Updated deferred shadows example to use new framebuffer class
This commit is contained in:
parent
47bd9d62e2
commit
f3a86c292c
12 changed files with 156 additions and 458 deletions
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@ -20,13 +20,13 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanframebuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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// Shadowmap properties
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#define SHADOWMAP_DIM 2048
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#define SHADOWMAP_FILTER VK_FILTER_LINEAR
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// 16 bits of depth is enough for such a small scene
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#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT
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@ -55,7 +55,7 @@ public:
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// for better shadow map precision
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float zNear = 0.1f;
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float zFar = 64.0f;
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float lightFOV = 75.0f;
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float lightFOV = 120.0f;
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// Depth bias (and slope) are used to avoid shadowing artefacts
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float depthBiasConstant = 1.25f;
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@ -141,44 +141,12 @@ public:
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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// todo : move to vktools (or separate unit)
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struct FrameBufferAttachment
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{
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VkImage image;
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VkDeviceMemory mem;
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VkImageView view;
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VkFormat format;
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bool isDepth = false;
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};
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// todo : move to vktools (or separate unit) and turn into class
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struct FrameBuffer
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{
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uint32_t width, height;
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VkFramebuffer frameBuffer;
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std::vector<FrameBufferAttachment> attachments;
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VkRenderPass renderPass;
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VkSampler sampler;
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void FreeResources(VkDevice device)
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{
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for (auto attachment : attachments)
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{
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vkDestroyImage(device, attachment.image, nullptr);
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vkDestroyImageView(device, attachment.view, nullptr);
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vkFreeMemory(device, attachment.mem, nullptr);
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}
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vkDestroySampler(device, sampler, nullptr);
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vkDestroyRenderPass(device, renderPass, nullptr);
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vkDestroyFramebuffer(device, frameBuffer, nullptr);
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}
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};
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struct
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{
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// Framebuffer resources for the deferred pass
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FrameBuffer deferred;
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vk::Framebuffer *deferred;
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// Framebuffer resources for the shadow pass
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FrameBuffer shadow;
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vk::Framebuffer *shadow;
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} frameBuffers;
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struct {
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@ -209,13 +177,21 @@ public:
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camera.position = { 2.15f, 0.3f, -8.75f };
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camera.setRotation(glm::vec3(-0.75f, 12.5f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, zNear, zFar);
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timerSpeed *= 0.25f;
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paused = true;
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}
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~VulkanExample()
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{
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// Frame buffers
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frameBuffers.shadow.FreeResources(device);
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frameBuffers.deferred.FreeResources(device);
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if (frameBuffers.deferred)
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{
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delete frameBuffers.deferred;
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}
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if (frameBuffers.shadow)
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{
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delete frameBuffers.shadow;
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}
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vkDestroyPipeline(device, pipelines.deferred, nullptr);
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vkDestroyPipeline(device, pipelines.offscreen, nullptr);
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@ -249,167 +225,6 @@ public:
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vkDestroySemaphore(device, offscreenSemaphore, nullptr);
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}
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// Create a frame buffer attachment
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// todo : move into frame buffer class
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void createAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, VkCommandBuffer layoutCmd, bool depthSample = false)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachment->isDepth = true;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = frameBuffers.deferred.width;
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image.extent.height = frameBuffers.deferred.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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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.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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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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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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else
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{
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout);
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}
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D;
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imageView.format = format;
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imageView.subresourceRange = {};
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imageView.subresourceRange.aspectMask = aspectMask;
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imageView.subresourceRange.baseMipLevel = 0;
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imageView.subresourceRange.levelCount = 1;
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imageView.subresourceRange.baseArrayLayer = 0;
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imageView.subresourceRange.layerCount = 1;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Create a layered attachment
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// todo: not used yet, move into framebuffer class
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void createLayeredAttachment(VkFormat format, VkImageUsageFlagBits usage, FrameBufferAttachment *attachment, uint32_t layerCount, VkCommandBuffer layoutCmd, bool depthSample = false)
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{
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VkImageAspectFlags aspectMask = 0;
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VkImageLayout imageLayout;
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attachment->format = format;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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}
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if (usage & VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT)
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{
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aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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imageLayout = depthSample ? VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL : VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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}
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assert(aspectMask > 0);
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = format;
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image.extent.width = frameBuffers.deferred.width;
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image.extent.height = frameBuffers.deferred.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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image.arrayLayers = layerCount;
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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.usage = usage | VK_IMAGE_USAGE_SAMPLED_BIT;
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &attachment->image));
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vkGetImageMemoryRequirements(device, attachment->image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &attachment->mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, attachment->image, attachment->mem, 0));
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VkImageSubresourceRange subresourceRange = {};
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subresourceRange.aspectMask = aspectMask;
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = layerCount;
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if (usage & VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT)
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{
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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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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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subresourceRange);
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}
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else
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{
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vkTools::setImageLayout(
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layoutCmd,
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attachment->image,
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aspectMask,
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VK_IMAGE_LAYOUT_UNDEFINED,
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imageLayout,
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subresourceRange);
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}
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VkImageViewCreateInfo imageView = vkTools::initializers::imageViewCreateInfo();
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imageView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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imageView.format = format;
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imageView.subresourceRange = subresourceRange;
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imageView.image = attachment->image;
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VK_CHECK_RESULT(vkCreateImageView(device, &imageView, nullptr, &attachment->view));
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}
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// Prepare a layered shadow map with each layer containing depth from a light's point of view
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// The shadow mapping pass uses geometry shader instancing to output the scene from the different
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// light sources' point of view to the layers of the depth attachment in one single pass
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@ -417,121 +232,31 @@ public:
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{
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VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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frameBuffers.shadow.width = SHADOWMAP_DIM;
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frameBuffers.shadow.height = SHADOWMAP_DIM;
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// One layered (depth) attachment
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frameBuffers.shadow.attachments.resize(1);
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frameBuffers.shadow = new vk::Framebuffer(&vulkanDevice);
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// Color attachment
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VkImageCreateInfo image = vkTools::initializers::imageCreateInfo();
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image.imageType = VK_IMAGE_TYPE_2D;
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image.format = SHADOWMAP_FORMAT;
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image.extent.width = frameBuffers.shadow.width;
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image.extent.height = frameBuffers.shadow.height;
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image.extent.depth = 1;
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image.mipLevels = 1;
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// Use a layererd attachment with one layer per light
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image.arrayLayers = LIGHT_COUNT;
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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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// Sample directly from the depth attachment for the shadow mapping
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image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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frameBuffers.shadow->width = SHADOWMAP_DIM;
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frameBuffers.shadow->height = SHADOWMAP_DIM;
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VkImageViewCreateInfo depthStencilView = vkTools::initializers::imageViewCreateInfo();
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depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
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depthStencilView.format = SHADOWMAP_FORMAT;
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depthStencilView.subresourceRange = {};
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depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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depthStencilView.subresourceRange.baseMipLevel = 0;
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depthStencilView.subresourceRange.levelCount = 1;
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depthStencilView.subresourceRange.baseArrayLayer = 0;
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depthStencilView.subresourceRange.layerCount = LIGHT_COUNT;
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VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &frameBuffers.shadow.attachments[0].image));
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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vkGetImageMemoryRequirements(device, frameBuffers.shadow.attachments[0].image, &memReqs);
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memAlloc.allocationSize = memReqs.size;
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memAlloc.memoryTypeIndex = getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &frameBuffers.shadow.attachments[0].mem));
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VK_CHECK_RESULT(vkBindImageMemory(device, frameBuffers.shadow.attachments[0].image, frameBuffers.shadow.attachments[0].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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VkImageSubresourceRange subresourceRange = {};
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subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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subresourceRange.baseMipLevel = 0;
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subresourceRange.levelCount = 1;
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subresourceRange.layerCount = LIGHT_COUNT;
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vkTools::setImageLayout(
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layoutCmd,
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frameBuffers.shadow.attachments[0].image,
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VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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subresourceRange);
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// Create a layered depth attachment for rendering the depth maps from the lights' point of view
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// Each layer corresponds to one of the lights
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// The actual output to the separate layers is done in the geometry shader using shader instancing
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// We will pass the matrices of the lights to the GS that selects the layer by the current invocation
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vk::AttachmentCreateInfo framebufferInfo = {};
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framebufferInfo.format = SHADOWMAP_FORMAT;
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framebufferInfo.width = SHADOWMAP_DIM;
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framebufferInfo.height = SHADOWMAP_DIM;
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framebufferInfo.layerCount = LIGHT_COUNT;
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framebufferInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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frameBuffers.shadow->addAttachment(framebufferInfo, layoutCmd);
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VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
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depthStencilView.image = frameBuffers.shadow.attachments[0].image;
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VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &frameBuffers.shadow.attachments[0].view));
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// Create sampler to sample from to depth attachment
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// Used to sample in the fragment shader for shadowed rendering
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = SHADOWMAP_FILTER;
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sampler.minFilter = SHADOWMAP_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.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, &frameBuffers.shadow.sampler));
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VK_CHECK_RESULT(frameBuffers.shadow->createSampler(VK_FILTER_LINEAR, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
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VkAttachmentDescription attachmentDescription = {};
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attachmentDescription.format = SHADOWMAP_FORMAT;
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attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
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attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference attachmentReference = {};
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attachmentReference.attachment = 0;
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attachmentReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 0;
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subpass.pColorAttachments = nullptr;
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subpass.pDepthStencilAttachment = &attachmentReference;
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VkRenderPassCreateInfo renderPassCreateInfo = vkTools::initializers::renderPassCreateInfo();
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renderPassCreateInfo.attachmentCount = 1;
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renderPassCreateInfo.pAttachments = &attachmentDescription;
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renderPassCreateInfo.subpassCount = 1;
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renderPassCreateInfo.pSubpasses = &subpass;
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VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &frameBuffers.shadow.renderPass));
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// Create frame buffer
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VkFramebufferCreateInfo fbufCreateInfo = vkTools::initializers::framebufferCreateInfo();
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fbufCreateInfo.renderPass = frameBuffers.shadow.renderPass;
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// Only one (layered depth) attachment
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fbufCreateInfo.attachmentCount = 1;
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fbufCreateInfo.pAttachments = &frameBuffers.shadow.attachments[0].view;
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fbufCreateInfo.width = frameBuffers.shadow.width;
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fbufCreateInfo.height = frameBuffers.shadow.height;
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fbufCreateInfo.layers = LIGHT_COUNT;
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VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.shadow.frameBuffer));
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// Create default renderpass for the framebuffer
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VK_CHECK_RESULT(frameBuffers.shadow->createRenderPass());
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}
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// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
|
||||
|
|
@ -539,33 +264,30 @@ public:
|
|||
{
|
||||
VkCommandBuffer layoutCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
||||
|
||||
frameBuffers.deferred.width = FB_DIM;
|
||||
frameBuffers.deferred.height = FB_DIM;
|
||||
frameBuffers.deferred = new vk::Framebuffer(&vulkanDevice);
|
||||
|
||||
frameBuffers.deferred->width = FB_DIM;
|
||||
frameBuffers.deferred->height = FB_DIM;
|
||||
|
||||
// Four attachments (3 color, 1 depth)
|
||||
frameBuffers.deferred.attachments.resize(4);
|
||||
vk::AttachmentCreateInfo framebufferInfo = {};
|
||||
framebufferInfo.width = FB_DIM;
|
||||
framebufferInfo.height = FB_DIM;
|
||||
framebufferInfo.layerCount = 1;
|
||||
framebufferInfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
|
||||
// Color attachments
|
||||
// Attachment 0: (World space) Positions
|
||||
createAttachment(
|
||||
VK_FORMAT_R16G16B16A16_SFLOAT,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
||||
&frameBuffers.deferred.attachments[0],
|
||||
layoutCmd);
|
||||
framebufferInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||
|
||||
// Attachment 1: (World space) Normals
|
||||
createAttachment(
|
||||
VK_FORMAT_R16G16B16A16_SFLOAT,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
||||
&frameBuffers.deferred.attachments[1],
|
||||
layoutCmd);
|
||||
framebufferInfo.format = VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||
|
||||
// Attachment 1: Albedo (color)
|
||||
createAttachment(
|
||||
VK_FORMAT_R8G8B8A8_UNORM,
|
||||
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
|
||||
&frameBuffers.deferred.attachments[2],
|
||||
layoutCmd);
|
||||
// Attachment 2: Albedo (color)
|
||||
framebufferInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||
|
||||
// Depth attachment
|
||||
// Find a suitable depth format
|
||||
|
|
@ -573,94 +295,17 @@ public:
|
|||
VkBool32 validDepthFormat = vkTools::getSupportedDepthFormat(physicalDevice, &attDepthFormat);
|
||||
assert(validDepthFormat);
|
||||
|
||||
createAttachment(
|
||||
attDepthFormat,
|
||||
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
|
||||
&frameBuffers.deferred.attachments[3],
|
||||
layoutCmd);
|
||||
framebufferInfo.format = attDepthFormat;
|
||||
framebufferInfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
||||
frameBuffers.deferred->addAttachment(framebufferInfo, layoutCmd);
|
||||
|
||||
VulkanExampleBase::flushCommandBuffer(layoutCmd, queue, true);
|
||||
|
||||
// Set up separate renderpass with references
|
||||
// to the color and depth attachments
|
||||
|
||||
std::array<VkAttachmentDescription, 4> attachmentDescs = {};
|
||||
|
||||
// Init attachment properties
|
||||
for (uint32_t i = 0; i < 4; ++i)
|
||||
{
|
||||
attachmentDescs[i].samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
attachmentDescs[i].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
attachmentDescs[i].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
attachmentDescs[i].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
attachmentDescs[i].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
attachmentDescs[i].format = frameBuffers.deferred.attachments[i].format;
|
||||
if (i == 3)
|
||||
{
|
||||
attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
attachmentDescs[i].initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
attachmentDescs[i].finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<VkAttachmentReference> colorReferences;
|
||||
colorReferences.push_back({ 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
||||
colorReferences.push_back({ 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
||||
colorReferences.push_back({ 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL });
|
||||
|
||||
VkAttachmentReference depthReference = {};
|
||||
depthReference.attachment = 3;
|
||||
depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
|
||||
|
||||
VkSubpassDescription subpass = {};
|
||||
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
|
||||
subpass.pColorAttachments = colorReferences.data();
|
||||
subpass.colorAttachmentCount = static_cast<uint32_t>(colorReferences.size());
|
||||
subpass.pDepthStencilAttachment = &depthReference;
|
||||
|
||||
VkRenderPassCreateInfo renderPassInfo = {};
|
||||
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
|
||||
renderPassInfo.pAttachments = attachmentDescs.data();
|
||||
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachmentDescs.size());
|
||||
renderPassInfo.subpassCount = 1;
|
||||
renderPassInfo.pSubpasses = &subpass;
|
||||
VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassInfo, nullptr, &frameBuffers.deferred.renderPass));
|
||||
|
||||
std::vector<VkImageView> attachments;
|
||||
for (auto attachment : frameBuffers.deferred.attachments)
|
||||
{
|
||||
attachments.push_back(attachment.view);
|
||||
}
|
||||
|
||||
VkFramebufferCreateInfo fbufCreateInfo = {};
|
||||
fbufCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
|
||||
fbufCreateInfo.pNext = NULL;
|
||||
fbufCreateInfo.renderPass = frameBuffers.deferred.renderPass;
|
||||
fbufCreateInfo.pAttachments = attachments.data();
|
||||
fbufCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
|
||||
fbufCreateInfo.width = frameBuffers.deferred.width;
|
||||
fbufCreateInfo.height = frameBuffers.deferred.height;
|
||||
fbufCreateInfo.layers = LIGHT_COUNT;
|
||||
|
||||
VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &frameBuffers.deferred.frameBuffer));
|
||||
// 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, &frameBuffers.deferred.sampler));
|
||||
VK_CHECK_RESULT(frameBuffers.deferred->createSampler(VK_FILTER_LINEAR, VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE));
|
||||
|
||||
// Create default renderpass for the framebuffer
|
||||
VK_CHECK_RESULT(frameBuffers.deferred->createRenderPass());
|
||||
}
|
||||
|
||||
// Put render commands for the scene into the given command buffer
|
||||
|
|
@ -704,10 +349,10 @@ public:
|
|||
|
||||
clearValues[0].depthStencil = { 1.0f, 0 };
|
||||
|
||||
renderPassBeginInfo.renderPass = frameBuffers.shadow.renderPass;
|
||||
renderPassBeginInfo.framebuffer = frameBuffers.shadow.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow.height;
|
||||
renderPassBeginInfo.renderPass = frameBuffers.shadow->renderPass;
|
||||
renderPassBeginInfo.framebuffer = frameBuffers.shadow->framebuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.shadow->width;
|
||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.shadow->height;
|
||||
renderPassBeginInfo.clearValueCount = 1;
|
||||
renderPassBeginInfo.pClearValues = clearValues.data();
|
||||
|
||||
|
|
@ -715,24 +360,18 @@ public:
|
|||
|
||||
// Change back layout of the depth attachment after sampling in the fragment shader
|
||||
// todo: replace with subpass dependency
|
||||
VkImageSubresourceRange subresourceRange = {};
|
||||
subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
subresourceRange.baseMipLevel = 0;
|
||||
subresourceRange.levelCount = 1;
|
||||
subresourceRange.layerCount = LIGHT_COUNT;
|
||||
|
||||
vkTools::setImageLayout(
|
||||
commandBuffers.deferred,
|
||||
frameBuffers.shadow.attachments[0].image,
|
||||
frameBuffers.shadow->attachments[0].image,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
subresourceRange);
|
||||
frameBuffers.shadow->attachments[0].subresourceRange);
|
||||
|
||||
viewport = vkTools::initializers::viewport((float)frameBuffers.shadow.width, (float)frameBuffers.shadow.height, 0.0f, 1.0f);
|
||||
viewport = vkTools::initializers::viewport((float)frameBuffers.shadow->width, (float)frameBuffers.shadow->height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
||||
|
||||
scissor = vkTools::initializers::rect2D(frameBuffers.shadow.width, frameBuffers.shadow.height, 0, 0);
|
||||
scissor = vkTools::initializers::rect2D(frameBuffers.shadow->width, frameBuffers.shadow->height, 0, 0);
|
||||
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
||||
|
||||
// Set depth bias (aka "Polygon offset")
|
||||
|
|
@ -751,20 +390,20 @@ public:
|
|||
// todo: replace with subpass dependency
|
||||
vkTools::setImageLayout(
|
||||
commandBuffers.deferred,
|
||||
frameBuffers.shadow.attachments[0].image,
|
||||
frameBuffers.shadow->attachments[0].image,
|
||||
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
|
||||
subresourceRange);
|
||||
frameBuffers.shadow->attachments[0].subresourceRange);
|
||||
|
||||
// Deferred pass second
|
||||
// -------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Change back layout of the color attachments after sampling in the fragment shader
|
||||
// todo: replace with subpass dependency
|
||||
for (auto attachment : frameBuffers.deferred.attachments)
|
||||
for (auto attachment : frameBuffers.deferred->attachments)
|
||||
{
|
||||
if (!attachment.isDepth)
|
||||
if (!attachment.hasDepth())
|
||||
{
|
||||
vkTools::setImageLayout(
|
||||
commandBuffers.deferred,
|
||||
|
|
@ -781,19 +420,19 @@ public:
|
|||
clearValues[2].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
|
||||
clearValues[3].depthStencil = { 1.0f, 0 };
|
||||
|
||||
renderPassBeginInfo.renderPass = frameBuffers.deferred.renderPass;
|
||||
renderPassBeginInfo.framebuffer = frameBuffers.deferred.frameBuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred.width;
|
||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred.height;
|
||||
renderPassBeginInfo.renderPass = frameBuffers.deferred->renderPass;
|
||||
renderPassBeginInfo.framebuffer = frameBuffers.deferred->framebuffer;
|
||||
renderPassBeginInfo.renderArea.extent.width = frameBuffers.deferred->width;
|
||||
renderPassBeginInfo.renderArea.extent.height = frameBuffers.deferred->height;
|
||||
renderPassBeginInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
|
||||
renderPassBeginInfo.pClearValues = clearValues.data();
|
||||
|
||||
vkCmdBeginRenderPass(commandBuffers.deferred, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
|
||||
viewport = vkTools::initializers::viewport((float)frameBuffers.deferred.width, (float)frameBuffers.deferred.height, 0.0f, 1.0f);
|
||||
viewport = vkTools::initializers::viewport((float)frameBuffers.deferred->width, (float)frameBuffers.deferred->height, 0.0f, 1.0f);
|
||||
vkCmdSetViewport(commandBuffers.deferred, 0, 1, &viewport);
|
||||
|
||||
scissor = vkTools::initializers::rect2D(frameBuffers.deferred.width, frameBuffers.deferred.height, 0, 0);
|
||||
scissor = vkTools::initializers::rect2D(frameBuffers.deferred->width, frameBuffers.deferred->height, 0, 0);
|
||||
vkCmdSetScissor(commandBuffers.deferred, 0, 1, &scissor);
|
||||
|
||||
vkCmdBindPipeline(commandBuffers.deferred, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
|
|
@ -802,9 +441,9 @@ public:
|
|||
|
||||
// Change back layout of the color attachments after sampling in the fragment shader
|
||||
// todo: replace with subpass dependency
|
||||
for (auto attachment : frameBuffers.deferred.attachments)
|
||||
for (auto attachment : frameBuffers.deferred->attachments)
|
||||
{
|
||||
if (!attachment.isDepth)
|
||||
if (!attachment.hasDepth())
|
||||
{
|
||||
vkTools::setImageLayout(
|
||||
commandBuffers.deferred,
|
||||
|
|
@ -822,8 +461,8 @@ public:
|
|||
{
|
||||
textureLoader->loadTexture(getAssetPath() + "models/armor/colormap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.colorMap);
|
||||
textureLoader->loadTexture(getAssetPath() + "models/armor/normalmap.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.model.normalMap);
|
||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern57_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.colorMap);
|
||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.normalMap);
|
||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern_57_diffuse_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.colorMap);
|
||||
textureLoader->loadTexture(getAssetPath() + "textures/pattern_57_normal_bc3.ktx", VK_FORMAT_BC3_UNORM_BLOCK, &textures.background.normalMap);
|
||||
}
|
||||
|
||||
void reBuildCommandBuffers()
|
||||
|
|
@ -1077,26 +716,26 @@ public:
|
|||
// Image descriptors for the offscreen color attachments
|
||||
VkDescriptorImageInfo texDescriptorPosition =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
frameBuffers.deferred.sampler,
|
||||
frameBuffers.deferred.attachments[0].view,
|
||||
frameBuffers.deferred->sampler,
|
||||
frameBuffers.deferred->attachments[0].view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
VkDescriptorImageInfo texDescriptorNormal =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
frameBuffers.deferred.sampler,
|
||||
frameBuffers.deferred.attachments[1].view,
|
||||
frameBuffers.deferred->sampler,
|
||||
frameBuffers.deferred->attachments[1].view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
VkDescriptorImageInfo texDescriptorAlbedo =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
frameBuffers.deferred.sampler,
|
||||
frameBuffers.deferred.attachments[2].view,
|
||||
frameBuffers.deferred->sampler,
|
||||
frameBuffers.deferred->attachments[2].view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
VkDescriptorImageInfo texDescriptorShadowMap =
|
||||
vkTools::initializers::descriptorImageInfo(
|
||||
frameBuffers.shadow.sampler,
|
||||
frameBuffers.shadow.attachments[0].view,
|
||||
frameBuffers.shadow->sampler,
|
||||
frameBuffers.shadow->attachments[0].view,
|
||||
VK_IMAGE_LAYOUT_GENERAL);
|
||||
|
||||
writeDescriptorSets = {
|
||||
|
|
@ -1290,7 +929,7 @@ public:
|
|||
shaderStages[1] = loadShader(getAssetPath() + "shaders/deferredshadows/mrt.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Separate render pass
|
||||
pipelineCreateInfo.renderPass = frameBuffers.deferred.renderPass;
|
||||
pipelineCreateInfo.renderPass = frameBuffers.deferred->renderPass;
|
||||
|
||||
// Separate layout
|
||||
pipelineCreateInfo.layout = pipelineLayouts.offscreen;
|
||||
|
|
@ -1321,7 +960,7 @@ public:
|
|||
pipelineCreateInfo.pStages = shadowStages.data();
|
||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shadowStages.size());
|
||||
|
||||
// Shadow pass doesn't use a color attachment
|
||||
// Shadow pass doesn't use any color attachments
|
||||
colorBlendState.attachmentCount = 0;
|
||||
colorBlendState.pAttachments = nullptr;
|
||||
// Cull front faces
|
||||
|
|
@ -1334,11 +973,10 @@ public:
|
|||
dynamicState =
|
||||
vkTools::initializers::pipelineDynamicStateCreateInfo(
|
||||
dynamicStateEnables.data(),
|
||||
dynamicStateEnables.size(),
|
||||
static_cast<uint32_t>(dynamicStateEnables.size()),
|
||||
0);
|
||||
// Reset blend attachment state
|
||||
colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
pipelineCreateInfo.renderPass = frameBuffers.shadow.renderPass;
|
||||
pipelineCreateInfo.renderPass = frameBuffers.shadow->renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.shadowpass));
|
||||
}
|
||||
|
||||
|
|
@ -1390,6 +1028,10 @@ public:
|
|||
uboOffscreenVS.instancePos[1] = glm::vec4(-4.0f, 0.0, -4.0f, 0.0f);
|
||||
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -4.0f, 0.0f);
|
||||
|
||||
uboOffscreenVS.instancePos[1] = glm::vec4(-7.0f, 0.0, -4.0f, 0.0f);
|
||||
uboOffscreenVS.instancePos[2] = glm::vec4(4.0f, 0.0, -6.0f, 0.0f);
|
||||
|
||||
|
||||
// Update
|
||||
updateUniformBuffersScreen();
|
||||
updateUniformBufferDeferredMatrices();
|
||||
|
|
@ -1431,7 +1073,7 @@ public:
|
|||
{
|
||||
std::vector<glm::vec4> lightPositions =
|
||||
{
|
||||
glm::vec4(-14.0f, -0.0f, 15.0f, 0.0f),
|
||||
glm::vec4(-14.0f, -0.5f, 15.0f, 0.0f),
|
||||
glm::vec4(14.0f, -4.0f, 12.0f, 0.0f),
|
||||
glm::vec4(0.0f, -10.0f, 4.0f, 0.0f)
|
||||
};
|
||||
|
|
@ -1448,6 +1090,17 @@ public:
|
|||
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
|
||||
};
|
||||
|
||||
// Animate
|
||||
// todo: wip
|
||||
lightPositions[0].x = -14.0f + abs(sin(glm::radians(timer * 360.0f)) * 20.0f);
|
||||
lightPositions[0].z = 15.0f + cos(glm::radians(timer *360.0f)) * 1.0f;
|
||||
|
||||
lightPositions[1].x = 14.0f - abs(sin(glm::radians(timer * 360.0f)) * 2.5f);
|
||||
lightPositions[1].z = 13.0f + cos(glm::radians(timer *360.0f)) * 4.0f;
|
||||
|
||||
lightPositions[2].x = 0.0f + sin(glm::radians(timer *360.0f)) * 4.0f;
|
||||
lightPositions[2].z = 4.0f + cos(glm::radians(timer *360.0f)) * 2.0f;
|
||||
|
||||
for (uint32_t i = 0; i < static_cast<uint32_t>(lightPositions.size()); i++)
|
||||
{
|
||||
Light *light = &uboFragmentLights.lights[i];
|
||||
|
|
@ -1462,7 +1115,7 @@ public:
|
|||
glm::mat4 shadowModel = glm::mat4();
|
||||
|
||||
uboShadowGS.mvp[i] = shadowProj * shadowView * shadowModel;
|
||||
light->viewMatrix = uboShadowGS.mvp[i];
|
||||
light->viewMatrix = uboShadowGS.mvp[i];
|
||||
}
|
||||
|
||||
uint8_t *pData;
|
||||
|
|
@ -1536,7 +1189,8 @@ public:
|
|||
if (!prepared)
|
||||
return;
|
||||
draw();
|
||||
//updateUniformBufferDeferredLights();
|
||||
if (!paused)
|
||||
updateUniformBufferDeferredLights();
|
||||
}
|
||||
|
||||
virtual void viewChanged()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue