Code cleanup

Skybox now rotates with the camera, fixed depth issues
This commit is contained in:
Sascha Willems 2024-01-07 17:03:39 +01:00
parent 68b2e0fcfe
commit fe46cef0a7
5 changed files with 142 additions and 192 deletions

View file

@ -14,45 +14,37 @@
class VulkanExample : public VulkanExampleBase class VulkanExample : public VulkanExampleBase
{ {
public: public:
struct DemoModel struct DemoModel {
{
vkglTF::Model* glTF; vkglTF::Model* glTF;
VkPipeline *pipeline; VkPipeline *pipeline;
}; };
std::vector<DemoModel> demoModels; std::vector<DemoModel> demoModels;
vks::TextureCubeMap skybox;
struct { struct UniformData {
vks::Buffer meshVS;
} uniformData;
struct {
glm::mat4 projection; glm::mat4 projection;
glm::mat4 model; glm::mat4 model;
glm::mat4 normal; glm::mat4 normal;
glm::mat4 view; glm::mat4 view;
glm::vec4 lightPos; glm::vec4 lightPos;
} uboVS; } uniformData;
vks::Buffer uniformBuffer;
struct
{
vks::TextureCubeMap skybox;
} textures;
struct { struct {
VkPipeline logos; VkPipeline logos{ VK_NULL_HANDLE };
VkPipeline models; VkPipeline models{ VK_NULL_HANDLE };
VkPipeline skybox; VkPipeline skybox{ VK_NULL_HANDLE };
} pipelines; } pipelines;
VkPipelineLayout pipelineLayout; VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet; VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout; VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
glm::vec4 lightPos = glm::vec4(1.0f, 4.0f, 0.0f, 0.0f); glm::vec4 lightPos = glm::vec4(1.0f, 4.0f, 0.0f, 0.0f);
VulkanExample() : VulkanExampleBase() VulkanExample() : VulkanExampleBase()
{ {
title = "Vulkan Demo Scene - (c) by Sascha Willems"; title = "Vulkan Demo Scene (c) by Sascha Willems";
camera.type = Camera::CameraType::lookat; camera.type = Camera::CameraType::lookat;
//camera.flipY = true; //camera.flipY = true;
camera.setPosition(glm::vec3(0.0f, 0.0f, -3.75f)); camera.setPosition(glm::vec3(0.0f, 0.0f, -3.75f));
@ -63,28 +55,25 @@ public:
~VulkanExample() ~VulkanExample()
{ {
// Clean up used Vulkan resources if (device) {
// Note : Inherited destructor cleans up resources stored in base class vkDestroyPipeline(device, pipelines.logos, nullptr);
vkDestroyPipeline(device, pipelines.logos, nullptr); vkDestroyPipeline(device, pipelines.models, nullptr);
vkDestroyPipeline(device, pipelines.models, nullptr); vkDestroyPipeline(device, pipelines.skybox, nullptr);
vkDestroyPipeline(device, pipelines.skybox, nullptr); vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr); for (auto demoModel : demoModels) {
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr); delete demoModel.glTF;
}
for (auto demoModel : demoModels) { uniformBuffer.destroy();
delete demoModel.glTF; skybox.destroy();
} }
uniformData.meshVS.destroy();
textures.skybox.destroy();
} }
void loadAssets() void loadAssets()
{ {
// Models // Models
std::vector<std::string> modelFiles = { "vulkanscenelogos.gltf", "vulkanscenebackground.gltf", "vulkanscenemodels.gltf", "cube.gltf" }; std::vector<std::string> modelFiles = { "cube.gltf", "vulkanscenelogos.gltf", "vulkanscenebackground.gltf", "vulkanscenemodels.gltf" };
std::vector<VkPipeline*> modelPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox }; std::vector<VkPipeline*> modelPipelines = { &pipelines.skybox, &pipelines.logos, &pipelines.models, &pipelines.models };
for (auto i = 0; i < modelFiles.size(); i++) { for (auto i = 0; i < modelFiles.size(); i++) {
DemoModel model; DemoModel model;
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY; const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
@ -94,7 +83,104 @@ public:
demoModels.push_back(model); demoModels.push_back(model);
} }
// Textures // Textures
textures.skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue); skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
// Binding 1 : Fragment shader color map image sampler
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
// Binding 1 : Fragment shader image sampler
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &skybox.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE,0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });;
// Default mesh rendering pipeline
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.models));
// Pipeline for the logos
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.logos));
// Pipeline for the skybox
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
depthStencilState.depthWriteEnable = VK_FALSE;
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skybox));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,&uniformBuffer, sizeof(uniformData));
VK_CHECK_RESULT(uniformBuffer.map());
}
void updateUniformBuffers()
{
uniformData.projection = camera.matrices.perspective;
uniformData.view = camera.matrices.view;
uniformData.model = glm::mat4(1.0f);
uniformData.normal = glm::inverseTranspose(uniformData.view * uniformData.model);
uniformData.lightPos = lightPos;
memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData));
} }
void buildCommandBuffers() void buildCommandBuffers()
@ -128,7 +214,7 @@ public:
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0); VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor); vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL); vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
for (auto model : demoModels) { for (auto model : demoModels) {
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, *model.pipeline); vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, *model.pipeline);
@ -143,150 +229,6 @@ public:
} }
} }
void setupDescriptorPool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader color map image sampler
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
// Cube map image descriptor
VkDescriptorImageInfo texDescriptorCubeMap =
vks::initializers::descriptorImageInfo(
textures.skybox.sampler,
textures.skybox.view,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformData.meshVS.descriptor),
// Binding 1 : Fragment shader image sampler
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&texDescriptorCubeMap)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE,0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables, 0);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pRasterizationState = &rasterizationState;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });;
// Default mesh rendering pipeline
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.models));
// Pipeline for the logos
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.logos));
// Pipeline for the sky sphere
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
depthStencilState.depthWriteEnable = VK_FALSE;
shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skybox));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformData.meshVS,
sizeof(uboVS));
VK_CHECK_RESULT(uniformData.meshVS.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboVS.projection = camera.matrices.perspective;
uboVS.view = camera.matrices.view;
uboVS.model = glm::mat4(1.0f);
uboVS.normal = glm::inverseTranspose(uboVS.view * uboVS.model);
uboVS.lightPos = lightPos;
memcpy(uniformData.meshVS.mapped, &uboVS, sizeof(uboVS));
}
void draw() void draw()
{ {
VulkanExampleBase::prepareFrame(); VulkanExampleBase::prepareFrame();
@ -301,10 +243,8 @@ public:
VulkanExampleBase::prepare(); VulkanExampleBase::prepare();
loadAssets(); loadAssets();
prepareUniformBuffers(); prepareUniformBuffers();
setupDescriptorSetLayout(); setupDescriptors();
preparePipelines(); preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers(); buildCommandBuffers();
prepared = true; prepared = true;
} }
@ -313,12 +253,8 @@ public:
{ {
if (!prepared) if (!prepared)
return; return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers(); updateUniformBuffers();
draw();
} }
}; };

View file

@ -6,6 +6,8 @@ layout (binding = 0) uniform UBO
{ {
mat4 projection; mat4 projection;
mat4 model; mat4 model;
mat4 normal;
mat4 view;
} ubo; } ubo;
layout (location = 0) out vec3 outUVW; layout (location = 0) out vec3 outUVW;
@ -13,5 +15,7 @@ layout (location = 0) out vec3 outUVW;
void main() void main()
{ {
outUVW = inPos; outUVW = inPos;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); // Remove translation from view matrix
mat4 viewMat = mat4(mat3(ubo.view));
gl_Position = ubo.projection * viewMat * ubo.model * vec4(inPos.xyz, 1.0);
} }

View file

@ -1,9 +1,12 @@
// Copyright 2020 Google LLC // Copyright 2020 Google LLC
// Copyright 2023 Sascha Willems
struct UBO struct UBO
{ {
float4x4 projection; float4x4 projection;
float4x4 model; float4x4 model;
float4x4 normal;
float4x4 view;
}; };
cbuffer ubo : register(b0) { UBO ubo; } cbuffer ubo : register(b0) { UBO ubo; }
@ -17,7 +20,14 @@ struct VSOutput
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0) VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{ {
VSOutput output = (VSOutput)0; VSOutput output = (VSOutput)0;
// Remove translation from view matrix
float4x4 viewMat = ubo.view;
viewMat[0][3] = 0.0;
viewMat[1][3] = 0.0;
viewMat[2][3] = 0.0;
output.UVW = Pos; output.UVW = Pos;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0))); output.Pos = mul(ubo.projection, mul(viewMat, mul(ubo.model, float4(Pos.xyz, 1.0))));
return output; return output;
} }