Added multisampling example (work-in-progress)
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691
multisampling/multisampling.cpp
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691
multisampling/multisampling.cpp
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/*
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* Vulkan Example - Multisampling using resolve attachments
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*
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* todo : add second renderpass without msaa and allow toggle
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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#define SAMPLE_COUNT VK_SAMPLE_COUNT_8_BIT
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struct {
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VkImage image;
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VkImageView view;
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VkDeviceMemory memory;
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} multisampleTarget;
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// Vertex layout for this example
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std::vector<vkMeshLoader::VertexLayout> vertexLayout =
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{
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vkMeshLoader::VERTEX_LAYOUT_POSITION,
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vkMeshLoader::VERTEX_LAYOUT_NORMAL,
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vkMeshLoader::VERTEX_LAYOUT_UV,
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vkMeshLoader::VERTEX_LAYOUT_COLOR,
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};
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class VulkanExample : public VulkanExampleBase
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{
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public:
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struct {
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vkTools::VulkanTexture colorMap;
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} textures;
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struct {
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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struct {
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vkMeshLoader::MeshBuffer example;
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} meshes;
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struct {
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vkTools::UniformData vsScene;
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} uniformData;
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struct {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(5.0f, 5.0f, 5.0f, 1.0f);
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} uboVS;
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struct {
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VkPipeline solid;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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zoom = -12.0f;
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zoomSpeed = 2.5f;
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rotation = { 0.0f, -90.0f, 0.0f };
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title = "Vulkan Example - Multisampling";
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.solid, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkMeshLoader::freeMeshBufferResources(device, &meshes.example);
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// Destroy MSAA target
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vkDestroyImage(device, multisampleTarget.image, nullptr);
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vkDestroyImageView(device, multisampleTarget.view, nullptr);
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vkFreeMemory(device, multisampleTarget.memory, nullptr);
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textureLoader->destroyTexture(textures.colorMap);
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vkTools::destroyUniformData(device, &uniformData.vsScene);
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}
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// Creates a multi sample render target (image and view) that is used to resolve
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// into the visible frame buffer target in the render pass
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void setupMultisampleTarget()
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{
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// Check if device supports requested sample count for color and depth frame buffer
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assert((deviceProperties.limits.framebufferColorSampleCounts >= SAMPLE_COUNT) && (deviceProperties.limits.framebufferDepthSampleCounts >= SAMPLE_COUNT));
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VkImageCreateInfo info = vkTools::initializers::imageCreateInfo();
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info.imageType = VK_IMAGE_TYPE_2D;
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info.format = colorformat;
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info.extent.width = width;
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info.extent.height = height;
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info.extent.depth = 1;
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info.mipLevels = 1;
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info.arrayLayers = 1;
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info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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info.tiling = VK_IMAGE_TILING_OPTIMAL;
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info.samples = SAMPLE_COUNT;
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// This image will only be used as a transient render target.
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// Its purpose is only to hold the multisampled data before resolving the render pass.
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info.usage = VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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// Create texture
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vkTools::checkResult(vkCreateImage(device, &info, nullptr, &multisampleTarget.image));
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// Allocate memory for the texture.
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VkMemoryRequirements memReqs;
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vkGetImageMemoryRequirements(device, multisampleTarget.image, &memReqs);
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VkMemoryAllocateInfo alloc = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
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alloc.allocationSize = memReqs.size;
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// For multisampled attachments, we will want to use LAZILY allocated if such a type is available.
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// Lazily allocated memory is not actually allocated until the memory is actually used.
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// This texture will only live on the tile buffer, so it never needs to be backed by actual memory.
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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// Try to get a lazily allocated memory type
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getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT, &memAlloc.memoryTypeIndex);
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vkTools::checkResult(vkAllocateMemory(device, &alloc, nullptr, &multisampleTarget.memory));
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vkBindImageMemory(device, multisampleTarget.image, multisampleTarget.memory, 0);
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// Create an image view for the new texture.
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// Note that CreateImageView must happen after BindImageMemory.
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VkImageViewCreateInfo viewInfo = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO };
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viewInfo.image = multisampleTarget.image;
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viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.format = colorformat;
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viewInfo.components.r = VK_COMPONENT_SWIZZLE_R;
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viewInfo.components.g = VK_COMPONENT_SWIZZLE_G;
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viewInfo.components.b = VK_COMPONENT_SWIZZLE_B;
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viewInfo.components.a = VK_COMPONENT_SWIZZLE_A;
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viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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viewInfo.subresourceRange.levelCount = 1;
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viewInfo.subresourceRange.layerCount = 1;
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vkTools::checkResult(vkCreateImageView(device, &viewInfo, nullptr, &multisampleTarget.view));
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}
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// Setup a render pass for using a multi sampled attachment
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// and a resolve attachment that the msaa image is resolved
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// to at the end of the render pass
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void setupRenderPass()
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{
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// Overrides the virtual function of the base class
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std::array<VkAttachmentDescription, 3> attachments = {};
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// Multisampled attachment that we render to
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attachments[0].format = colorformat;
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attachments[0].samples = SAMPLE_COUNT;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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// No longer required after resolve, this may save some bandwidth on certain GPUs
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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// This is the frame buffer attachment to where the multisampled image
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// will be resolved to and which will be presented to the swapchain
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attachments[1].format = colorformat;
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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// Depth attachment
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// This needs to use the same number of samples as the msaa attachment
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attachments[2].format = depthFormat;
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attachments[2].samples = SAMPLE_COUNT;
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attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[2].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[2].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[2].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachments[2].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference colorReference = {};
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colorReference.attachment = 0;
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colorReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentReference resolveReference = {};
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resolveReference.attachment = 1;
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resolveReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthReference = {};
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depthReference.attachment = 2;
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depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorReference;
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subpass.pResolveAttachments = &resolveReference;
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subpass.pDepthStencilAttachment = &depthReference;
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VkRenderPassCreateInfo renderPassInfo = vkTools::initializers::renderPassCreateInfo();
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renderPassInfo.attachmentCount = attachments.size();
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renderPassInfo.pAttachments = attachments.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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vkTools::checkResult(vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass));
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}
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// Frame buffer attachments must match with render pass setup,
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// so we need to adjust frame buffer creation to cover our
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// multisample target
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void setupFrameBuffer()
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{
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// Overrides the virtual function of the base class
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std::array<VkImageView, 3> attachments;
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setupMultisampleTarget();
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attachments[0] = multisampleTarget.view;
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attachments[2] = depthStencil.view;
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VkFramebufferCreateInfo frameBufferCreateInfo = {};
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frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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frameBufferCreateInfo.pNext = NULL;
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frameBufferCreateInfo.renderPass = renderPass;
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frameBufferCreateInfo.attachmentCount = attachments.size();
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frameBufferCreateInfo.pAttachments = attachments.data();
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frameBufferCreateInfo.width = width;
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frameBufferCreateInfo.height = height;
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frameBufferCreateInfo.layers = 1;
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// Create frame buffers for every swap chain image
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frameBuffers.resize(swapChain.imageCount);
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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{
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attachments[1] = swapChain.buffers[i].view;
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vkTools::checkResult(vkCreateFramebuffer(device, &frameBufferCreateInfo, nullptr, &frameBuffers[i]));
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}
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[3];
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clearValues[0].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
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clearValues[1].color = { { 1.0f, 1.0f, 1.0f, 1.0f } };
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clearValues[2].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 3;
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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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vkTools::checkResult(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// todo : don't transform on each command buffer
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vkTools::setImageLayout(
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drawCmdBuffers[i],
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multisampleTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::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 = vkTools::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.example.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.example.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], meshes.example.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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vkTools::checkResult(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void draw()
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{
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// Get next image in the swap chain (back/front buffer)
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vkTools::checkResult(swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer));
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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// Command buffer to be sumitted 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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vkTools::checkResult(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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vkTools::checkResult(swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete));
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vkTools::checkResult(vkQueueWaitIdle(queue));
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}
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void loadTextures()
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{
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textureLoader->loadTexture(
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getAssetPath() + "models/voyager/voyager.ktx",
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VK_FORMAT_BC3_UNORM_BLOCK,
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&textures.colorMap);
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}
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void loadMeshes()
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{
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loadMesh(getAssetPath() + "models/voyager/voyager.obj", &meshes.example, vertexLayout, 1.0f);
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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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vkTools::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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vkMeshLoader::vertexSize(vertexLayout),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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vertices.attributeDescriptions.resize(4);
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// Location 0 : Position
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vertices.attributeDescriptions[0] =
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vkTools::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 : Normal
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vertices.attributeDescriptions[1] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 3);
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// Location 2 : Texture coordinates
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vertices.attributeDescriptions[2] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 6);
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// Location 3 : Color
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vertices.attributeDescriptions[3] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 8);
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vertices.inputState = vkTools::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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// Example uses one ubo and one combined image sampler
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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2);
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vkTools::checkResult(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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|
||||
void setupDescriptorSetLayout()
|
||||
{
|
||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
VK_SHADER_STAGE_VERTEX_BIT,
|
||||
0),
|
||||
// Binding 1 : Fragment shader combined sampler
|
||||
vkTools::initializers::descriptorSetLayoutBinding(
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
1),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vkTools::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
|
||||
vkTools::checkResult(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||
vkTools::initializers::pipelineLayoutCreateInfo(
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
vkTools::checkResult(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||
}
|
||||
|
||||
void setupDescriptorSet()
|
||||
{
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vkTools::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
vkTools::checkResult(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||
|
||||
VkDescriptorImageInfo texDescriptor =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
textures.colorMap.sampler,
|
||||
textures.colorMap.view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
||||
{
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
||||
0,
|
||||
&uniformData.vsScene.descriptor),
|
||||
// Binding 1 : Color map
|
||||
vkTools::initializers::writeDescriptorSet(
|
||||
descriptorSet,
|
||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
||||
1,
|
||||
&texDescriptor)
|
||||
};
|
||||
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
||||
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
|
||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
||||
0,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
||||
vkTools::initializers::pipelineRasterizationStateCreateInfo(
|
||||
VK_POLYGON_MODE_FILL,
|
||||
VK_CULL_MODE_BACK_BIT,
|
||||
VK_FRONT_FACE_CLOCKWISE,
|
||||
0);
|
||||
|
||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
||||
vkTools::initializers::pipelineColorBlendAttachmentState(
|
||||
0xf,
|
||||
VK_FALSE);
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
||||
vkTools::initializers::pipelineColorBlendStateCreateInfo(
|
||||
1,
|
||||
&blendAttachmentState);
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
||||
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
|
||||
VK_TRUE,
|
||||
VK_FALSE,
|
||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewportState =
|
||||
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
||||
vkTools::initializers::pipelineMultisampleStateCreateInfo(
|
||||
SAMPLE_COUNT,
|
||||
0);
|
||||
|
||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
||||
VK_DYNAMIC_STATE_VIEWPORT,
|
||||
VK_DYNAMIC_STATE_SCISSOR
|
||||
};
|
||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
||||
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
// Solid rendering pipeline
|
||||
// Load shaders
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
pipelineLayout,
|
||||
renderPass,
|
||||
0);
|
||||
|
||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
||||
pipelineCreateInfo.pViewportState = &viewportState;
|
||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
||||
pipelineCreateInfo.pStages = shaderStages.data();
|
||||
|
||||
vkTools::checkResult(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Vertex shader uniform buffer block
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
sizeof(uboVS),
|
||||
&uboVS,
|
||||
&uniformData.vsScene.buffer,
|
||||
&uniformData.vsScene.memory,
|
||||
&uniformData.vsScene.descriptor);
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// Vertex shader
|
||||
glm::mat4 viewMatrix = glm::mat4();
|
||||
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
||||
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
|
||||
|
||||
float offset = 0.5f;
|
||||
int uboIndex = 1;
|
||||
uboVS.model = glm::mat4();
|
||||
uboVS.model = viewMatrix * glm::translate(uboVS.model, glm::vec3(2.5f, 2.5f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
uint8_t *pData;
|
||||
vkTools::checkResult(vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData));
|
||||
memcpy(pData, &uboVS, sizeof(uboVS));
|
||||
vkUnmapMemory(device, uniformData.vsScene.memory);
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
loadMeshes();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
buildCommandBuffers();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
vkDeviceWaitIdle(device);
|
||||
draw();
|
||||
vkDeviceWaitIdle(device);
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBuffers();
|
||||
}
|
||||
};
|
||||
|
||||
VulkanExample *vulkanExample;
|
||||
|
||||
#if defined(_WIN32)
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
||||
}
|
||||
#elif defined(__linux__) && !defined(__ANDROID__)
|
||||
static void handleEvent(const xcb_generic_event_t *event)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleEvent(event);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Main entry point
|
||||
#if defined(_WIN32)
|
||||
// Windows entry point
|
||||
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
||||
#elif defined(__ANDROID__)
|
||||
// Android entry point
|
||||
void android_main(android_app* state)
|
||||
#elif defined(__linux__)
|
||||
// Linux entry point
|
||||
int main(const int argc, const char *argv[])
|
||||
#endif
|
||||
{
|
||||
#if defined(__ANDROID__)
|
||||
// Removing this may cause the compiler to omit the main entry point
|
||||
// which would make the application crash at start
|
||||
app_dummy();
|
||||
#endif
|
||||
vulkanExample = new VulkanExample();
|
||||
#if defined(_WIN32)
|
||||
vulkanExample->setupWindow(hInstance, WndProc);
|
||||
#elif defined(__ANDROID__)
|
||||
// Attach vulkan example to global android application state
|
||||
state->userData = vulkanExample;
|
||||
state->onAppCmd = VulkanExample::handleAppCommand;
|
||||
state->onInputEvent = VulkanExample::handleAppInput;
|
||||
vulkanExample->androidApp = state;
|
||||
#elif defined(__linux__)
|
||||
vulkanExample->setupWindow();
|
||||
#endif
|
||||
#if !defined(__ANDROID__)
|
||||
vulkanExample->initSwapchain();
|
||||
vulkanExample->prepare();
|
||||
#endif
|
||||
vulkanExample->renderLoop();
|
||||
delete(vulkanExample);
|
||||
#if !defined(__ANDROID__)
|
||||
return 0;
|
||||
#endif
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue