diff --git a/data/shaders/inlineuniformblocks/cube.frag b/data/shaders/inlineuniformblocks/cube.frag new file mode 100644 index 00000000..f00d3d99 --- /dev/null +++ b/data/shaders/inlineuniformblocks/cube.frag @@ -0,0 +1,23 @@ +#version 450 + +layout (set = 0, binding = 2) uniform sampler2D samplerColorMap; + +layout (location = 0) in vec3 inNormal; +layout (location = 1) in vec3 inColor; +layout (location = 2) in vec2 inUV; +layout (location = 3) in vec3 inViewVec; +layout (location = 4) in vec3 inLightVec; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + vec3 color = texture(samplerColorMap, inUV).rgb * inColor; + + vec3 N = normalize(inNormal); + vec3 L = normalize(inLightVec); + vec3 V = normalize(inViewVec); + vec3 R = reflect(-L, N); + float diffuse = max(dot(N, L), 0.1); + outFragColor = vec4(color * diffuse, 1.0); +} \ No newline at end of file diff --git a/data/shaders/inlineuniformblocks/cube.frag.spv b/data/shaders/inlineuniformblocks/cube.frag.spv new file mode 100644 index 00000000..2acb5f85 Binary files /dev/null and b/data/shaders/inlineuniformblocks/cube.frag.spv differ diff --git a/data/shaders/inlineuniformblocks/cube.vert b/data/shaders/inlineuniformblocks/cube.vert new file mode 100644 index 00000000..2c180b7e --- /dev/null +++ b/data/shaders/inlineuniformblocks/cube.vert @@ -0,0 +1,40 @@ +#version 450 + +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; +layout (location = 3) in vec3 inColor; + +layout (set = 0, binding = 0) uniform UBOMatrices { + mat4 projection; + mat4 view; + mat4 model; +} uboMatrices; + +layout (set = 0, binding = 1) uniform UniformInline { + vec4 color; +} uniformInline; + +layout (location = 0) out vec3 outNormal; +layout (location = 1) out vec3 outColor; +layout (location = 2) out vec2 outUV; +layout (location = 3) out vec3 outViewVec; +layout (location = 4) out vec3 outLightVec; + +out gl_PerVertex { + vec4 gl_Position; +}; + +void main() +{ + outColor = inColor * uniformInline.color.rgb; + outUV = inUV; + gl_Position = uboMatrices.projection * uboMatrices.view * uboMatrices.model * vec4(inPos.xyz, 1.0); + + vec4 pos = uboMatrices.model * vec4(inPos, 1.0); + outNormal = mat3(transpose(inverse(uboMatrices.model))) * normalize(inNormal); + vec3 lightPos = vec3(0.0f, -25.0f, 25.0f); + vec3 lPos = mat3(uboMatrices.model) * lightPos.xyz; + outLightVec = lPos - pos.xyz; + outViewVec = -pos.xyz; +} \ No newline at end of file diff --git a/data/shaders/inlineuniformblocks/cube.vert.spv b/data/shaders/inlineuniformblocks/cube.vert.spv new file mode 100644 index 00000000..b65d53cd Binary files /dev/null and b/data/shaders/inlineuniformblocks/cube.vert.spv differ diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt index f831f345..97f7e42e 100644 --- a/examples/CMakeLists.txt +++ b/examples/CMakeLists.txt @@ -62,6 +62,7 @@ set(EXAMPLES hdr imgui indirectdraw + inlineuniformblocks inputattachments instancing mesh diff --git a/examples/inlineuniformblocks/inlineuniformblocks.cpp b/examples/inlineuniformblocks/inlineuniformblocks.cpp new file mode 100644 index 00000000..bdb7114f --- /dev/null +++ b/examples/inlineuniformblocks/inlineuniformblocks.cpp @@ -0,0 +1,433 @@ +/* +* Vulkan Example - Using inline uniform blocks for passing data to shader stages + +* Note: Requires a device that supports the VK_EXT_inline_uniform_block extension +* +* Relevant code parts are marked with [POI] +* +* Copyright (C) 2018 by Sascha Willems - www.saschawillems.de +* +* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT) +*/ + +#include +#include +#include +#include +#include + +#define GLM_FORCE_RADIANS +#define GLM_FORCE_DEPTH_ZERO_TO_ONE +#include +#include +#include + +#include +#include "vulkanexamplebase.h" +#include "VulkanTexture.hpp" +#include "VulkanModel.hpp" + +#define ENABLE_VALIDATION false + +class VulkanExample : public VulkanExampleBase +{ +public: + bool animate = true; + + vks::VertexLayout vertexLayout = vks::VertexLayout({ + vks::VERTEX_COMPONENT_POSITION, + vks::VERTEX_COMPONENT_NORMAL, + vks::VERTEX_COMPONENT_UV, + vks::VERTEX_COMPONENT_COLOR, + }); + + /* + [POI] This is the data structure that'll be passed using inline uniform blocks + */ + struct InlineBlockData { + glm::vec4 color; + }; + + struct Cube { + struct Matrices { + glm::mat4 projection; + glm::mat4 view; + glm::mat4 model; + } matrices; + InlineBlockData inlineBlockData; + VkDescriptorSet descriptorSet; + vks::Texture2D texture; + vks::Buffer uniformBuffer; + glm::vec3 rotation; + }; + std::array cubes; + + struct Models { + vks::Model cube; + } models; + + VkPipeline pipeline; + VkPipelineLayout pipelineLayout; + + VkDescriptorSetLayout descriptorSetLayout; + + VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION) + { + title = "Inline uniform blocks"; + settings.overlay = true; + camera.type = Camera::CameraType::lookat; + camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 512.0f); + camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f)); + camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f)); + /* + [POI] Enable extension required for conditional rendering + */ + enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME); + } + + ~VulkanExample() + { + vkDestroyPipeline(device, pipeline, nullptr); + vkDestroyPipelineLayout(device, pipelineLayout, nullptr); + vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); + models.cube.destroy(); + for (auto cube : cubes) { + cube.uniformBuffer.destroy(); + cube.texture.destroy(); + } + } + + void buildCommandBuffers() + { + VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo(); + + VkClearValue clearValues[2]; + clearValues[0].color = defaultClearColor; + clearValues[1].depthStencil = { 1.0f, 0 }; + + VkRenderPassBeginInfo renderPassBeginInfo = vks::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) { + renderPassBeginInfo.framebuffer = frameBuffers[i]; + + VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo)); + + vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE); + + vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + + VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f); + vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport); + + VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); + vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); + + VkDeviceSize offsets[1] = { 0 }; + vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.cube.vertices.buffer, offsets); + vkCmdBindIndexBuffer(drawCmdBuffers[i], models.cube.indices.buffer, 0, VK_INDEX_TYPE_UINT32); + + for (auto cube : cubes) { + vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &cube.descriptorSet, 0, nullptr); + vkCmdDrawIndexed(drawCmdBuffers[i], models.cube.indexCount, 1, 0, 0, 0); + } + + drawUI(drawCmdBuffers[i]); + + vkCmdEndRenderPass(drawCmdBuffers[i]); + + VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i])); + } + } + + void loadAssets() + { + models.cube.loadFromFile(getAssetPath() + "models/cube.dae", vertexLayout, 1.0f, vulkanDevice, queue); + cubes[0].texture.loadFromFile(getAssetPath() + "textures/crate01_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); + cubes[1].texture.loadFromFile(getAssetPath() + "textures/crate02_color_height_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); + cubes[0].inlineBlockData.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f); + cubes[1].inlineBlockData.color = glm::vec4(0.0f, 0.0f, 1.0f, 1.0f); + } + + /* + [POI] Set up descriptor sets and set layout + */ + void setupDescriptors() + { + const uint32_t cubeCount = static_cast(cubes.size()); + + /* + Descriptor pool + */ + + std::array descriptorPoolSizes{}; + + // One uniform buffer descriptor per cube + descriptorPoolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + descriptorPoolSizes[0].descriptorCount = cubeCount; + + /* + [POI] One inline uniform block descriptor per cube + */ + descriptorPoolSizes[1].type = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT; + // Descriptor count for inline uniform blocks contains the combined data sizes of all inline uniform blocks used from this pool + descriptorPoolSizes[1].descriptorCount = cubeCount * sizeof(InlineBlockData); + + // One combined image samples per cube + descriptorPoolSizes[2].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + descriptorPoolSizes[2].descriptorCount = static_cast(cubes.size()); + + // Create the global descriptor pool + + VkDescriptorPoolCreateInfo descriptorPoolCI = {}; + descriptorPoolCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + descriptorPoolCI.poolSizeCount = static_cast(descriptorPoolSizes.size()); + descriptorPoolCI.pPoolSizes = descriptorPoolSizes.data(); + descriptorPoolCI.maxSets = static_cast(descriptorPoolSizes.size()); +# + /* + [POI] New structure that has to be chained into the descriptor pool create info if you want to allocate inline uniform blocks + */ + VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{}; + descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT; + descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = 1; + // Chain into descriptor pool create info + descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo; + + VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool)); + + /* + Descriptor set layout + */ + + std::array setLayoutBindings{}; + + // Binding 0: Uniform buffers (used to pass matrices) + setLayoutBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + setLayoutBindings[0].binding = 0; + setLayoutBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + setLayoutBindings[0].descriptorCount = 1; + + /* + [POI] Binding 1: Inline uniform block + */ + setLayoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT; + setLayoutBindings[1].binding = 1; + setLayoutBindings[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + // Descriptor count for an inline uniform block contains data sizes of the block + setLayoutBindings[1].descriptorCount = sizeof(InlineBlockData); + + // Binding 2: Combined image sampler (used to pass per object texture information) + setLayoutBindings[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + setLayoutBindings[2].binding = 2; + setLayoutBindings[2].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + setLayoutBindings[2].descriptorCount = 1; + + // Create the descriptor set layout + VkDescriptorSetLayoutCreateInfo descriptorLayoutCI{}; + descriptorLayoutCI.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + descriptorLayoutCI.bindingCount = static_cast(setLayoutBindings.size()); + descriptorLayoutCI.pBindings = setLayoutBindings.data(); + + VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayout)); + + /* + Descriptor sets + */ + + for (auto &cube: cubes) { + + // Allocates an empty descriptor set without actual descriptors from the pool using the set layout + VkDescriptorSetAllocateInfo allocateInfo{}; + allocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + allocateInfo.descriptorPool = descriptorPool; + allocateInfo.descriptorSetCount = 1; + allocateInfo.pSetLayouts = &descriptorSetLayout; + VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocateInfo, &cube.descriptorSet)); + + // Update the descriptor set with the actual descriptors matching shader bindings set in the layout + + std::array writeDescriptorSets{}; + + // Binding 0: Object matrices Uniform buffer + writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + writeDescriptorSets[0].dstSet = cube.descriptorSet; + writeDescriptorSets[0].dstBinding = 0; + writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER; + writeDescriptorSets[0].pBufferInfo = &cube.uniformBuffer.descriptor; + writeDescriptorSets[0].descriptorCount = 1; + + /* + [POI] Binding 1: Inline uniform block + */ + writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + writeDescriptorSets[1].dstSet = cube.descriptorSet; + writeDescriptorSets[1].dstBinding = 1; + writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT; + // The dstArrayElement member can be used to define an offset for inline uniform blocks + writeDescriptorSets[1].dstArrayElement = 0; + // TODO: API-Design from hell + writeDescriptorSets[1].descriptorCount = sizeof(glm::vec4); + + /* + [POI] New structure that defines size and data of the inline uniform block + */ + VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{}; + writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT; + writeDescriptorSetInlineUniformBlock.dataSize = sizeof(InlineBlockData); + writeDescriptorSetInlineUniformBlock.pData = &cube.inlineBlockData; + // Needs to be chained to an existing write descriptor set structure + writeDescriptorSets[1].pNext = &writeDescriptorSetInlineUniformBlock; + + // Binding 2: Object texture + writeDescriptorSets[2].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + writeDescriptorSets[2].dstSet = cube.descriptorSet; + writeDescriptorSets[2].dstBinding = 2; + writeDescriptorSets[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; + writeDescriptorSets[2].pImageInfo = &cube.texture.descriptor; + writeDescriptorSets[2].descriptorCount = 1; + + vkUpdateDescriptorSets(device, static_cast(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr); + } + + } + + void preparePipelines() + { + VkPipelineLayoutCreateInfo pipelineLayoutCI{}; + pipelineLayoutCI.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + pipelineLayoutCI.setLayoutCount = 1; + pipelineLayoutCI.pSetLayouts = &descriptorSetLayout; + VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout)); + + const std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; + + VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); + VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); + VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); + VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); + VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); + VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); + VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); + VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast(dynamicStateEnables.size()),0); + + // Vertex bindings and attributes + const std::vector vertexInputBindings = { + vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), + }; + const std::vector vertexInputAttributes = { + vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position + vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal + vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: UV + vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Color + }; + VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); + vertexInputState.vertexBindingDescriptionCount = static_cast(vertexInputBindings.size()); + vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); + vertexInputState.vertexAttributeDescriptionCount = static_cast(vertexInputAttributes.size()); + vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); + + VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); + pipelineCreateInfoCI.pVertexInputState = &vertexInputState; + pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI; + pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI; + pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI; + pipelineCreateInfoCI.pMultisampleState = &multisampleStateCI; + pipelineCreateInfoCI.pViewportState = &viewportStateCI; + pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI; + pipelineCreateInfoCI.pDynamicState = &dynamicStateCI; + + const std::array shaderStages = { + loadShader(getAssetPath() + "shaders/inlineuniformblocks/cube.vert.spv", VK_SHADER_STAGE_VERTEX_BIT), + loadShader(getAssetPath() + "shaders/inlineuniformblocks/cube.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT) + }; + + pipelineCreateInfoCI.stageCount = static_cast(shaderStages.size()); + pipelineCreateInfoCI.pStages = shaderStages.data(); + + VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline)); + } + + void prepareUniformBuffers() + { + // Vertex shader matrix uniform buffer block + for (auto& cube : cubes) { + VK_CHECK_RESULT(vulkanDevice->createBuffer( + VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, + VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, + &cube.uniformBuffer, + sizeof(Cube::Matrices))); + VK_CHECK_RESULT(cube.uniformBuffer.map()); + } + + updateUniformBuffers(); + } + + void updateUniformBuffers() + { + cubes[0].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3(-2.0f, 0.0f, 0.0f)); + cubes[1].matrices.model = glm::translate(glm::mat4(1.0f), glm::vec3( 1.5f, 0.5f, 0.0f)); + + for (auto& cube : cubes) { + cube.matrices.projection = camera.matrices.perspective; + cube.matrices.view = camera.matrices.view; + cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)); + cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)); + cube.matrices.model = glm::rotate(cube.matrices.model, glm::radians(cube.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f)); + memcpy(cube.uniformBuffer.mapped, &cube.matrices, sizeof(cube.matrices)); + } + } + + 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(); + prepareUniformBuffers(); + setupDescriptors(); + preparePipelines(); + buildCommandBuffers(); + prepared = true; + } + + virtual void render() + { + if (!prepared) + return; + draw(); + if (animate) { + cubes[0].rotation.x += 2.5f * frameTimer; + if (cubes[0].rotation.x > 360.0f) + cubes[0].rotation.x -= 360.0f; + cubes[1].rotation.y += 2.0f * frameTimer; + if (cubes[1].rotation.x > 360.0f) + cubes[1].rotation.x -= 360.0f; + } + if ((camera.updated) || (animate)) { + updateUniformBuffers(); + } + } + + virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay) + { + if (overlay->header("Settings")) { + overlay->checkBox("Animate", &animate); + } + } +}; + +VULKAN_EXAMPLE_MAIN() \ No newline at end of file