Added Vulkan examples sources!
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mesh/mesh.cpp
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mesh/mesh.cpp
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/*
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* Vulkan Example - Mesh rendering and loading using ASSIMP
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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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#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 USE_GLSL
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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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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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// Contains all buffers and information
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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 {
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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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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(2.0f, 2.0f, -2.0f, 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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width = 1280;
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height = 720;
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zoom = -5.5;
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zoomSpeed = 2.5f;
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rotationSpeed = 0.5f;
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rotation = { -25.5, -123.75, 0.0 };
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title = "Vulkan Example - Mesh rendering";
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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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// 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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textureLoader->destroyTexture(textures.colorMap);
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vkTools::destroyUniformData(device, &uniformData.vsScene);
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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[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::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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VkResult err;
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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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err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
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assert(!err);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport(
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(float)width,
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(float)height,
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0.0f,
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1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(
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width,
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height,
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0,
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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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// Bind mesh vertex buffer
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh.vertices.buf, offsets);
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// Bind mesh index buffer
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vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh.indices.buf, 0, VK_INDEX_TYPE_UINT32);
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// Render mesh vertex buffer using it's indices
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh.indices.count, 1, 0, 0, 0);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VkImageMemoryBarrier prePresentBarrier = vkTools::prePresentBarrier(swapChain.buffers[i].image);
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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0, nullptr,
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1, &prePresentBarrier);
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err = vkEndCommandBuffer(drawCmdBuffers[i]);
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assert(!err);
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}
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}
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void draw()
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{
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VkResult err;
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VkSemaphore presentCompleteSemaphore;
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VkSemaphoreCreateInfo presentCompleteSemaphoreCreateInfo =
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vkTools::initializers::semaphoreCreateInfo(VK_FENCE_CREATE_SIGNALED_BIT);
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err = vkCreateSemaphore(device, &presentCompleteSemaphoreCreateInfo, nullptr, &presentCompleteSemaphore);
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assert(!err);
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// Get next image in the swap chain (back/front buffer)
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err = swapChain.acquireNextImage(presentCompleteSemaphore, ¤tBuffer);
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assert(!err);
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VkSubmitInfo submitInfo = vkTools::initializers::submitInfo();
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submitInfo.waitSemaphoreCount = 1;
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submitInfo.pWaitSemaphores = &presentCompleteSemaphore;
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Submit draw command buffer
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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assert(!err);
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err = swapChain.queuePresent(queue, currentBuffer);
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assert(!err);
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vkDestroySemaphore(device, presentCompleteSemaphore, nullptr);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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err = vkQueueWaitIdle(queue);
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assert(!err);
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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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meshLoader->LoadMesh("./../data/models/voyager/voyager.obj");
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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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// Generate vertex buffer
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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vertexBufferSize,
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vertexBuffer.data(),
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&mesh.vertices.buf,
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&mesh.vertices.mem);
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// Generate index buffer
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createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
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indexBufferSize,
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indexBuffer.data(),
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&mesh.indices.buf,
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&mesh.indices.mem);
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delete(meshLoader);
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}
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void loadTextures()
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{
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textureLoader->loadTexture(
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"./../data/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 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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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Describes memory layout and shader positions
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vertices.attributeDescriptions.resize(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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VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
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assert(!vkRes);
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader combined sampler
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vkTools::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
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assert(!err);
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
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assert(!err);
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
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assert(!vkRes);
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VkDescriptorImageInfo texDescriptor =
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vkTools::initializers::descriptorImageInfo(
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textures.colorMap.sampler,
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textures.colorMap.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.vsScene.descriptor),
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// Binding 1 : Color map
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptor)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vkTools::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vkTools::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vkTools::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vkTools::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vkTools::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vkTools::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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// Solid rendering pipeline
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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#ifdef USE_GLSL
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shaderStages[0] = loadShaderGLSL("./../data/shaders/mesh/mesh.vert", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShaderGLSL("./../data/shaders/mesh/mesh.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
#else
|
||||
shaderStages[0] = loadShader("./../data/shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader("./../data/shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
#endif
|
||||
|
||||
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();
|
||||
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid);
|
||||
assert(!err);
|
||||
}
|
||||
|
||||
// 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(deg_to_rad(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(0, 0, 0));
|
||||
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
uint8_t *pData;
|
||||
VkResult err = vkMapMemory(device, uniformData.vsScene.memory, 0, sizeof(uboVS), 0, (void **)&pData);
|
||||
assert(!err);
|
||||
memcpy(pData, &uboVS, sizeof(uboVS));
|
||||
vkUnmapMemory(device, uniformData.vsScene.memory);
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadTextures();
|
||||
loadMesh();
|
||||
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;
|
||||
|
||||
#ifdef _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));
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
static void handleEvent(const xcb_generic_event_t *event)
|
||||
{
|
||||
if (vulkanExample != NULL)
|
||||
{
|
||||
vulkanExample->handleEvent(event);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
||||
#else
|
||||
int main(const int argc, const char *argv[])
|
||||
#endif
|
||||
{
|
||||
vulkanExample = new VulkanExample();
|
||||
#ifdef _WIN32
|
||||
vulkanExample->setupWindow(hInstance, WndProc);
|
||||
#else
|
||||
vulkanExample->setupWindow();
|
||||
#endif
|
||||
vulkanExample->initSwapchain();
|
||||
vulkanExample->prepare();
|
||||
vulkanExample->renderLoop();
|
||||
delete(vulkanExample);
|
||||
return 0;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue