Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class * Split glTF loader into header and implementation * Updated sample to use glTF * Removed collada files Replaced assets are now part of the asset pack * Return value for glTF model vertex input state create info helper * Removed unused assets * Use glTF assets * Added default material for glTF node's without materials * Use glTF assets * Apply pre-transforms to normals * Use glTF assets * Use glTF assets * Use vertex input state from glTF model class * Scene setup * Use glTF assets * Use glTF assets * Display error message and exit if glTF file could not be loaded * Use glTF assets * Use glTF assets * Use glTF assets * Remove unused buffer binds * Use glTF assets * Remove no longer used model files * Remove no longer used model files * Added support for rendering glTF models with images * glTF model normal pre-transform ignores translation * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Use glTF assets * Only add combined image samplers to pool if actually used in the scene * Use global descriptor set layouts * Use global descriptor set layouts * Use glTF assets * Use glTF assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Remove no-longer used model * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used model * Use glTF assets Code cleanup Use RGBA texture instead of different compressed formats Removed no-longer used assets * Adnrdoid build file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders * Added vertex count and way of passing additional memory property type flags to glTF loader * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders * Remove unfinished sample * Completely reworked push constants sample Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Android CMake build files * Removed un-used asset * Explicit buffer binding function * Use glTF assets Code cleanup Updated GLSL and HLSL shaders * Use glTF assets Code cleanup * Use glTF assets Code cleanup Removed no-longer used assets * Use glTF assets Code cleanup Updated GLSL and HLSL shaders Removed no-longer used assets * Remove no-longer used asset * Use glTF assets Code cleanup and refactoring Performance optimizations Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring * Use glTF assets Code cleanup and refactoring Removed no-longer used assets * Pass vertex size and calculate multiplier in shaders instead of hard-coding With this, changes to the glTF vertex structure won't break the ray tracing samples * Load tangents (if present) * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code * Android build * Normal mapping fixes Udpated HLSL shaders * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Code cleanup, comments * Use glTF assets Code cleanup and heavy refactoring Reworked debug display code Updated GLSL and HLSL shaders * Added sample count to framebuffer create info * Removed no-longer used assets * Android build Removed no-longer used assets * Code cleanup and heavy refactoring Updated GLSL and HLSL shaders Use tangents stored in GLSL instead of calculating them in the fragment shader * Renamed textured PBR sample main cpp file * Use glTF assets Code cleanup and refactoring Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Removed no-longer used assets * Android build files * Android build files * Use glTF assets Removed no-longer used assets * Fixed HLSL shaders * Android build files * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Use glTF assets Updated GLSL and HLSL shaders Removed no-longer used assets * Added flag to disable glTF image loading Useful for samples that use their own textures or don't use textures at all to speed up loading * Use glTF assets Code cleanup Use Sponza scene instead of Sibenik to better highlight the effect Updated GLSL and HLSL shaders * Updated Android build files * Removed left-over comment * Use Sponza scene for the SSAO sample * Removed unused code * Removed ASSIMP No longer required as all samples now use the glTF file format * Added missing vertex shader stage * Removed old ASSIMP-based model loader * Added support for loading external glTF images from ktx Android fixes for loading external buffer files * Scene setup * Added missing shader stages * Removed ASSIMP from build files * Fixed compiler warning * Removed ASSIMP from readmes * Android build files cleanup * Replaced ktx submodule with only the files required for this repo The ktx submodule was a tad too big and contained lots of files not required for this repo * Moved ktx build files into base project * Use glTF assets * Use glTF assets * Removed license files, will be moved to asset pack * Use RGBA textures * Use RGBA cubemp texture with face assignment based on original images Refs #679 * Android build files * Removed textures All textures will be moved to the asset pack * Ignore asset folders * Removed font Fonts will be moved to the asset pack * Link to gltf asset pack * Updated gitignore * Android build file
This commit is contained in:
parent
8526c204e7
commit
feb939096f
726 changed files with 21935 additions and 132751 deletions
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@ -22,7 +22,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#include "VulkanglTFModel.h"
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#include "VulkanTexture.hpp"
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#define ENABLE_VALIDATION false
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@ -33,20 +33,13 @@ public:
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bool bloom = true;
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bool displaySkybox = true;
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// Vertex layout for the models
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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});
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struct {
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vks::TextureCubeMap envmap;
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} textures;
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struct Models {
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vks::Model skybox;
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std::vector<vks::Model> objects;
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vkglTF::Model skybox;
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std::vector<vkglTF::Model> objects;
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int32_t objectIndex = 1;
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} models;
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@ -127,8 +120,8 @@ public:
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{
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title = "High dynamic range rendering";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -4.0f));
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camera.setRotation(glm::vec3(0.0f, 180.0f, 0.0f));
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camera.setPosition(glm::vec3(0.0f, 0.0f, -6.0f));
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camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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settings.overlay = true;
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}
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@ -164,10 +157,6 @@ public:
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filterPass.color[0].destroy(device);
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for (auto& model : models.objects) {
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model.destroy();
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}
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models.skybox.destroy();
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uniformBuffers.matrices.destroy();
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uniformBuffers.params.destroy();
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textures.envmap.destroy();
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@ -230,7 +219,7 @@ public:
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.skybox.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.skybox.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.skybox.indexCount, 1, 0, 0, 0);
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models.skybox.draw(drawCmdBuffers[i]);
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}
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// 3D object
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@ -238,7 +227,7 @@ public:
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.objects[models.objectIndex].vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], models.objects[models.objectIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.reflect);
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vkCmdDrawIndexed(drawCmdBuffers[i], models.objects[models.objectIndex].indexCount, 1, 0, 0, 0);
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models.objects[models.objectIndex].draw(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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}
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@ -594,14 +583,14 @@ public:
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void loadAssets()
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{
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// Models
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models.skybox.loadFromFile(getAssetPath() + "models/cube.obj", vertexLayout, 0.05f, vulkanDevice, queue);
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std::vector<std::string> filenames = { "geosphere.obj", "teapot.dae", "torusknot.obj", "venus.fbx" };
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// Load glTF models
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::FlipY;
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models.skybox.loadFromFile(getAssetPath() + "models/cube.gltf", vulkanDevice, queue, glTFLoadingFlags);
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std::vector<std::string> filenames = { "sphere.gltf", "teapot.gltf", "torusknot.gltf", "venus.gltf" };
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objectNames = { "Sphere", "Teapot", "Torusknot", "Venus" };
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for (auto file : filenames) {
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vks::Model model;
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model.loadFromFile(getAssetPath() + "models/" + file, vertexLayout, 0.05f * (file == "venus.fbx" ? 3.0f : 1.0f), vulkanDevice, queue);
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models.objects.push_back(model);
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models.objects.resize(filenames.size());
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for (size_t i = 0; i < filenames.size(); i++) {
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models.objects[i].loadFromFile(getAssetPath() + "models/" + filenames[i], vulkanDevice, queue, glTFLoadingFlags);
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}
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// Load HDR cube map
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textures.envmap.loadFromFile(getAssetPath() + "textures/hdr/uffizi_cube.ktx", VK_FORMAT_R16G16B16A16_SFLOAT, vulkanDevice, queue);
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@ -725,75 +714,27 @@ public:
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
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vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_FALSE,
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VK_FALSE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamicStateEnables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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static_cast<uint32_t>(dynamicStateEnables.size()),
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0);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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pipelineLayouts.models,
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renderPass,
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0);
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std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates = {
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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};
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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pipelineCreateInfo.pColorBlendState = &colorBlendState;
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pipelineCreateInfo.pMultisampleState = &multisampleState;
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pipelineCreateInfo.pViewportState = &viewportState;
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pipelineCreateInfo.pDepthStencilState = &depthStencilState;
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pipelineCreateInfo.pDynamicState = &dynamicState;
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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_FALSE, VK_FALSE, 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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pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.models, 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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VkSpecializationInfo specializationInfo;
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std::array<VkSpecializationMapEntry, 1> specializationMapEntries;
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// Empty vertex input state, full screen triangles are generated by the vertex shader
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VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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pipelineCreateInfo.pVertexInputState = &emptyInputState;
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pipelineCI.pVertexInputState = &emptyInputState;
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// Final fullscreen composition pass pipeline
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shaderStages[0] = loadShader(getShadersPath() + "hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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pipelineCreateInfo.layout = pipelineLayouts.composition;
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pipelineCreateInfo.renderPass = renderPass;
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
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std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates = {
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE),
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};
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pipelineCI.layout = pipelineLayouts.composition;
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pipelineCI.renderPass = renderPass;
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rasterizationState.cullMode = VK_CULL_MODE_NONE;
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colorBlendState.attachmentCount = 1;
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colorBlendState.pAttachments = blendAttachmentStates.data();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.composition));
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shaderStages[0] = loadShader(getShadersPath() + "hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.composition));
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// Bloom pass
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shaderStages[0] = loadShader(getShadersPath() + "hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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@ -832,66 +777,42 @@ public:
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uint32_t dir = 1;
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specializationInfo = vks::initializers::specializationInfo(1, specializationMapEntries.data(), sizeof(dir), &dir);
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[0]));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.bloom[0]));
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// Second blur pass (into separate framebuffer)
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pipelineCreateInfo.renderPass = filterPass.renderPass;
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pipelineCI.renderPass = filterPass.renderPass;
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dir = 0;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[1]));
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.bloom[1]));
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// Object rendering pipelines
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rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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// Use vertex input state from glTF model setup
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal });
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// Vertex bindings an attributes for model rendering
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// Binding description
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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// Attribute descriptions
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // UV
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
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vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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// Skybox pipeline (background cube)
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blendAttachmentState.blendEnable = VK_FALSE;
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pipelineCreateInfo.layout = pipelineLayouts.models;
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pipelineCreateInfo.renderPass = offscreen.renderPass;
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pipelineCI.layout = pipelineLayouts.models;
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pipelineCI.renderPass = offscreen.renderPass;
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colorBlendState.attachmentCount = 2;
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colorBlendState.pAttachments = blendAttachmentStates.data();
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shaderStages[0] = loadShader(getShadersPath() + "hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Set constant parameters via specialization constants
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specializationMapEntries[0] = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
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uint32_t shadertype = 0;
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specializationInfo = vks::initializers::specializationInfo(1, specializationMapEntries.data(), sizeof(shadertype), &shadertype);
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shaderStages[0].pSpecializationInfo = &specializationInfo;
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shaderStages[1].pSpecializationInfo = &specializationInfo;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
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// Skybox pipeline (background cube)
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rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skybox));
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// Object rendering pipeline
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shadertype = 1;
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|
||||
// Enable depth test and write
|
||||
depthStencilState.depthWriteEnable = VK_TRUE;
|
||||
depthStencilState.depthTestEnable = VK_TRUE;
|
||||
// Flip cull mode
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.reflect));
|
||||
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.reflect));
|
||||
}
|
||||
|
||||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue