Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Code cleanup
This commit is contained in:
parent
84b1c30714
commit
b1c2529032
1 changed files with 150 additions and 309 deletions
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@ -22,7 +22,6 @@
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#include "VulkanBuffer.hpp"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.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 ENABLE_VALIDATION false
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// 16 bits of depth is enough for such a small scene
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// 16 bits of depth is enough for such a small scene
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@ -75,12 +74,6 @@ public:
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std::vector<std::string> sceneNames;
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std::vector<std::string> sceneNames;
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int32_t sceneIndex = 0;
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int32_t sceneIndex = 0;
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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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struct {
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vks::Buffer scene;
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vks::Buffer scene;
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vks::Buffer offscreen;
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vks::Buffer offscreen;
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@ -137,9 +130,6 @@ public:
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VkRenderPass renderPass;
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VkRenderPass renderPass;
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VkSampler depthSampler;
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VkSampler depthSampler;
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VkDescriptorImageInfo descriptor;
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VkDescriptorImageInfo descriptor;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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// Semaphore used to synchronize between offscreen and final scene render pass
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VkSemaphore semaphore = VK_NULL_HANDLE;
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} offscreenPass;
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} offscreenPass;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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@ -188,9 +178,6 @@ public:
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uniformBuffers.offscreen.destroy();
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uniformBuffers.offscreen.destroy();
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uniformBuffers.scene.destroy();
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uniformBuffers.scene.destroy();
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uniformBuffers.debug.destroy();
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uniformBuffers.debug.destroy();
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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}
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}
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// Set up a separate render pass for the offscreen frame buffer
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// Set up a separate render pass for the offscreen frame buffer
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@ -221,17 +208,17 @@ public:
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dependencies[0].srcAccessMask = 0;
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dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].srcSubpass = 0;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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@ -319,119 +306,108 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &offscreenPass.frameBuffer));
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}
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}
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void buildOffscreenCommandBuffer()
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{
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if (offscreenPass.commandBuffer == VK_NULL_HANDLE)
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{
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offscreenPass.commandBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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if (offscreenPass.semaphore == VK_NULL_HANDLE)
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{
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// Create a semaphore used to synchronize offscreen rendering and usage
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VkSemaphoreCreateInfo semaphoreCreateInfo = vks::initializers::semaphoreCreateInfo();
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VK_CHECK_RESULT(vkCreateSemaphore(device, &semaphoreCreateInfo, nullptr, &offscreenPass.semaphore));
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}
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[1];
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clearValues[0].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
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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 = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VK_CHECK_RESULT(vkBeginCommandBuffer(offscreenPass.commandBuffer, &cmdBufInfo));
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VkViewport viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.height, 0.0f, 1.0f);
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vkCmdSetViewport(offscreenPass.commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(offscreenPass.commandBuffer, 0, 1, &scissor);
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// Set depth bias (aka "Polygon offset")
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// Required to avoid shadow mapping artefacts
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vkCmdSetDepthBias(
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offscreenPass.commandBuffer,
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depthBiasConstant,
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0.0f,
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depthBiasSlope);
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vkCmdBeginRenderPass(offscreenPass.commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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vkCmdBindDescriptorSets(offscreenPass.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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vkCmdBindVertexBuffers(offscreenPass.commandBuffer, VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
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vkCmdBindIndexBuffer(offscreenPass.commandBuffer, scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(offscreenPass.commandBuffer, scenes[sceneIndex].indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(offscreenPass.commandBuffer);
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VK_CHECK_RESULT(vkEndCommandBuffer(offscreenPass.commandBuffer));
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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{
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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VkViewport viewport;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRect2D scissor;
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VkDeviceSize offsets[1] = { 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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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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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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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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/*
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First render pass: Generate shadow map by rendering the scene from light's POV
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*/
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{
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clearValues[0].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = offscreenPass.renderPass;
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renderPassBeginInfo.framebuffer = offscreenPass.frameBuffer;
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renderPassBeginInfo.renderArea.extent.width = offscreenPass.width;
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renderPassBeginInfo.renderArea.extent.height = offscreenPass.height;
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renderPassBeginInfo.clearValueCount = 1;
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renderPassBeginInfo.pClearValues = clearValues;
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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viewport = vks::initializers::viewport((float)offscreenPass.width, (float)offscreenPass.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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scissor = vks::initializers::rect2D(offscreenPass.width, offscreenPass.height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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// Set depth bias (aka "Polygon offset")
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// Required to avoid shadow mapping artefacts
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vkCmdSetDepthBias(
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drawCmdBuffers[i],
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depthBiasConstant,
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0.0f,
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depthBiasSlope);
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// Visualize shadow map
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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if (displayShadowMap) {
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.quad);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
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}
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// 3D scene
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/*
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
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Note: Explicit synchronization is not required between the render pass, as this is done implicit via sub pass dependencies
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
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*/
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scenes[sceneIndex].vertices.buffer, offsets);
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/*
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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Second pass: Scene rendering with applied shadow map
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vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
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*/
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drawUI(drawCmdBuffers[i]);
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{
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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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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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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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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scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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// Visualize shadow map
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if (displayShadowMap) {
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.quad);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.quad.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 0);
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}
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// 3D scene
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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models.quad.device = device;
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models.quad.device = device;
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}
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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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vertexLayout.stride(),
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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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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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// Location 2 : Color
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vertices.attributeDescriptions[2] =
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vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
|
|
||||||
2,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
sizeof(float) * 5);
|
|
||||||
// Location 3 : Normal
|
|
||||||
vertices.attributeDescriptions[3] =
|
|
||||||
vks::initializers::vertexInputAttributeDescription(
|
|
||||||
VERTEX_BUFFER_BIND_ID,
|
|
||||||
3,
|
|
||||||
VK_FORMAT_R32G32B32_SFLOAT,
|
|
||||||
sizeof(float) * 8);
|
|
||||||
|
|
||||||
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
|
||||||
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
|
|
||||||
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
|
|
||||||
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
|
|
||||||
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
|
|
||||||
}
|
|
||||||
|
|
||||||
void setupDescriptorPool()
|
void setupDescriptorPool()
|
||||||
{
|
{
|
||||||
// Example uses three ubos and two image samplers
|
// Example uses three ubos and two image samplers
|
||||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||||
{
|
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
|
||||||
};
|
};
|
||||||
|
|
@ -557,32 +484,23 @@ public:
|
||||||
void setupDescriptorSetLayout()
|
void setupDescriptorSetLayout()
|
||||||
{
|
{
|
||||||
// Textured quad pipeline layout
|
// Textured quad pipeline layout
|
||||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
{
|
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
// Binding 0 : Vertex shader uniform buffer
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
VK_SHADER_STAGE_VERTEX_BIT,
|
|
||||||
0),
|
|
||||||
// Binding 1 : Fragment shader image sampler
|
// Binding 1 : Fragment shader image sampler
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
||||||
1)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||||
setLayoutBindings.data(),
|
setLayoutBindings.data(),
|
||||||
setLayoutBindings.size());
|
setLayoutBindings.size());
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
|
||||||
|
|
||||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
||||||
vks::initializers::pipelineLayoutCreateInfo(
|
vks::initializers::pipelineLayoutCreateInfo(
|
||||||
&descriptorSetLayout,
|
&descriptorSetLayout,
|
||||||
1);
|
1);
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.quad));
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.quad));
|
||||||
|
|
||||||
// Offscreen pipeline layout
|
// Offscreen pipeline layout
|
||||||
|
|
@ -611,19 +529,10 @@ public:
|
||||||
|
|
||||||
writeDescriptorSets = {
|
writeDescriptorSets = {
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
// Binding 0 : Vertex shader uniform buffer
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.debug.descriptor),
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformBuffers.debug.descriptor),
|
|
||||||
// Binding 1 : Fragment shader texture sampler
|
// Binding 1 : Fragment shader texture sampler
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||||
descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
1,
|
|
||||||
&texDescriptor)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||||
|
|
||||||
// Offscreen
|
// Offscreen
|
||||||
|
|
@ -631,11 +540,7 @@ public:
|
||||||
|
|
||||||
writeDescriptorSets = {
|
writeDescriptorSets = {
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
// Binding 0 : Vertex shader uniform buffer
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
|
||||||
descriptorSets.offscreen,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformBuffers.offscreen.descriptor),
|
|
||||||
};
|
};
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||||
|
|
||||||
|
|
@ -648,102 +553,66 @@ public:
|
||||||
|
|
||||||
writeDescriptorSets = {
|
writeDescriptorSets = {
|
||||||
// Binding 0 : Vertex shader uniform buffer
|
// Binding 0 : Vertex shader uniform buffer
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
|
||||||
descriptorSets.scene,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
0,
|
|
||||||
&uniformBuffers.scene.descriptor),
|
|
||||||
// Binding 1 : Fragment shader shadow sampler
|
// Binding 1 : Fragment shader shadow sampler
|
||||||
vks::initializers::writeDescriptorSet(
|
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||||
descriptorSets.scene,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
1,
|
|
||||||
&texDescriptor)
|
|
||||||
};
|
};
|
||||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void preparePipelines()
|
void preparePipelines()
|
||||||
{
|
{
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||||
0,
|
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||||
VK_FALSE);
|
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||||
|
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||||
VK_POLYGON_MODE_FILL,
|
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
|
||||||
VK_CULL_MODE_BACK_BIT,
|
|
||||||
VK_FRONT_FACE_CLOCKWISE,
|
|
||||||
0);
|
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
|
||||||
vks::initializers::pipelineColorBlendAttachmentState(
|
|
||||||
0xf,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
|
||||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
|
||||||
1,
|
|
||||||
&blendAttachmentState);
|
|
||||||
|
|
||||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
|
||||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
|
||||||
VK_TRUE,
|
|
||||||
VK_TRUE,
|
|
||||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
||||||
|
|
||||||
VkPipelineViewportStateCreateInfo viewportState =
|
|
||||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
||||||
|
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
|
||||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
|
||||||
VK_SAMPLE_COUNT_1_BIT,
|
|
||||||
0);
|
|
||||||
|
|
||||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
|
||||||
VK_DYNAMIC_STATE_VIEWPORT,
|
|
||||||
VK_DYNAMIC_STATE_SCISSOR
|
|
||||||
};
|
|
||||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
||||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
|
||||||
dynamicStateEnables.data(),
|
|
||||||
dynamicStateEnables.size(),
|
|
||||||
0);
|
|
||||||
|
|
||||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.quad, renderPass, 0);
|
||||||
vks::initializers::pipelineCreateInfo(
|
|
||||||
pipelineLayouts.quad,
|
|
||||||
renderPass,
|
|
||||||
0);
|
|
||||||
|
|
||||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
||||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
||||||
pipelineCreateInfo.pMultisampleState = &multisampleState;
|
pipelineCI.pMultisampleState = &multisampleStateCI;
|
||||||
pipelineCreateInfo.pViewportState = &viewportState;
|
pipelineCI.pViewportState = &viewportStateCI;
|
||||||
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
|
pipelineCI.pDepthStencilState = &depthStencilStateCI;
|
||||||
pipelineCreateInfo.pDynamicState = &dynamicState;
|
pipelineCI.pDynamicState = &dynamicStateCI;
|
||||||
pipelineCreateInfo.stageCount = shaderStages.size();
|
pipelineCI.stageCount = shaderStages.size();
|
||||||
pipelineCreateInfo.pStages = shaderStages.data();
|
pipelineCI.pStages = shaderStages.data();
|
||||||
|
|
||||||
// Shadow mapping debug quad display
|
// Shadow mapping debug quad display
|
||||||
rasterizationState.cullMode = VK_CULL_MODE_NONE;
|
rasterizationStateCI.cullMode = VK_CULL_MODE_NONE;
|
||||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/quad.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
// Empty vertex input state
|
// Empty vertex input state
|
||||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
pipelineCI.pVertexInputState = &emptyInputState;
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.quad));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.quad));
|
||||||
|
|
||||||
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
|
// Vertex bindings and attributes
|
||||||
|
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||||
|
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||||
|
};
|
||||||
|
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color
|
||||||
|
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal
|
||||||
|
};
|
||||||
|
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||||
|
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||||
|
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||||
|
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||||
|
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||||
|
pipelineCI.pVertexInputState = &vertexInputState;
|
||||||
|
|
||||||
// Scene rendering with shadows applied
|
// Scene rendering with shadows applied
|
||||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
// Use specialization constants to select between horizontal and vertical blur
|
// Use specialization constants to select between horizontal and vertical blur
|
||||||
|
|
@ -752,31 +621,31 @@ public:
|
||||||
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &enablePCF);
|
VkSpecializationInfo specializationInfo = vks::initializers::specializationInfo(1, &specializationMapEntry, sizeof(uint32_t), &enablePCF);
|
||||||
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
shaderStages[1].pSpecializationInfo = &specializationInfo;
|
||||||
// No filtering
|
// No filtering
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadow));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.sceneShadow));
|
||||||
// PCF filtering
|
// PCF filtering
|
||||||
enablePCF = 1;
|
enablePCF = 1;
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sceneShadowPCF));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.sceneShadowPCF));
|
||||||
|
|
||||||
// Offscreen pipeline (vertex shader only)
|
// Offscreen pipeline (vertex shader only)
|
||||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmapping/offscreen.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
pipelineCreateInfo.stageCount = 1;
|
pipelineCI.stageCount = 1;
|
||||||
// No blend attachment states (no color attachments used)
|
// No blend attachment states (no color attachments used)
|
||||||
colorBlendState.attachmentCount = 0;
|
colorBlendStateCI.attachmentCount = 0;
|
||||||
// Cull front faces
|
// Cull front faces
|
||||||
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
depthStencilStateCI.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||||
// Enable depth bias
|
// Enable depth bias
|
||||||
rasterizationState.depthBiasEnable = VK_TRUE;
|
rasterizationStateCI.depthBiasEnable = VK_TRUE;
|
||||||
// Add depth bias to dynamic state, so we can change it at runtime
|
// Add depth bias to dynamic state, so we can change it at runtime
|
||||||
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
|
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
|
||||||
dynamicState =
|
dynamicStateCI =
|
||||||
vks::initializers::pipelineDynamicStateCreateInfo(
|
vks::initializers::pipelineDynamicStateCreateInfo(
|
||||||
dynamicStateEnables.data(),
|
dynamicStateEnables.data(),
|
||||||
dynamicStateEnables.size(),
|
dynamicStateEnables.size(),
|
||||||
0);
|
0);
|
||||||
|
|
||||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
pipelineCI.layout = pipelineLayouts.offscreen;
|
||||||
pipelineCreateInfo.renderPass = offscreenPass.renderPass;
|
pipelineCI.renderPass = offscreenPass.renderPass;
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare and initialize uniform buffer containing shader uniforms
|
// Prepare and initialize uniform buffer containing shader uniforms
|
||||||
|
|
@ -863,31 +732,12 @@ public:
|
||||||
void draw()
|
void draw()
|
||||||
{
|
{
|
||||||
VulkanExampleBase::prepareFrame();
|
VulkanExampleBase::prepareFrame();
|
||||||
|
|
||||||
// The scene render command buffer has to wait for the offscreen rendering (and transfer) to be finished before using the shadow map
|
|
||||||
// Therefore we synchronize using an additional semaphore
|
|
||||||
|
|
||||||
// Offscreen rendering
|
// Command buffer to be sumitted to the queue
|
||||||
|
|
||||||
// Wait for swap chain presentation to finish
|
|
||||||
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
|
|
||||||
// Signal ready with offscreen semaphore
|
|
||||||
submitInfo.pSignalSemaphores = &offscreenPass.semaphore;
|
|
||||||
|
|
||||||
// Submit work
|
|
||||||
submitInfo.commandBufferCount = 1;
|
submitInfo.commandBufferCount = 1;
|
||||||
submitInfo.pCommandBuffers = &offscreenPass.commandBuffer;
|
|
||||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
|
||||||
|
|
||||||
// Scene rendering
|
|
||||||
|
|
||||||
// Wait for offscreen semaphore
|
|
||||||
submitInfo.pWaitSemaphores = &offscreenPass.semaphore;;
|
|
||||||
// Signal ready with render complete semaphpre
|
|
||||||
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
|
|
||||||
|
|
||||||
// Submit work
|
|
||||||
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
|
||||||
|
|
||||||
|
// Submit to queue
|
||||||
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
|
||||||
|
|
||||||
VulkanExampleBase::submitFrame();
|
VulkanExampleBase::submitFrame();
|
||||||
|
|
@ -899,14 +749,12 @@ public:
|
||||||
loadAssets();
|
loadAssets();
|
||||||
generateQuad();
|
generateQuad();
|
||||||
prepareOffscreenFramebuffer();
|
prepareOffscreenFramebuffer();
|
||||||
setupVertexDescriptions();
|
|
||||||
prepareUniformBuffers();
|
prepareUniformBuffers();
|
||||||
setupDescriptorSetLayout();
|
setupDescriptorSetLayout();
|
||||||
preparePipelines();
|
preparePipelines();
|
||||||
setupDescriptorPool();
|
setupDescriptorPool();
|
||||||
setupDescriptorSets();
|
setupDescriptorSets();
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
buildOffscreenCommandBuffer();
|
|
||||||
prepared = true;
|
prepared = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -915,7 +763,7 @@ public:
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
draw();
|
draw();
|
||||||
if (!paused)
|
if (!paused || camera.updated)
|
||||||
{
|
{
|
||||||
updateLight();
|
updateLight();
|
||||||
updateUniformBufferOffscreen();
|
updateUniformBufferOffscreen();
|
||||||
|
|
@ -923,18 +771,11 @@ public:
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void viewChanged()
|
|
||||||
{
|
|
||||||
updateUniformBufferOffscreen();
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
||||||
{
|
{
|
||||||
if (overlay->header("Settings")) {
|
if (overlay->header("Settings")) {
|
||||||
if (overlay->comboBox("Scenes", &sceneIndex, sceneNames)) {
|
if (overlay->comboBox("Scenes", &sceneIndex, sceneNames)) {
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
buildOffscreenCommandBuffer();
|
|
||||||
}
|
}
|
||||||
if (overlay->checkBox("Display shadow render target", &displayShadowMap)) {
|
if (overlay->checkBox("Display shadow render target", &displayShadowMap)) {
|
||||||
buildCommandBuffers();
|
buildCommandBuffers();
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue