Added ETC2 and ASTC texture variants (Refs #174)
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10 changed files with 97 additions and 38 deletions
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@ -184,8 +184,6 @@ public:
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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timerSpeed *= 0.25f;
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paused = true;
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// Device features to be enabled for this example
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enabledFeatures.geometryShader = VK_TRUE;
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}
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~VulkanExample()
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@ -232,6 +230,18 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Geometry shader support is required for writing to multiple shadow map layers in one single pass
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if (deviceFeatures.geometryShader) {
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enabledFeatures.geometryShader = VK_TRUE;
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}
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else {
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vks::tools::exitFatal("Selected GPU does not support geometry shaders!", "Feature not supported");
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}
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}
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// Prepare a layered shadow map with each layer containing depth from a light's point of view
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// The shadow mapping pass uses geometry shader instancing to output the scene from the different
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// light sources' point of view to the layers of the depth attachment in one single pass
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@ -417,10 +427,30 @@ public:
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modelCreateInfo.center = glm::vec3(0.0f, 2.3f, 0.0f);
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models.background.loadFromFile(getAssetPath() + "models/openbox.dae", vertexLayout, &modelCreateInfo, vulkanDevice, queue);
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textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.background.colorMap.loadFromFile(getAssetPath() + "textures/pattern_57_diffuse_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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textures.background.normalMap.loadFromFile(getAssetPath() + "textures/pattern_57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
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// Textures
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std::string texFormatSuffix;
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VkFormat texFormat;
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// Get supported compressed texture format
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if (vulkanDevice->features.textureCompressionBC) {
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texFormatSuffix = "_bc3_unorm";
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texFormat = VK_FORMAT_BC3_UNORM_BLOCK;
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}
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else if (vulkanDevice->features.textureCompressionASTC_LDR) {
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texFormatSuffix = "_astc_8x8_unorm";
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texFormat = VK_FORMAT_ASTC_8x8_UNORM_BLOCK;
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}
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else if (vulkanDevice->features.textureCompressionETC2) {
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texFormatSuffix = "_etc2_unorm";
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texFormat = VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK;
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}
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else {
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vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
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}
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textures.model.colorMap.loadFromFile(getAssetPath() + "models/armor/color" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.model.normalMap.loadFromFile(getAssetPath() + "models/armor/normal" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.background.colorMap.loadFromFile(getAssetPath() + "textures/stonefloor02_color" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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textures.background.normalMap.loadFromFile(getAssetPath() + "textures/stonefloor02_normal" + texFormatSuffix + ".ktx", texFormat, vulkanDevice, queue);
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}
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void reBuildCommandBuffers()
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@ -914,8 +944,8 @@ public:
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.offscreen));
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// Shadow mapping pipeline
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// The shadow mapping pipeline uses geometry shader instancing (invoctations layout modifier) to output
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// shadow maps for multiple lights sources into the different shadiw map layers in one single render pass
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// The shadow mapping pipeline uses geometry shader instancing (invocations layout modifier) to output
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// shadow maps for multiple lights sources into the different shadow map layers in one single render pass
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std::array<VkPipelineShaderStageCreateInfo, 3> shadowStages;
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shadowStages[0] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shadowStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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