Sample directly from framebuffer color attachment, removed texture targets

This commit is contained in:
saschawillems 2016-06-05 18:20:02 +02:00
parent 1b32af6997
commit d5b71dffc3

View file

@ -122,11 +122,11 @@ public:
int32_t width, height; int32_t width, height;
VkFramebuffer frameBuffer; VkFramebuffer frameBuffer;
FrameBufferAttachment color, depth; FrameBufferAttachment color, depth;
// Texture target for framebuffer blit
vkTools::VulkanTexture textureTarget;
VkSampler colorSampler;
} offScreenFrameBuf, offScreenFrameBufB; } offScreenFrameBuf, offScreenFrameBufB;
// One sampler for the frame buffer color attachments
VkSampler colorSampler;
// Used to store commands for rendering and blitting // Used to store commands for rendering and blitting
// the offscreen scene // the offscreen scene
VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE; VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
@ -148,9 +148,7 @@ public:
// Clean up used Vulkan resources // Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class // Note : Inherited destructor cleans up resources stored in base class
// Texture target vkDestroySampler(device, colorSampler, nullptr);
textureLoader->destroyTexture(offScreenFrameBuf.textureTarget);
textureLoader->destroyTexture(offScreenFrameBufB.textureTarget);
// Frame buffer // Frame buffer
vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr); vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
@ -201,81 +199,8 @@ public:
textureLoader->destroyTexture(textures.cubemap); textureLoader->destroyTexture(textures.cubemap);
} }
// Preapre an empty texture as the blit target from // Setup the offscreen framebuffer for rendering the mirrored scene
// the offscreen framebuffer // The color attachment of this framebuffer will then be sampled from
void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format, VkCommandBuffer cmdBuffer)
{
VkFormatProperties formatProperties;
// Get device properites for the requested texture format
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
// Check if blit destination is supported for the requested format
// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT);
// Prepare blit target texture
tex->width = width;
tex->height = height;
VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.extent = { width, height, 1 };
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
// Texture will be sampled in a shader and is also the blit destination
imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
vkGetImageMemoryRequirements(device, tex->image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &(tex->deviceMemory)));
VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
tex->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vkTools::setImageLayout(
cmdBuffer,
tex->image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
tex->imageLayout);
// Create sampler
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = TEX_FILTER;
sampler.minFilter = TEX_FILTER;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = 0.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
// Create image view
VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
view.image = VK_NULL_HANDLE;
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
view.image = tex->image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
}
// Prepare a new framebuffer for offscreen rendering
// The contents of this framebuffer are then
// blitted to our render target
void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkCommandBuffer cmdBuffer) void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkCommandBuffer cmdBuffer)
{ {
frameBuf->width = FB_DIM; frameBuf->width = FB_DIM;
@ -299,9 +224,8 @@ public:
image.arrayLayers = 1; image.arrayLayers = 1;
image.samples = VK_SAMPLE_COUNT_1_BIT; image.samples = VK_SAMPLE_COUNT_1_BIT;
image.tiling = VK_IMAGE_TILING_OPTIMAL; image.tiling = VK_IMAGE_TILING_OPTIMAL;
// Image of the framebuffer is blit source // We will sample directly from the color attachment
image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT; image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
image.flags = 0;
VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo(); VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs; VkMemoryRequirements memReqs;
@ -324,12 +248,14 @@ public:
VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem)); VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0)); VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
// Set the initial layout to shader read instead of attachment
// This is done as the render loop does the actualy image layout transitions
vkTools::setImageLayout( vkTools::setImageLayout(
cmdBuffer, cmdBuffer,
frameBuf->color.image, frameBuf->color.image,
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL); VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
colorImageView.image = frameBuf->color.image; colorImageView.image = frameBuf->color.image;
VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view)); VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
@ -381,15 +307,6 @@ public:
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->frameBuffer)); VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->frameBuffer));
} }
// Prepare the ping-pong texture targets for the vertical- and horizontal blur
void prepareTextureTargets()
{
VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
prepareTextureTarget(&offScreenFrameBuf.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT, cmdBuffer);
prepareTextureTarget(&offScreenFrameBufB.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT, cmdBuffer);
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
}
// Prepare the offscreen framebuffers used for the vertical- and horizontal blur // Prepare the offscreen framebuffers used for the vertical- and horizontal blur
void prepareOffscreenFramebuffers() void prepareOffscreenFramebuffers()
{ {
@ -397,6 +314,21 @@ public:
prepareOffscreenFramebuffer(&offScreenFrameBuf, cmdBuffer); prepareOffscreenFramebuffer(&offScreenFrameBuf, cmdBuffer);
prepareOffscreenFramebuffer(&offScreenFrameBufB, cmdBuffer); prepareOffscreenFramebuffer(&offScreenFrameBufB, cmdBuffer);
VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true); VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
// Create sampler to sample from the color attachments
VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.maxAnisotropy = 0;
sampler.minLod = 0.0f;
sampler.maxLod = 1.0f;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
} }
// Sets up the command buffer that renders the scene to the offscreen frame buffer // Sets up the command buffer that renders the scene to the offscreen frame buffer
@ -417,7 +349,8 @@ public:
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo(); VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
// Horizontal blur // First pass: Horizontal blur
VkClearValue clearValues[2]; VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } }; clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 }; clearValues[1].depthStencil = { 1.0f, 0 };
@ -432,6 +365,14 @@ public:
VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo)); VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
// Change back layout of the color attachment after sampling in the fragment shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f); VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport); vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
@ -450,79 +391,20 @@ public:
vkCmdEndRenderPass(offScreenCmdBuffer); vkCmdEndRenderPass(offScreenCmdBuffer);
// Make sure color writes to the framebuffer are finished before using it as transfer source // Change layout of the color attachment for sampling in the fragment shader
// in the vertical blur pass
vkTools::setImageLayout( vkTools::setImageLayout(
offScreenCmdBuffer, offScreenCmdBuffer,
offScreenFrameBuf.color.image, offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Transform texture target to transfer destination
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Blit offscreen color buffer to our texture target
VkImageBlit imgBlit;
imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.srcSubresource.mipLevel = 0;
imgBlit.srcSubresource.baseArrayLayer = 0;
imgBlit.srcSubresource.layerCount = 1;
imgBlit.srcOffsets[0] = { 0, 0, 0 };
imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
imgBlit.srcOffsets[1].z = 1;
imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imgBlit.dstSubresource.mipLevel = 0;
imgBlit.dstSubresource.baseArrayLayer = 0;
imgBlit.dstSubresource.layerCount = 1;
imgBlit.dstOffsets[0] = { 0, 0, 0 };
imgBlit.dstOffsets[1].x = offScreenFrameBuf.textureTarget.width;
imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
imgBlit.dstOffsets[1].z = 1;
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
vkCmdBlitImage(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&imgBlit,
VK_FILTER_LINEAR
);
// Transform framebuffer color attachment back
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Transform texture target back to shader read
// Makes sure that writes to the texture are finished before
// it's accessed in the shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBuf.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// Vertical blur // Second pass: Vertical blur
// Render the textured quad containing the scene into
// another offscreen buffer applying a vertical blur // Render the horizontally blurred texture into a second
// framebuffer and blur vertically
renderPassBeginInfo.framebuffer = offScreenFrameBufB.frameBuffer; renderPassBeginInfo.framebuffer = offScreenFrameBufB.frameBuffer;
renderPassBeginInfo.renderArea.extent.width = offScreenFrameBufB.width; renderPassBeginInfo.renderArea.extent.width = offScreenFrameBufB.width;
renderPassBeginInfo.renderArea.extent.height = offScreenFrameBufB.height; renderPassBeginInfo.renderArea.extent.height = offScreenFrameBufB.height;
@ -533,6 +415,14 @@ public:
vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor); vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
// Change back layout of the color attachment after sampling in the fragment shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Draw horizontally blurred texture // Draw horizontally blurred texture
@ -544,52 +434,13 @@ public:
vkCmdEndRenderPass(offScreenCmdBuffer); vkCmdEndRenderPass(offScreenCmdBuffer);
// Make sure color writes to the framebuffer are finished before using it as transfer source // Change layout of the color attachment for sampling in the fragment shader
// in the vertical blur pass
vkTools::setImageLayout( vkTools::setImageLayout(
offScreenCmdBuffer, offScreenCmdBuffer,
offScreenFrameBufB.color.image, offScreenFrameBufB.color.image,
VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// Transform texture target to transfer destination
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// Blit from framebuffer image to texture image
// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
vkCmdBlitImage(
offScreenCmdBuffer,
offScreenFrameBufB.color.image,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
offScreenFrameBufB.textureTarget.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&imgBlit,
VK_FILTER_LINEAR
);
// Transform framebuffer color attachment back
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.color.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Transform texture target back to shader read
// Makes sure that writes to the texture are finished before
// it's accessed in the shader
vkTools::setImageLayout(
offScreenCmdBuffer,
offScreenFrameBufB.textureTarget.image,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer)); VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
@ -846,13 +697,15 @@ public:
1); 1);
// Full screen blur descriptor sets // Full screen blur descriptor sets
// Vertical blur // Vertical blur
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur)); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur));
// Texture descriptor for sampling from the unblurred offscreen color attachment
VkDescriptorImageInfo texDescriptorVert = VkDescriptorImageInfo texDescriptorVert =
vkTools::initializers::descriptorImageInfo( vkTools::initializers::descriptorImageInfo(
offScreenFrameBuf.textureTarget.sampler, colorSampler,
offScreenFrameBuf.textureTarget.view, offScreenFrameBuf.color.view,
VK_IMAGE_LAYOUT_GENERAL); VK_IMAGE_LAYOUT_GENERAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets = std::vector<VkWriteDescriptorSet> writeDescriptorSets =
@ -882,10 +735,11 @@ public:
// Horizontal blur // Horizontal blur
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur)); VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur));
// Texture descriptor for sampling from the vertically blurred offscreen color attachment
VkDescriptorImageInfo texDescriptorHorz = VkDescriptorImageInfo texDescriptorHorz =
vkTools::initializers::descriptorImageInfo( vkTools::initializers::descriptorImageInfo(
offScreenFrameBufB.textureTarget.sampler, colorSampler,
offScreenFrameBufB.textureTarget.view, offScreenFrameBufB.color.view,
VK_IMAGE_LAYOUT_GENERAL); VK_IMAGE_LAYOUT_GENERAL);
writeDescriptorSets = writeDescriptorSets =
@ -968,7 +822,7 @@ public:
vkTools::initializers::pipelineRasterizationStateCreateInfo( vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL, VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE, VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE, VK_FRONT_FACE_CLOCKWISE,
0); 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = VkPipelineColorBlendAttachmentState blendAttachmentState =
@ -1044,23 +898,22 @@ public:
// Phong pass (3D model) // Phong pass (3D model)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
pipelineCreateInfo.layout = pipelineLayouts.scene; pipelineCreateInfo.layout = pipelineLayouts.scene;
blendAttachmentState.blendEnable = VK_FALSE; blendAttachmentState.blendEnable = VK_FALSE;
depthStencilState.depthWriteEnable = VK_TRUE; depthStencilState.depthWriteEnable = VK_TRUE;
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass)); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
// Color only pass (offscreen blur base) // Color only pass (offscreen blur base)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass)); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.colorPass));
// Skybox (cubemap // Skybox (cubemap)
shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
depthStencilState.depthWriteEnable = VK_FALSE; depthStencilState.depthWriteEnable = VK_FALSE;
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox)); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
} }
@ -1230,7 +1083,6 @@ public:
loadMeshes(); loadMeshes();
setupVertexDescriptions(); setupVertexDescriptions();
prepareUniformBuffers(); prepareUniformBuffers();
prepareTextureTargets();
prepareOffscreenFramebuffers(); prepareOffscreenFramebuffers();
setupDescriptorSetLayout(); setupDescriptorSetLayout();
preparePipelines(); preparePipelines();