Added screenshot taking example

This commit is contained in:
saschawillems 2016-12-17 00:13:55 +01:00
parent ffd0bbdacc
commit deed78921c
9 changed files with 757 additions and 0 deletions

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@ -122,6 +122,7 @@ set(EXAMPLES
radialblur
raytracing
scenerendering
screenshot
shadowmapping
shadowmappingomni
skeletalanimation

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.1);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
vec4 pos = ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
outLightVec = lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

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554
screenshot/screenshot.cpp Normal file
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/*
* Vulkan Example - Taking screenshots
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
std::vector<vkMeshLoader::VertexLayout> vertexLayout =
{
vkMeshLoader::VERTEX_LAYOUT_POSITION,
vkMeshLoader::VERTEX_LAYOUT_NORMAL,
vkMeshLoader::VERTEX_LAYOUT_COLOR
};
class VulkanExample : public VulkanExampleBase
{
public:
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
struct {
vkMeshLoader::MeshBuffer object;
} meshes;
vk::Buffer uniformBuffer;
struct {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
int32_t texIndex = 0;
} uboVS;
VkPipelineLayout pipelineLayout;
VkPipeline pipeline;
VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSet descriptorSet;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Vulkan Example - Screenshot";
enableTextOverlay = true;
camera.type = Camera::CameraType::lookat;
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f);
camera.setRotation(glm::vec3(-25.0f, 23.75f, 0.0f));
camera.setTranslation(glm::vec3(0.0f, 0.0f, -2.0f));
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkMeshLoader::freeMeshBufferResources(device, &meshes.object);
uniformBuffer.destroy();
}
void loadAssets()
{
loadMesh(getAssetPath() + "models/chinesedragon.dae", &meshes.object, vertexLayout, 0.1f);
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkTools::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vkTools::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &meshes.object.vertices.buf, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], meshes.object.indices.buf, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], meshes.object.indexCount, 1, 0, 0, 0);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void prepareVertices()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vkTools::initializers::vertexInputBindingDescription(
VERTEX_BUFFER_BIND_ID,
vkMeshLoader::vertexSize(vertexLayout),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(4);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normal
vertices.attributeDescriptions[1] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 2 : Texture coordinates
vertices.attributeDescriptions[2] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 6);
// Location 3 : Color
vertices.attributeDescriptions[3] =
vkTools::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
3,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 8);
vertices.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> poolSizes = {
vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vkTools::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vkTools::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0 : Vertex shader uniform buffer
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vkTools::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vkTools::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vkTools::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vkTools::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), // Binding 0 : Vertex shader uniform buffer
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vkTools::initializers::pipelineInputAssemblyStateCreateInfo(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vkTools::initializers::pipelineRasterizationStateCreateInfo(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vkTools::initializers::pipelineColorBlendAttachmentState(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vkTools::initializers::pipelineColorBlendStateCreateInfo(
1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vkTools::initializers::pipelineDepthStencilStateCreateInfo(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState =
vkTools::initializers::pipelineMultisampleStateCreateInfo(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vkTools::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Spherical environment rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/screenshot/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/screenshot/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vkTools::initializers::pipelineCreateInfo(
pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffer,
sizeof(uboVS));
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.view = camera.matrices.view;
uboVS.model = glm::mat4();
VK_CHECK_RESULT(uniformBuffer.map());
uniformBuffer.copyTo(&uboVS, sizeof(uboVS));
uniformBuffer.unmap();
}
// Take a screenshot for the curretn swapchain image
// This is done using a blit from the swapchain image to a linear image whose memory content is then saved as a ppm image
// Getting the image date directly from a swapchain image wouldn't work as they're usually stored in an implementation dependant optimal tiling format
// Note: This requires the swapchain images to be created with the VK_IMAGE_USAGE_TRANSFER_SRC_BIT flag (see VulkanSwapChain::create)
void saveScreenshot(const char *filename)
{
// Get format properties for the swapchain color format
VkFormatProperties formatProps;
vkGetPhysicalDeviceFormatProperties(physicalDevice, swapChain.colorFormat, &formatProps);
// Check if the device supports blitting to linear images
if (!(formatProps.linearTilingFeatures & VK_FORMAT_FEATURE_BLIT_SRC_BIT)) {
std::cerr << "Error: Device does not support blitting to linear tiled images!" << std::endl;
return;
}
// Check if the device supports blitting from optimal images (the swapchain images are in optimal format)
if (!(formatProps.optimalTilingFeatures & VK_FORMAT_FEATURE_BLIT_DST_BIT)) {
std::cerr << "Error: Device does not support blitting from optimal tiled images!" << std::endl;
return;
}
// Source for the blit is the last rendered swapchain image
VkImage srcImage = swapChain.images[currentBuffer];
// Create the linear tiled destination image to copy to and to read the memory from
VkImageCreateInfo imgCreateInfo(vkTools::initializers::imageCreateInfo());
imgCreateInfo.imageType = VK_IMAGE_TYPE_2D;
// Note that vkCmdBlitImage will also do format conversions if the swapchain color format would differ
imgCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imgCreateInfo.extent.width = width;
imgCreateInfo.extent.height = height;
imgCreateInfo.extent.depth = 1;
imgCreateInfo.arrayLayers = 1;
imgCreateInfo.mipLevels = 1;
imgCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imgCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imgCreateInfo.tiling = VK_IMAGE_TILING_LINEAR;
imgCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT;
// Create the image
VkImage dstImage;
VK_CHECK_RESULT(vkCreateImage(device, &imgCreateInfo, nullptr, &dstImage));
// Create memory to back up the image
VkMemoryRequirements memRequirements;
VkMemoryAllocateInfo memAllocInfo(vkTools::initializers::memoryAllocateInfo());
VkDeviceMemory dstImageMemory;
vkGetImageMemoryRequirements(device, dstImage, &memRequirements);
memAllocInfo.allocationSize = memRequirements.size;
// Memory must be host visible to copy from
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &dstImageMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, dstImage, dstImageMemory, 0));
// Do the actual blit from the swapchain image to our host visible destination image
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Transition destination image to transfer destination layout
vkTools::setImageLayout(
copyCmd,
dstImage,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT);
// Transition swapchain image from present to transfer source layout
vkTools::setImageLayout(
copyCmd,
srcImage,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT);
// Define the region to blit (we will blit the whole swapchain image)
VkOffset3D blitSize;
blitSize.x = width;
blitSize.y = height;
blitSize.z = 1;
VkImageBlit imageBlitRegion{};
imageBlitRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageBlitRegion.srcSubresource.layerCount = 1;
imageBlitRegion.srcOffsets[1] = blitSize;
imageBlitRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageBlitRegion.dstSubresource.layerCount = 1;
imageBlitRegion.dstOffsets[1] = blitSize;
// Issue the blit command
vkCmdBlitImage(
copyCmd,
srcImage, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
dstImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
1,
&imageBlitRegion,
VK_FILTER_NEAREST);
// Transition destination image to general layout, which is the required layout for mapping the image memory later on
vkTools::setImageLayout(
copyCmd,
dstImage,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_GENERAL,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT);
// Transition back the swap chain image after the blit is done
vkTools::setImageLayout(
copyCmd,
srcImage,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT);
vulkanDevice->flushCommandBuffer(copyCmd, queue);
// Get layout of the image (including row pitch)
VkImageSubresource subResource{};
subResource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
VkSubresourceLayout subResourceLayout;
vkGetImageSubresourceLayout(device, dstImage, &subResource, &subResourceLayout);
// Map image memory so we can start copying from it
const char* data;
vkMapMemory(device, dstImageMemory, 0, VK_WHOLE_SIZE, 0, (void**)&data);
data += subResourceLayout.offset;
std::ofstream file(filename, std::ios::out | std::ios::binary);
// ppm header
file << "P6\n" << width << "\n" << height << "\n" << 255 << "\n";
// ppm binary pixel data
for (uint32_t y = 0; y < height; y++)
{
unsigned int *row = (unsigned int*)data;
for (uint32_t x = 0; x < width; x++)
{
file.write((char*)row, 3);
row++;
}
data += subResourceLayout.rowPitch;
}
file.close();
std::cout << "Screenshot saved to disk" << std::endl;
// Clean up resources
vkUnmapMemory(device, dstImageMemory);
vkFreeMemory(device, dstImageMemory, nullptr);
vkDestroyImage(device, dstImage, nullptr);
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareVertices();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_F2:
case GAMEPAD_BUTTON_A:
saveScreenshot("screenshot.ppm");
break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
#if defined(__ANDROID__)
textOverlay->addText("\"Button A\" to save screenshot", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("\"F2\" to save screenshot", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#endif
}
};
VULKAN_EXAMPLE_MAIN()

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View file

@ -0,0 +1,53 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;hm;inl;inc;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Shaders">
<UniqueIdentifier>{ea2b3ea0-f498-4b9a-a493-df913acc5e32}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\base\vulkandebug.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\base\vulkanexamplebase.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\base\vulkantools.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="screenshot.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\base\vulkandebug.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\base\vulkanexamplebase.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\base\vulkantools.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\data\shaders\screenshot\mesh.frag">
<Filter>Shaders</Filter>
</None>
<None Include="..\data\shaders\screenshot\mesh.vert">
<Filter>Shaders</Filter>
</None>
</ItemGroup>
</Project>

View file

@ -128,6 +128,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
CMakeLists.txt = CMakeLists.txt
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "screenshot", "screenshot\screenshot.vcxproj", "{AD1DAD4D-A753-4A78-88E2-B4DCE15D482F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
@ -310,6 +312,10 @@ Global
{6B4BC372-5897-40FB-91D4-421C2817F656}.Debug|x64.Build.0 = Debug|x64
{6B4BC372-5897-40FB-91D4-421C2817F656}.Release|x64.ActiveCfg = Release|x64
{6B4BC372-5897-40FB-91D4-421C2817F656}.Release|x64.Build.0 = Release|x64
{AD1DAD4D-A753-4A78-88E2-B4DCE15D482F}.Debug|x64.ActiveCfg = Debug|x64
{AD1DAD4D-A753-4A78-88E2-B4DCE15D482F}.Debug|x64.Build.0 = Debug|x64
{AD1DAD4D-A753-4A78-88E2-B4DCE15D482F}.Release|x64.ActiveCfg = Release|x64
{AD1DAD4D-A753-4A78-88E2-B4DCE15D482F}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE