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1 changed files with 112 additions and 134 deletions
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@ -1,7 +1,13 @@
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/*
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* Vulkan Example - Deferred shading with multiple render targets (aka G-Buffer) example
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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* This samples shows how to do deferred rendering. Unlike forward rendering, different components like
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* albedo, normals, world positions are rendered to offscreen images which are then put together and lit
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* in a composition pass
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* Use the dropdown in the ui to switch between the final composition pass or the separate components
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*
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*
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* Copyright (C) 2016-2023 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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@ -9,14 +15,6 @@
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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// Texture properties
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#define TEX_DIM 2048
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#define TEX_FILTER VK_FILTER_LINEAR
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// Offscreen frame buffer properties
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#define FB_DIM TEX_DIM
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class VulkanExample : public VulkanExampleBase
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{
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public:
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@ -58,25 +56,25 @@ public:
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} uboComposition;
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struct {
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vks::Buffer offscreen;
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vks::Buffer composition;
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vks::Buffer offscreen{ VK_NULL_HANDLE };
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vks::Buffer composition{ VK_NULL_HANDLE };
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} uniformBuffers;
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struct {
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VkPipeline offscreen;
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VkPipeline composition;
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VkPipeline offscreen{ VK_NULL_HANDLE };
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VkPipeline composition{ VK_NULL_HANDLE };
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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struct {
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VkDescriptorSet model;
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VkDescriptorSet floor;
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VkDescriptorSet model{ VK_NULL_HANDLE };
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VkDescriptorSet floor{ VK_NULL_HANDLE };
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VkDescriptorSet composition{ VK_NULL_HANDLE };
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} descriptorSets;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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// Framebuffer for offscreen rendering
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// Framebuffers holding the deferred attachments
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struct FrameBufferAttachment {
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VkImage image;
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VkDeviceMemory mem;
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@ -86,18 +84,19 @@ public:
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struct FrameBuffer {
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int32_t width, height;
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VkFramebuffer frameBuffer;
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// One attachment for every component required for a deferred rendering setup
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FrameBufferAttachment position, normal, albedo;
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FrameBufferAttachment depth;
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VkRenderPass renderPass;
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} offScreenFrameBuf;
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} offScreenFrameBuf{};
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// One sampler for the frame buffer color attachments
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VkSampler colorSampler;
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VkSampler colorSampler{ VK_NULL_HANDLE };
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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VkCommandBuffer offScreenCmdBuffer{ VK_NULL_HANDLE };
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// Semaphore used to synchronize between offscreen and final scene rendering
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VkSemaphore offscreenSemaphore = VK_NULL_HANDLE;
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VkSemaphore offscreenSemaphore{ VK_NULL_HANDLE };
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VulkanExample() : VulkanExampleBase()
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{
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@ -114,52 +113,51 @@ public:
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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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if (device) {
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vkDestroySampler(device, colorSampler, nullptr);
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vkDestroySampler(device, colorSampler, nullptr);
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// Frame buffer
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// Frame buffer
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// Color attachments
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vkDestroyImageView(device, offScreenFrameBuf.position.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.position.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.position.mem, nullptr);
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// Color attachments
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vkDestroyImageView(device, offScreenFrameBuf.position.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.position.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.position.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.normal.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.normal.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.normal.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.normal.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.normal.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.normal.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.albedo.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.albedo.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.albedo.mem, nullptr);
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vkDestroyImageView(device, offScreenFrameBuf.albedo.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.albedo.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.albedo.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
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// Depth attachment
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vkDestroyImageView(device, offScreenFrameBuf.depth.view, nullptr);
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vkDestroyImage(device, offScreenFrameBuf.depth.image, nullptr);
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vkFreeMemory(device, offScreenFrameBuf.depth.mem, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
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vkDestroyFramebuffer(device, offScreenFrameBuf.frameBuffer, nullptr);
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vkDestroyPipeline(device, pipelines.composition, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipeline(device, pipelines.composition, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// Uniform buffers
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uniformBuffers.offscreen.destroy();
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uniformBuffers.composition.destroy();
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// Uniform buffers
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uniformBuffers.offscreen.destroy();
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uniformBuffers.composition.destroy();
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vkDestroyRenderPass(device, offScreenFrameBuf.renderPass, nullptr);
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vkDestroyRenderPass(device, offScreenFrameBuf.renderPass, nullptr);
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textures.model.colorMap.destroy();
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textures.model.normalMap.destroy();
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textures.floor.colorMap.destroy();
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textures.floor.normalMap.destroy();
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textures.model.colorMap.destroy();
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textures.model.normalMap.destroy();
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textures.floor.colorMap.destroy();
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textures.floor.normalMap.destroy();
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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}
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// Enable physical device features required for this example
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@ -235,8 +233,9 @@ public:
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// Prepare a new framebuffer and attachments for offscreen rendering (G-Buffer)
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void prepareOffscreenFramebuffer()
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{
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offScreenFrameBuf.width = FB_DIM;
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offScreenFrameBuf.height = FB_DIM;
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// Note: Instead of using fixed sizes, one could also match the window size and recreate the attachments on resize
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offScreenFrameBuf.width = 2048;
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offScreenFrameBuf.height = 2048;
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// Color attachments
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@ -380,8 +379,7 @@ public:
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// Build command buffer for rendering the scene to the offscreen frame buffer attachments
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void buildDeferredCommandBuffer()
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE)
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{
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if (offScreenCmdBuffer == VK_NULL_HANDLE) {
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offScreenCmdBuffer = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, false);
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}
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@ -418,11 +416,11 @@ public:
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vkCmdBindPipeline(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
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// Background
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// Floor
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.floor, 0, nullptr);
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models.floor.draw(offScreenCmdBuffer);
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// Instanced object
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// We render multiple instances of a model
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vkCmdBindDescriptorSets(offScreenCmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.model, 0, nullptr);
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models.model.bindBuffers(offScreenCmdBuffer);
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vkCmdDrawIndexed(offScreenCmdBuffer, models.model.indices.count, 3, 0, 0, 0);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.composition, 0, nullptr);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.composition);
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// Final composition as full screen quad
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// Final composition
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// This is done by simply drawing a full screen quad
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// The fragment shader then combines the deferred attachments into the final image
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// Note: Also used for debug display if debugDisplayTarget > 0
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vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
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}
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}
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void setupDescriptorPool()
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 8),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 9)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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// Deferred shading layout
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// Layouts
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding( VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// Binding 1 : Position texture target / Scene colormap
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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// Binding 2 : Normals texture target
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// Binding 4 : Fragment shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 4),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Shared pipeline layout used by all pipelines
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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// Sets
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Deferred composition
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.composition));
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writeDescriptorSets = {
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// Binding 1 : Position texture target
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptorPosition),
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// Binding 2 : Normals texture target
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &texDescriptorNormal),
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// Binding 3 : Albedo texture target
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3, &texDescriptorAlbedo),
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// Binding 4 : Fragment shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.composition, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4, &uniformBuffers.composition.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.model));
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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// Binding 1: Color map
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vks::initializers::writeDescriptorSet(descriptorSets.model, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.model.colorMap.descriptor),
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// Binding 2: Normal map
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.floor));
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writeDescriptorSets = {
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// Binding 0: Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
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// Binding 1: Color map
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vks::initializers::writeDescriptorSet(descriptorSets.floor, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.floor.colorMap.descriptor),
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// Binding 2: Normal map
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void preparePipelines()
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{
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// Pipeline layout
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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// Pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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void prepareUniformBuffers()
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{
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// Offscreen vertex shader
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.offscreen,
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sizeof(uboOffscreenVS)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.offscreen, sizeof(uboOffscreenVS)));
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// Deferred fragment shader
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.composition,
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sizeof(uboComposition)));
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.composition, sizeof(uboComposition)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffers.offscreen.map());
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@ -716,20 +704,23 @@ public:
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uboComposition.lights[5].color = glm::vec3(1.0f, 0.7f, 0.3f);
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uboComposition.lights[5].radius = 25.0f;
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uboComposition.lights[0].position.x = sin(glm::radians(360.0f * timer)) * 5.0f;
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uboComposition.lights[0].position.z = cos(glm::radians(360.0f * timer)) * 5.0f;
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// Animate the lights
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if (!paused) {
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uboComposition.lights[0].position.x = sin(glm::radians(360.0f * timer)) * 5.0f;
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uboComposition.lights[0].position.z = cos(glm::radians(360.0f * timer)) * 5.0f;
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uboComposition.lights[1].position.x = -4.0f + sin(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
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uboComposition.lights[1].position.z = 0.0f + cos(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
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uboComposition.lights[1].position.x = -4.0f + sin(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
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uboComposition.lights[1].position.z = 0.0f + cos(glm::radians(360.0f * timer) + 45.0f) * 2.0f;
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uboComposition.lights[2].position.x = 4.0f + sin(glm::radians(360.0f * timer)) * 2.0f;
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uboComposition.lights[2].position.z = 0.0f + cos(glm::radians(360.0f * timer)) * 2.0f;
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uboComposition.lights[2].position.x = 4.0f + sin(glm::radians(360.0f * timer)) * 2.0f;
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uboComposition.lights[2].position.z = 0.0f + cos(glm::radians(360.0f * timer)) * 2.0f;
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uboComposition.lights[4].position.x = 0.0f + sin(glm::radians(360.0f * timer + 90.0f)) * 5.0f;
|
||||
uboComposition.lights[4].position.z = 0.0f - cos(glm::radians(360.0f * timer + 45.0f)) * 5.0f;
|
||||
uboComposition.lights[4].position.x = 0.0f + sin(glm::radians(360.0f * timer + 90.0f)) * 5.0f;
|
||||
uboComposition.lights[4].position.z = 0.0f - cos(glm::radians(360.0f * timer + 45.0f)) * 5.0f;
|
||||
|
||||
uboComposition.lights[5].position.x = 0.0f + sin(glm::radians(-360.0f * timer + 135.0f)) * 10.0f;
|
||||
uboComposition.lights[5].position.z = 0.0f - cos(glm::radians(-360.0f * timer - 45.0f)) * 10.0f;
|
||||
uboComposition.lights[5].position.x = 0.0f + sin(glm::radians(-360.0f * timer + 135.0f)) * 10.0f;
|
||||
uboComposition.lights[5].position.z = 0.0f - cos(glm::radians(-360.0f * timer - 45.0f)) * 10.0f;
|
||||
}
|
||||
|
||||
// Current view position
|
||||
uboComposition.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f);
|
||||
|
|
@ -739,6 +730,19 @@ public:
|
|||
memcpy(uniformBuffers.composition.mapped, &uboComposition, sizeof(uboComposition));
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareOffscreenFramebuffer();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptors();
|
||||
preparePipelines();
|
||||
buildCommandBuffers();
|
||||
buildDeferredCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
void draw()
|
||||
{
|
||||
VulkanExampleBase::prepareFrame();
|
||||
|
|
@ -780,38 +784,12 @@ public:
|
|||
VulkanExampleBase::submitFrame();
|
||||
}
|
||||
|
||||
void prepare()
|
||||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
prepareOffscreenFramebuffer();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
setupDescriptorPool();
|
||||
setupDescriptorSet();
|
||||
buildCommandBuffers();
|
||||
buildDeferredCommandBuffer();
|
||||
prepared = true;
|
||||
}
|
||||
|
||||
virtual void render()
|
||||
{
|
||||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
if (!paused)
|
||||
{
|
||||
updateUniformBufferComposition();
|
||||
}
|
||||
if (camera.updated)
|
||||
{
|
||||
updateUniformBufferOffscreen();
|
||||
}
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
{
|
||||
updateUniformBufferComposition();
|
||||
updateUniformBufferOffscreen();
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue