Sample directly from framebuffer color attachment, removed texture targets
This commit is contained in:
parent
1b32af6997
commit
d5b71dffc3
1 changed files with 65 additions and 213 deletions
276
bloom/bloom.cpp
276
bloom/bloom.cpp
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@ -122,11 +122,11 @@ public:
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int32_t width, height;
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VkFramebuffer frameBuffer;
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FrameBufferAttachment color, depth;
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// Texture target for framebuffer blit
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vkTools::VulkanTexture textureTarget;
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VkSampler colorSampler;
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} offScreenFrameBuf, offScreenFrameBufB;
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// One sampler for the frame buffer color attachments
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VkSampler colorSampler;
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// Used to store commands for rendering and blitting
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// the offscreen scene
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VkCommandBuffer offScreenCmdBuffer = VK_NULL_HANDLE;
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@ -148,9 +148,7 @@ public:
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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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// Texture target
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textureLoader->destroyTexture(offScreenFrameBuf.textureTarget);
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textureLoader->destroyTexture(offScreenFrameBufB.textureTarget);
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vkDestroySampler(device, colorSampler, nullptr);
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// Frame buffer
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vkDestroyImageView(device, offScreenFrameBuf.color.view, nullptr);
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@ -201,81 +199,8 @@ public:
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textureLoader->destroyTexture(textures.cubemap);
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}
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// Preapre an empty texture as the blit target from
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// the offscreen framebuffer
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void prepareTextureTarget(vkTools::VulkanTexture *tex, uint32_t width, uint32_t height, VkFormat format, VkCommandBuffer cmdBuffer)
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{
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VkFormatProperties formatProperties;
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// Get device properites for the requested texture format
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Check if blit destination is supported for the requested format
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// Only try for optimal tiling, linear tiling usually won't support blit as destination anyway
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT);
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// Prepare blit target texture
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tex->width = width;
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tex->height = height;
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Texture will be sampled in a shader and is also the blit destination
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imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
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vkGetImageMemoryRequirements(device, tex->image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &(tex->deviceMemory)));
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VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
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tex->imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkTools::setImageLayout(
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cmdBuffer,
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tex->image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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tex->imageLayout);
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// Create sampler
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = TEX_FILTER;
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sampler.minFilter = TEX_FILTER;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.maxLod = 0.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
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// Create image view
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VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
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view.image = VK_NULL_HANDLE;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = tex->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
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}
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// Prepare a new framebuffer for offscreen rendering
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// The contents of this framebuffer are then
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// blitted to our render target
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// Setup the offscreen framebuffer for rendering the mirrored scene
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// The color attachment of this framebuffer will then be sampled from
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void prepareOffscreenFramebuffer(FrameBuffer *frameBuf, VkCommandBuffer cmdBuffer)
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{
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frameBuf->width = FB_DIM;
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@ -299,9 +224,8 @@ public:
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image.arrayLayers = 1;
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image.samples = VK_SAMPLE_COUNT_1_BIT;
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image.tiling = VK_IMAGE_TILING_OPTIMAL;
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// Image of the framebuffer is blit source
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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image.flags = 0;
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// We will sample directly from the color attachment
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image.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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@ -324,12 +248,14 @@ public:
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuf->color.mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuf->color.image, frameBuf->color.mem, 0));
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// Set the initial layout to shader read instead of attachment
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// This is done as the render loop does the actualy image layout transitions
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vkTools::setImageLayout(
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cmdBuffer,
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frameBuf->color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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colorImageView.image = frameBuf->color.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &colorImageView, nullptr, &frameBuf->color.view));
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@ -381,15 +307,6 @@ public:
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuf->frameBuffer));
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}
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// Prepare the ping-pong texture targets for the vertical- and horizontal blur
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void prepareTextureTargets()
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{
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VkCommandBuffer cmdBuffer = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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prepareTextureTarget(&offScreenFrameBuf.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT, cmdBuffer);
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prepareTextureTarget(&offScreenFrameBufB.textureTarget, TEX_DIM, TEX_DIM, TEX_FORMAT, cmdBuffer);
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VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
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}
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// Prepare the offscreen framebuffers used for the vertical- and horizontal blur
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void prepareOffscreenFramebuffers()
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{
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@ -397,6 +314,21 @@ public:
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prepareOffscreenFramebuffer(&offScreenFrameBuf, cmdBuffer);
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prepareOffscreenFramebuffer(&offScreenFrameBufB, cmdBuffer);
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VulkanExampleBase::flushCommandBuffer(cmdBuffer, queue, true);
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// Create sampler to sample from the color attachments
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.maxAnisotropy = 0;
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sampler.minLod = 0.0f;
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sampler.maxLod = 1.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &colorSampler));
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}
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// Sets up the command buffer that renders the scene to the offscreen frame buffer
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@ -417,7 +349,8 @@ public:
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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// Horizontal blur
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// First pass: Horizontal blur
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VkClearValue clearValues[2];
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clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 1.0f } };
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clearValues[1].depthStencil = { 1.0f, 0 };
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@ -432,6 +365,14 @@ public:
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VK_CHECK_RESULT(vkBeginCommandBuffer(offScreenCmdBuffer, &cmdBufInfo));
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// Change back layout of the color attachment after sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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VkViewport viewport = vkTools::initializers::viewport((float)offScreenFrameBuf.width, (float)offScreenFrameBuf.height, 0.0f, 1.0f);
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vkCmdSetViewport(offScreenCmdBuffer, 0, 1, &viewport);
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@ -450,79 +391,20 @@ public:
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Make sure color writes to the framebuffer are finished before using it as transfer source
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// Change layout of the color attachment for sampling in the fragment shader
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// in the vertical blur pass
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Transform texture target to transfer destination
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Blit offscreen color buffer to our texture target
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VkImageBlit imgBlit;
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imgBlit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.srcSubresource.mipLevel = 0;
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imgBlit.srcSubresource.baseArrayLayer = 0;
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imgBlit.srcSubresource.layerCount = 1;
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imgBlit.srcOffsets[0] = { 0, 0, 0 };
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imgBlit.srcOffsets[1].x = offScreenFrameBuf.width;
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imgBlit.srcOffsets[1].y = offScreenFrameBuf.height;
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imgBlit.srcOffsets[1].z = 1;
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imgBlit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imgBlit.dstSubresource.mipLevel = 0;
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imgBlit.dstSubresource.baseArrayLayer = 0;
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imgBlit.dstSubresource.layerCount = 1;
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imgBlit.dstOffsets[0] = { 0, 0, 0 };
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imgBlit.dstOffsets[1].x = offScreenFrameBuf.textureTarget.width;
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imgBlit.dstOffsets[1].y = offScreenFrameBuf.textureTarget.height;
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imgBlit.dstOffsets[1].z = 1;
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// Blit from framebuffer image to texture image
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// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
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vkCmdBlitImage(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1,
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&imgBlit,
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VK_FILTER_LINEAR
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);
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// Transform framebuffer color attachment back
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Transform texture target back to shader read
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// Makes sure that writes to the texture are finished before
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// it's accessed in the shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBuf.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Vertical blur
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// Render the textured quad containing the scene into
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// another offscreen buffer applying a vertical blur
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// Second pass: Vertical blur
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// Render the horizontally blurred texture into a second
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// framebuffer and blur vertically
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renderPassBeginInfo.framebuffer = offScreenFrameBufB.frameBuffer;
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renderPassBeginInfo.renderArea.extent.width = offScreenFrameBufB.width;
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renderPassBeginInfo.renderArea.extent.height = offScreenFrameBufB.height;
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@ -533,6 +415,14 @@ public:
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vkCmdSetScissor(offScreenCmdBuffer, 0, 1, &scissor);
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// Change back layout of the color attachment after sampling in the fragment shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBufB.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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vkCmdBeginRenderPass(offScreenCmdBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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// Draw horizontally blurred texture
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@ -544,52 +434,13 @@ public:
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vkCmdEndRenderPass(offScreenCmdBuffer);
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// Make sure color writes to the framebuffer are finished before using it as transfer source
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// Change layout of the color attachment for sampling in the fragment shader
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// in the vertical blur pass
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBufB.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Transform texture target to transfer destination
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBufB.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Blit from framebuffer image to texture image
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// vkCmdBlitImage does scaling and (if necessary and possible) also does format conversions
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vkCmdBlitImage(
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offScreenCmdBuffer,
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offScreenFrameBufB.color.image,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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offScreenFrameBufB.textureTarget.image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1,
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&imgBlit,
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VK_FILTER_LINEAR
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);
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// Transform framebuffer color attachment back
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBufB.color.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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// Transform texture target back to shader read
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// Makes sure that writes to the texture are finished before
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// it's accessed in the shader
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vkTools::setImageLayout(
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offScreenCmdBuffer,
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offScreenFrameBufB.textureTarget.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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VK_CHECK_RESULT(vkEndCommandBuffer(offScreenCmdBuffer));
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@ -846,13 +697,15 @@ public:
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1);
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// Full screen blur descriptor sets
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// Vertical blur
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.verticalBlur));
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// Texture descriptor for sampling from the unblurred offscreen color attachment
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VkDescriptorImageInfo texDescriptorVert =
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vkTools::initializers::descriptorImageInfo(
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offScreenFrameBuf.textureTarget.sampler,
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offScreenFrameBuf.textureTarget.view,
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colorSampler,
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offScreenFrameBuf.color.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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@ -882,10 +735,11 @@ public:
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// Horizontal blur
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.horizontalBlur));
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// Texture descriptor for sampling from the vertically blurred offscreen color attachment
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VkDescriptorImageInfo texDescriptorHorz =
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vkTools::initializers::descriptorImageInfo(
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offScreenFrameBufB.textureTarget.sampler,
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offScreenFrameBufB.textureTarget.view,
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colorSampler,
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offScreenFrameBufB.color.view,
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VK_IMAGE_LAYOUT_GENERAL);
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writeDescriptorSets =
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@ -968,7 +822,7 @@ public:
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vkTools::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_NONE,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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@ -1044,23 +898,22 @@ public:
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// Phong pass (3D model)
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shaderStages[0] = loadShader(getAssetPath() + "shaders/bloom/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/bloom/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
pipelineCreateInfo.layout = pipelineLayouts.scene;
|
||||
blendAttachmentState.blendEnable = VK_FALSE;
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.phongPass));
|
||||
|
||||
// Color only pass (offscreen blur base)
|
||||
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);
|
||||
|
||||
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[1] = loadShader(getAssetPath() + "shaders/bloom/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
depthStencilState.depthWriteEnable = VK_FALSE;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skyBox));
|
||||
}
|
||||
|
||||
|
|
@ -1230,7 +1083,6 @@ public:
|
|||
loadMeshes();
|
||||
setupVertexDescriptions();
|
||||
prepareUniformBuffers();
|
||||
prepareTextureTargets();
|
||||
prepareOffscreenFramebuffers();
|
||||
setupDescriptorSetLayout();
|
||||
preparePipelines();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue