Render scene mesh by mesh, add debug names for buffers, pipelines, etc. add some debug markers
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1 changed files with 229 additions and 179 deletions
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@ -23,16 +23,9 @@
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Vertex layout used in this example
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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glm::vec3 color;
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};
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// Setup and functions for the VK_EXT_debug_marker_extension
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// Extension spec can be found at https://github.com/KhronosGroup/Vulkan-Docs/blob/1.0-VK_EXT_debug_marker/doc/specs/vulkan/appendices/VK_EXT_debug_marker.txt
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// Note that the extension will only be present if run from an offline debugging application
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namespace DebugReportExt
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{
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bool active = false;
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@ -91,7 +84,7 @@ namespace DebugReportExt
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}
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// Insert a new debug marker into the command buffer
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void insertDebugMarker(VkCommandBuffer cmdbuffer, const char* pMarkerName, glm::vec4 color)
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void insertDebugMarker(VkCommandBuffer cmdbuffer, std::string markerName, glm::vec4 color)
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{
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// Check for valid function (may not be present if not runnin in a debugging application)
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if (pfnCmdDebugMarkerInsert)
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@ -99,7 +92,7 @@ namespace DebugReportExt
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VkDebugMarkerMarkerInfoEXT markerInfo = {};
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markerInfo.sType = VK_STRUCTURE_TYPE_DEBUG_MARKER_MARKER_INFO_EXT;
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memcpy(markerInfo.color, &color[0], sizeof(float) * 4);
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markerInfo.pMarkerName = pMarkerName;
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markerInfo.pMarkerName = markerName.c_str();
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pfnCmdDebugMarkerInsert(cmdbuffer, &markerInfo);
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}
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}
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@ -115,10 +108,18 @@ namespace DebugReportExt
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}
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};
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// Vertex layout used in this example
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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glm::vec3 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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bool wireframe = true;
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bool wireframe = false;
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struct {
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vkTools::VulkanTexture colorMap;
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@ -134,17 +135,25 @@ public:
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// necessary to represent a mesh for rendering purposes
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// This is for demonstration and learning purposes,
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// the other examples use a mesh loader class for easy access
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struct Mesh {
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struct Scene {
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struct {
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VkBuffer buf;
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VkDeviceMemory mem;
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} vertices;
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struct {
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int count;
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VkBuffer buf;
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VkDeviceMemory mem;
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} indices;
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} mesh;
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// Store mesh offsets for vertex and indexbuffers
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struct Mesh
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{
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uint32_t indexStart;
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uint32_t indexCount;
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std::string name;
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};
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std::vector<Mesh> meshes;
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} scene;
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struct {
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vkTools::UniformData vsScene;
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@ -186,16 +195,182 @@ public:
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Destroy and free mesh resources
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vkDestroyBuffer(device, mesh.vertices.buf, nullptr);
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vkFreeMemory(device, mesh.vertices.mem, nullptr);
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vkDestroyBuffer(device, mesh.indices.buf, nullptr);
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vkFreeMemory(device, mesh.indices.mem, nullptr);
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vkDestroyBuffer(device, scene.vertices.buf, nullptr);
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vkFreeMemory(device, scene.vertices.mem, nullptr);
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vkDestroyBuffer(device, scene.indices.buf, nullptr);
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vkFreeMemory(device, scene.indices.mem, 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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// Load the scene from a model file
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void loadScene(std::string filename)
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{
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VulkanMeshLoader *meshLoader = new VulkanMeshLoader();
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#if defined(__ANDROID__)
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meshLoader->assetManager = androidApp->activity->assetManager;
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#endif
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meshLoader->LoadMesh(filename);
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scene.meshes.resize(meshLoader->m_Entries.size());
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// Generate vertex buffer
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float scale = 1.0f;
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std::vector<Vertex> vertexBuffer;
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// Iterate through all meshes in the file
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// and extract the vertex information used in this demo
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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{
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++)
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{
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Vertex vertex;
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vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale;
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vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal;
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vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex;
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vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color;
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vertexBuffer.push_back(vertex);
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}
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}
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uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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// Generate index buffer from loaded mesh file
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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{
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uint32_t indexBase = indexBuffer.size();
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++)
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{
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indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase);
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}
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scene.meshes[m].indexStart = indexBase;
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scene.meshes[m].indexCount = meshLoader->m_Entries[m].Indices.size();
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}
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uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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// Static mesh should always be device local
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bool useStaging = true;
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if (useStaging)
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{
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struct {
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VkBuffer buffer;
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VkDeviceMemory memory;
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} vertexStaging, indexStaging;
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// Create staging buffers
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// Vertex data
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createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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vertexBufferSize,
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vertexBuffer.data(),
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&vertexStaging.buffer,
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&vertexStaging.memory);
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// Index data
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createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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indexBufferSize,
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indexBuffer.data(),
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&indexStaging.buffer,
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&indexStaging.memory);
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// Create device local buffers
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// Vertex buffer
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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vertexBufferSize,
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nullptr,
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&scene.vertices.buf,
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&scene.vertices.mem);
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// Index buffer
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createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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indexBufferSize,
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nullptr,
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&scene.indices.buf,
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&scene.indices.mem);
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// Copy from staging buffers
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkBufferCopy copyRegion = {};
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copyRegion.size = vertexBufferSize;
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vkCmdCopyBuffer(
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copyCmd,
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vertexStaging.buffer,
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scene.vertices.buf,
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1,
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©Region);
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copyRegion.size = indexBufferSize;
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vkCmdCopyBuffer(
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copyCmd,
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indexStaging.buffer,
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scene.indices.buf,
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1,
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©Region);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
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vkFreeMemory(device, vertexStaging.memory, nullptr);
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vkDestroyBuffer(device, indexStaging.buffer, nullptr);
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vkFreeMemory(device, indexStaging.memory, nullptr);
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}
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else
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{
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// Vertex buffer
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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vertexBufferSize,
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vertexBuffer.data(),
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&scene.vertices.buf,
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&scene.vertices.mem);
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// Index buffer
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createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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indexBufferSize,
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indexBuffer.data(),
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&scene.indices.buf,
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&scene.indices.mem);
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}
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delete(meshLoader);
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// Name the meshes
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// ASSIMP does not load mesh names from the COLLADA file used in this example
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// so we need to set them manually
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// These names are used in command buffer creation for setting debug markers
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std::vector<std::string> names = { "hill", "rocks", "cave", "tree", "mushroom stems", "blue mushroom caps", "red mushroom caps", "grass blades", "chest box", "chest fittings" };
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for (size_t i = 0; i < names.size(); i++)
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{
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scene.meshes[i].name = names[i];
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}
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// Name the buffers for debugging
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DebugReportExt::setObjectName(device, (uint64_t)scene.vertices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene vertex buffer");
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DebugReportExt::setObjectName(device, (uint64_t)scene.indices.buf, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene index buffer");
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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 reBuildCommandBuffers()
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{
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if (!checkCommandBuffers())
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@ -247,27 +422,41 @@ public:
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// Solid rendering
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// Insert debug marker
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DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Solid draw", glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
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// Start a new debug marker region
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DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Solid draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scene.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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for (auto mesh : scene.meshes)
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{
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// Add debug marker for mesh name
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DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Draw \"" + mesh.name + "\"", glm::vec4(0.0f));
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indexCount, 1, mesh.indexStart, 0, 0);
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}
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DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
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// Wireframe rendering
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if (wireframe)
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{
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// Insert debug marker
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DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Wireframe draw", glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
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DebugReportExt::beginDebugMarkerRegion(drawCmdBuffers[i], "Wireframe draw", glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
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scissor.offset.x = width / 2;
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.wireframe);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &scene.vertices.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], scene.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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for (auto mesh : scene.meshes)
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{
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// Add debug marker for mesh name
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DebugReportExt::insertDebugMarker(drawCmdBuffers[i], "Draw \"" + mesh.name + "\"", glm::vec4(0.0f));
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indexCount, 1, mesh.indexStart, 0, 0);
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}
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DebugReportExt::endDebugMarkerRegion(drawCmdBuffers[i]);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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@ -279,156 +468,6 @@ public:
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}
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}
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// Load a mesh based on data read via assimp
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// The other example will use the VulkanMesh loader which has some additional functionality for loading meshes
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void loadMesh()
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{
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VulkanMeshLoader *meshLoader = new VulkanMeshLoader();
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#if defined(__ANDROID__)
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meshLoader->assetManager = androidApp->activity->assetManager;
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#endif
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meshLoader->LoadMesh(getAssetPath() + "models/treasure.dae");
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// Generate vertex buffer
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float scale = 1.0f;
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std::vector<Vertex> vertexBuffer;
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// Iterate through all meshes in the file
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// and extract the vertex information used in this demo
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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{
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Vertices.size(); i++)
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{
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Vertex vertex;
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vertex.pos = meshLoader->m_Entries[m].Vertices[i].m_pos * scale;
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vertex.normal = meshLoader->m_Entries[m].Vertices[i].m_normal;
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vertex.uv = meshLoader->m_Entries[m].Vertices[i].m_tex;
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vertex.color = meshLoader->m_Entries[m].Vertices[i].m_color;
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vertexBuffer.push_back(vertex);
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}
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}
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uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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// Generate index buffer from loaded mesh file
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std::vector<uint32_t> indexBuffer;
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for (uint32_t m = 0; m < meshLoader->m_Entries.size(); m++)
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{
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uint32_t indexBase = indexBuffer.size();
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for (uint32_t i = 0; i < meshLoader->m_Entries[m].Indices.size(); i++)
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{
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indexBuffer.push_back(meshLoader->m_Entries[m].Indices[i] + indexBase);
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}
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}
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uint32_t indexBufferSize = indexBuffer.size() * sizeof(uint32_t);
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mesh.indices.count = indexBuffer.size();
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// Static mesh should always be device local
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bool useStaging = true;
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if (useStaging)
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{
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struct {
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VkBuffer buffer;
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VkDeviceMemory memory;
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} vertexStaging, indexStaging;
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// Create staging buffers
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// Vertex data
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createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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vertexBufferSize,
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vertexBuffer.data(),
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&vertexStaging.buffer,
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&vertexStaging.memory);
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// Index data
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createBuffer(
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VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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indexBufferSize,
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indexBuffer.data(),
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&indexStaging.buffer,
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&indexStaging.memory);
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// Create device local buffers
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// Vertex buffer
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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vertexBufferSize,
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nullptr,
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&mesh.vertices.buf,
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&mesh.vertices.mem);
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// Index buffer
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createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
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indexBufferSize,
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nullptr,
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&mesh.indices.buf,
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&mesh.indices.mem);
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// Copy from staging buffers
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkBufferCopy copyRegion = {};
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copyRegion.size = vertexBufferSize;
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vkCmdCopyBuffer(
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copyCmd,
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vertexStaging.buffer,
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mesh.vertices.buf,
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1,
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©Region);
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copyRegion.size = indexBufferSize;
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vkCmdCopyBuffer(
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copyCmd,
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indexStaging.buffer,
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mesh.indices.buf,
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1,
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©Region);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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vkDestroyBuffer(device, vertexStaging.buffer, nullptr);
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vkFreeMemory(device, vertexStaging.memory, nullptr);
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vkDestroyBuffer(device, indexStaging.buffer, nullptr);
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vkFreeMemory(device, indexStaging.memory, nullptr);
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}
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else
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{
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// Vertex buffer
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
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vertexBufferSize,
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vertexBuffer.data(),
|
||||
&mesh.vertices.buf,
|
||||
&mesh.vertices.mem);
|
||||
// Index buffer
|
||||
createBuffer(
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
|
||||
indexBufferSize,
|
||||
indexBuffer.data(),
|
||||
&mesh.indices.buf,
|
||||
&mesh.indices.mem);
|
||||
}
|
||||
|
||||
delete(meshLoader);
|
||||
}
|
||||
|
||||
void loadTextures()
|
||||
{
|
||||
textureLoader->loadTexture(
|
||||
getAssetPath() + "models/voyager/voyager.ktx",
|
||||
VK_FORMAT_BC3_UNORM_BLOCK,
|
||||
&textures.colorMap);
|
||||
}
|
||||
|
||||
void setupVertexDescriptions()
|
||||
{
|
||||
// Binding description
|
||||
|
|
@ -618,6 +657,10 @@ public:
|
|||
shaderStages[0] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/debugmarker/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Name shader moduels for debugging
|
||||
DebugReportExt::setObjectName(device, (uint64_t)shaderModules[0], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Mesh rendering vertex shader");
|
||||
DebugReportExt::setObjectName(device, (uint64_t)shaderModules[1], VK_DEBUG_REPORT_OBJECT_TYPE_SHADER_MODULE_EXT, "Mesh rendering fragment shader");
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
||||
vkTools::initializers::pipelineCreateInfo(
|
||||
pipelineLayout,
|
||||
|
|
@ -642,6 +685,10 @@ public:
|
|||
rasterizationState.lineWidth = 1.0f;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.wireframe));
|
||||
|
||||
// Name pipelines for debugging
|
||||
DebugReportExt::setObjectName(device, (uint64_t)pipelines.solid, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Solid rendering pipeline");
|
||||
DebugReportExt::setObjectName(device, (uint64_t)pipelines.wireframe, VK_DEBUG_REPORT_OBJECT_TYPE_PIPELINE_EXT, "Wireframe rendering pipeline");
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
|
|
@ -657,6 +704,9 @@ public:
|
|||
&uniformData.vsScene.memory,
|
||||
&uniformData.vsScene.descriptor);
|
||||
|
||||
// Name uniform buffer for debugging
|
||||
DebugReportExt::setObjectName(device, (uint64_t)uniformData.vsScene.buffer, VK_DEBUG_REPORT_OBJECT_TYPE_BUFFER_EXT, "Scene uniform buffer block");
|
||||
|
||||
updateUniformBuffers();
|
||||
}
|
||||
|
||||
|
|
@ -690,9 +740,9 @@ public:
|
|||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
DebugReportExt::setupDebugMarkers(VulkanExampleBase::device);
|
||||
DebugReportExt::setupDebugMarkers(device);
|
||||
loadTextures();
|
||||
loadMesh();
|
||||
loadScene(getAssetPath() + "models/treasure.dae");
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue