Code cleanup
Skybox now rotates with the camera, fixed depth issues
This commit is contained in:
parent
68b2e0fcfe
commit
fe46cef0a7
5 changed files with 142 additions and 192 deletions
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@ -14,45 +14,37 @@
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class VulkanExample : public VulkanExampleBase
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class VulkanExample : public VulkanExampleBase
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{
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{
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public:
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public:
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struct DemoModel
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struct DemoModel {
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{
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vkglTF::Model* glTF;
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vkglTF::Model* glTF;
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VkPipeline *pipeline;
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VkPipeline *pipeline;
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};
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};
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std::vector<DemoModel> demoModels;
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std::vector<DemoModel> demoModels;
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vks::TextureCubeMap skybox;
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struct {
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struct UniformData {
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vks::Buffer meshVS;
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} uniformData;
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struct {
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glm::mat4 projection;
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 model;
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glm::mat4 normal;
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glm::mat4 normal;
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glm::mat4 view;
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glm::mat4 view;
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glm::vec4 lightPos;
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glm::vec4 lightPos;
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} uboVS;
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} uniformData;
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vks::Buffer uniformBuffer;
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struct
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{
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vks::TextureCubeMap skybox;
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} textures;
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struct {
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struct {
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VkPipeline logos;
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VkPipeline logos{ VK_NULL_HANDLE };
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VkPipeline models;
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VkPipeline models{ VK_NULL_HANDLE };
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VkPipeline skybox;
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VkPipeline skybox{ VK_NULL_HANDLE };
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} pipelines;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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glm::vec4 lightPos = glm::vec4(1.0f, 4.0f, 0.0f, 0.0f);
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glm::vec4 lightPos = glm::vec4(1.0f, 4.0f, 0.0f, 0.0f);
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VulkanExample() : VulkanExampleBase()
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VulkanExample() : VulkanExampleBase()
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{
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{
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title = "Vulkan Demo Scene - (c) by Sascha Willems";
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title = "Vulkan Demo Scene (c) by Sascha Willems";
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camera.type = Camera::CameraType::lookat;
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camera.type = Camera::CameraType::lookat;
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//camera.flipY = true;
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//camera.flipY = true;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -3.75f));
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camera.setPosition(glm::vec3(0.0f, 0.0f, -3.75f));
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@ -63,28 +55,25 @@ public:
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~VulkanExample()
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~VulkanExample()
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{
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{
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// Clean up used Vulkan resources
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if (device) {
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.logos, nullptr);
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vkDestroyPipeline(device, pipelines.logos, nullptr);
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vkDestroyPipeline(device, pipelines.models, nullptr);
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vkDestroyPipeline(device, pipelines.models, nullptr);
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vkDestroyPipeline(device, pipelines.skybox, nullptr);
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vkDestroyPipeline(device, pipelines.skybox, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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for (auto demoModel : demoModels) {
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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delete demoModel.glTF;
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}
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for (auto demoModel : demoModels) {
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uniformBuffer.destroy();
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delete demoModel.glTF;
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skybox.destroy();
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}
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}
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uniformData.meshVS.destroy();
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textures.skybox.destroy();
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}
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}
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void loadAssets()
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void loadAssets()
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{
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{
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// Models
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// Models
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std::vector<std::string> modelFiles = { "vulkanscenelogos.gltf", "vulkanscenebackground.gltf", "vulkanscenemodels.gltf", "cube.gltf" };
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std::vector<std::string> modelFiles = { "cube.gltf", "vulkanscenelogos.gltf", "vulkanscenebackground.gltf", "vulkanscenemodels.gltf" };
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std::vector<VkPipeline*> modelPipelines = { &pipelines.logos, &pipelines.models, &pipelines.models, &pipelines.skybox };
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std::vector<VkPipeline*> modelPipelines = { &pipelines.skybox, &pipelines.logos, &pipelines.models, &pipelines.models };
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for (auto i = 0; i < modelFiles.size(); i++) {
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for (auto i = 0; i < modelFiles.size(); i++) {
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DemoModel model;
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DemoModel model;
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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@ -94,7 +83,104 @@ public:
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demoModels.push_back(model);
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demoModels.push_back(model);
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}
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}
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// Textures
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// Textures
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textures.skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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skybox.loadFromFile(getAssetPath() + "textures/cubemap_vulkan.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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// Binding 1 : Fragment shader color map image sampler
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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// Binding 1 : Fragment shader image sampler
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &skybox.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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// Layout
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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// Pipelines
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE,0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });;
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// Default mesh rendering pipeline
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shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.models));
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// Pipeline for the logos
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shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.logos));
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// Pipeline for the skybox
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
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depthStencilState.depthWriteEnable = VK_FALSE;
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shaderStages[0] = loadShader(getShadersPath() + "vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skybox));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,&uniformBuffer, sizeof(uniformData));
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VK_CHECK_RESULT(uniformBuffer.map());
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}
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void updateUniformBuffers()
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{
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uniformData.projection = camera.matrices.perspective;
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uniformData.view = camera.matrices.view;
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uniformData.model = glm::mat4(1.0f);
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uniformData.normal = glm::inverseTranspose(uniformData.view * uniformData.model);
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uniformData.lightPos = lightPos;
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memcpy(uniformBuffer.mapped, &uniformData, sizeof(uniformData));
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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for (auto model : demoModels) {
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for (auto model : demoModels) {
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, *model.pipeline);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, *model.pipeline);
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}
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}
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}
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo and one image sampler
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader color map image sampler
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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// Cube map image descriptor
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VkDescriptorImageInfo texDescriptorCubeMap =
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vks::initializers::descriptorImageInfo(
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textures.skybox.sampler,
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textures.skybox.view,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.meshVS.descriptor),
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// Binding 1 : Fragment shader image sampler
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vks::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptorCubeMap)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE,0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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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();
|
||||||
}
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -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);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -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;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue