.data(), setLayoutBindings.size());
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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// Image descriptor for the texture array
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textureArray.view,
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textureArray.imageLayout);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformBufferVS.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferVS.descriptor),
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// Binding 1 : Fragment shader cubemap sampler
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&textureDescriptor)
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureDescriptor)
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};
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vkUpdateDescriptorSets(device, 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(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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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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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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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.data(), dynamicStateEnables.size(), 0);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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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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// Vertex bindings and attributes
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VkVertexInputBindingDescription vertexInputBinding = { 0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX };
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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{ 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos) },
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{ 1, 0, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv) },
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputStateCI.vertexBindingDescriptionCount = 1;
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vertexInputStateCI.pVertexBindingDescriptions = &vertexInputBinding;
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vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
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// Instacing pipeline
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/texturearray/instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/texturearray/instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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pipelineLayout,
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renderPass,
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0);
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pVertexInputState = &vertexInputStateCI;
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.stageCount = shaderStages.size();
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pipelineCI.pStages = shaderStages.data();
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pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
|
||||
}
|
||||
|
||||
void prepareUniformBuffers()
|
||||
|
|
@ -596,14 +507,13 @@ public:
|
|||
|
||||
// Array indices and model matrices are fixed
|
||||
float offset = -1.5f;
|
||||
float center = (layerCount*offset) / 2;
|
||||
for (int32_t i = 0; i < layerCount; i++)
|
||||
{
|
||||
float center = (layerCount*offset) / 2.0f - (offset * 0.5f);
|
||||
for (uint32_t i = 0; i < layerCount; i++) {
|
||||
// Instance model matrix
|
||||
uboVS.instance[i].model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, i * offset - center, 0.0f));
|
||||
uboVS.instance[i].model = glm::rotate(uboVS.instance[i].model, glm::radians(60.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.instance[i].model = glm::translate(glm::mat4(1.0f), glm::vec3(i * offset - center, 0.0f, 0.0f));
|
||||
uboVS.instance[i].model = glm::scale(uboVS.instance[i].model, glm::vec3(0.5f));
|
||||
// Instance texture array index
|
||||
uboVS.instance[i].arrayIndex.x = i;
|
||||
uboVS.instance[i].arrayIndex.x = (float)i;
|
||||
}
|
||||
|
||||
// Update instanced part of the uniform buffer
|
||||
|
|
@ -617,23 +527,13 @@ public:
|
|||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBufferVS.map());
|
||||
|
||||
updateUniformBufferMatrices();
|
||||
updateUniformBuffersCamera();
|
||||
}
|
||||
|
||||
void updateUniformBufferMatrices()
|
||||
void updateUniformBuffersCamera()
|
||||
{
|
||||
// Only updates the uniform buffer block part containing the global matrices
|
||||
|
||||
// Projection
|
||||
uboVS.matrices.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
|
||||
|
||||
// View
|
||||
uboVS.matrices.view = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -1.0f, zoom));
|
||||
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVS.matrices.view = glm::rotate(uboVS.matrices.view, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
// Only update the matrices part of the uniform buffer
|
||||
uboVS.matrices.projection = camera.matrices.perspective;
|
||||
uboVS.matrices.view = camera.matrices.view;
|
||||
memcpy(uniformBufferVS.mapped, &uboVS.matrices, sizeof(uboVS.matrices));
|
||||
}
|
||||
|
||||
|
|
@ -652,8 +552,7 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
setupVertexDescriptions();
|
||||
generateQuad();
|
||||
generateCube();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
|
|
@ -668,12 +567,10 @@ public:
|
|||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (camera.updated)
|
||||
updateUniformBuffersCamera();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferMatrices();
|
||||
}
|
||||
};
|
||||
|
||||
VULKAN_EXAMPLE_MAIN()
|
||||
Loading…
Add table
Add a link
Reference in a new issue