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
|
|
@ -20,7 +20,7 @@
|
|||
#include <vulkan/vulkan.h>
|
||||
#include "vulkanexamplebase.h"
|
||||
#include "VulkanBuffer.hpp"
|
||||
#include "VulkanModel.hpp"
|
||||
#include "VulkanglTFModel.h"
|
||||
|
||||
#define ENABLE_VALIDATION false
|
||||
|
||||
|
|
@ -55,33 +55,15 @@ public:
|
|||
glm::vec3 lightPos = glm::vec3();
|
||||
float lightFOV = 45.0f;
|
||||
|
||||
// Vertex layout for the models
|
||||
vks::VertexLayout vertexLayout = vks::VertexLayout({
|
||||
vks::VERTEX_COMPONENT_POSITION,
|
||||
vks::VERTEX_COMPONENT_UV,
|
||||
vks::VERTEX_COMPONENT_COLOR,
|
||||
vks::VERTEX_COMPONENT_NORMAL,
|
||||
});
|
||||
|
||||
struct {
|
||||
vks::Model quad;
|
||||
} models;
|
||||
|
||||
std::vector<vks::Model> scenes;
|
||||
std::vector<vkglTF::Model> scenes;
|
||||
std::vector<std::string> sceneNames;
|
||||
int32_t sceneIndex = 0;
|
||||
|
||||
struct {
|
||||
vks::Buffer scene;
|
||||
vks::Buffer offscreen;
|
||||
vks::Buffer debug;
|
||||
} uniformBuffers;
|
||||
|
||||
struct {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 model;
|
||||
} uboVSquad;
|
||||
|
||||
struct {
|
||||
glm::mat4 projection;
|
||||
glm::mat4 view;
|
||||
|
|
@ -95,23 +77,19 @@ public:
|
|||
} uboOffscreenVS;
|
||||
|
||||
struct {
|
||||
VkPipeline quad;
|
||||
VkPipeline offscreen;
|
||||
VkPipeline sceneShadow;
|
||||
VkPipeline sceneShadowPCF;
|
||||
VkPipeline debug;
|
||||
} pipelines;
|
||||
|
||||
struct {
|
||||
VkPipelineLayout quad;
|
||||
VkPipelineLayout offscreen;
|
||||
} pipelineLayouts;
|
||||
VkPipelineLayout pipelineLayout;
|
||||
|
||||
struct {
|
||||
VkDescriptorSet offscreen;
|
||||
VkDescriptorSet scene;
|
||||
VkDescriptorSet debug;
|
||||
} descriptorSets;
|
||||
|
||||
VkDescriptorSet descriptorSet;
|
||||
VkDescriptorSetLayout descriptorSetLayout;
|
||||
|
||||
// Framebuffer for offscreen rendering
|
||||
|
|
@ -157,26 +135,18 @@ public:
|
|||
|
||||
vkDestroyRenderPass(device, offscreenPass.renderPass, nullptr);
|
||||
|
||||
vkDestroyPipeline(device, pipelines.quad, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.debug, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.offscreen, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.sceneShadow, nullptr);
|
||||
vkDestroyPipeline(device, pipelines.sceneShadowPCF, nullptr);
|
||||
|
||||
vkDestroyPipelineLayout(device, pipelineLayouts.quad, nullptr);
|
||||
vkDestroyPipelineLayout(device, pipelineLayouts.offscreen, nullptr);
|
||||
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
|
||||
|
||||
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
|
||||
|
||||
// Meshes
|
||||
for (auto scene : scenes) {
|
||||
scene.destroy();
|
||||
}
|
||||
models.quad.destroy();
|
||||
|
||||
// Uniform buffers
|
||||
uniformBuffers.offscreen.destroy();
|
||||
uniformBuffers.scene.destroy();
|
||||
uniformBuffers.debug.destroy();
|
||||
}
|
||||
|
||||
// Set up a separate render pass for the offscreen frame buffer
|
||||
|
|
@ -313,7 +283,6 @@ public:
|
|||
VkClearValue clearValues[2];
|
||||
VkViewport viewport;
|
||||
VkRect2D scissor;
|
||||
VkDeviceSize offsets[1] = { 0 };
|
||||
|
||||
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
|
||||
{
|
||||
|
|
@ -350,11 +319,8 @@ public:
|
|||
depthBiasSlope);
|
||||
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.offscreen);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.offscreen, 0, 1, &descriptorSets.offscreen, 0, NULL);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.offscreen, 0, nullptr);
|
||||
scenes[sceneIndex].draw(drawCmdBuffers[i]);
|
||||
|
||||
vkCmdEndRenderPass(drawCmdBuffers[i]);
|
||||
}
|
||||
|
|
@ -389,20 +355,15 @@ public:
|
|||
|
||||
// Visualize shadow map
|
||||
if (displayShadowMap) {
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSet, 0, NULL);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.quad);
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.quad.vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 0);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.debug, 0, nullptr);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.debug);
|
||||
vkCmdDraw(drawCmdBuffers[i], 3, 1, 0, 0);
|
||||
}
|
||||
|
||||
// 3D scene
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayouts.quad, 0, 1, &descriptorSets.scene, 0, NULL);
|
||||
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.scene, 0, nullptr);
|
||||
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, (filterPCF) ? pipelines.sceneShadowPCF : pipelines.sceneShadow);
|
||||
|
||||
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &scenes[sceneIndex].vertices.buffer, offsets);
|
||||
vkCmdBindIndexBuffer(drawCmdBuffers[i], scenes[sceneIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(drawCmdBuffers[i], scenes[sceneIndex].indexCount, 1, 0, 0, 0);
|
||||
scenes[sceneIndex].draw(drawCmdBuffers[i]);
|
||||
|
||||
drawUI(drawCmdBuffers[i]);
|
||||
|
||||
|
|
@ -415,155 +376,81 @@ public:
|
|||
|
||||
void loadAssets()
|
||||
{
|
||||
const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
|
||||
scenes.resize(2);
|
||||
scenes[0].loadFromFile(getAssetPath() + "models/vulkanscene_shadow.dae", vertexLayout, 4.0f, vulkanDevice, queue);
|
||||
scenes[1].loadFromFile(getAssetPath() + "models/samplescene.dae", vertexLayout, 0.25f, vulkanDevice, queue);
|
||||
scenes[0].loadFromFile(getAssetPath() + "models/vulkanscene_shadow.gltf", vulkanDevice, queue, glTFLoadingFlags);
|
||||
scenes[1].loadFromFile(getAssetPath() + "models/samplescene.gltf", vulkanDevice, queue, glTFLoadingFlags);
|
||||
sceneNames = {"Vulkan scene", "Teapots and pillars" };
|
||||
}
|
||||
|
||||
void generateQuad()
|
||||
{
|
||||
// Setup vertices for a single uv-mapped quad
|
||||
struct Vertex {
|
||||
float pos[3];
|
||||
float uv[2];
|
||||
float col[3];
|
||||
float normal[3];
|
||||
};
|
||||
|
||||
#define QUAD_COLOR_NORMAL { 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f }
|
||||
std::vector<Vertex> vertexBuffer =
|
||||
{
|
||||
{ { 1.0f, 1.0f, 0.0f },{ 1.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 0.0f, 1.0f, 0.0f },{ 0.0f, 1.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 0.0f, 0.0f, 0.0f },{ 0.0f, 0.0f }, QUAD_COLOR_NORMAL },
|
||||
{ { 1.0f, 0.0f, 0.0f },{ 1.0f, 0.0f }, QUAD_COLOR_NORMAL }
|
||||
};
|
||||
#undef QUAD_COLOR_NORMAL
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
vertexBuffer.size() * sizeof(Vertex),
|
||||
&models.quad.vertices.buffer,
|
||||
&models.quad.vertices.memory,
|
||||
vertexBuffer.data()));
|
||||
|
||||
// Setup indices
|
||||
std::vector<uint32_t> indexBuffer = { 0,1,2, 2,3,0 };
|
||||
models.quad.indexCount = indexBuffer.size();
|
||||
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
indexBuffer.size() * sizeof(uint32_t),
|
||||
&models.quad.indices.buffer,
|
||||
&models.quad.indices.memory,
|
||||
indexBuffer.data()));
|
||||
|
||||
models.quad.device = device;
|
||||
}
|
||||
|
||||
void setupDescriptorPool()
|
||||
{
|
||||
// Example uses three ubos and two image samplers
|
||||
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4)
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3),
|
||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 3)
|
||||
};
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
||||
vks::initializers::descriptorPoolCreateInfo(
|
||||
poolSizes.size(),
|
||||
poolSizes.data(),
|
||||
3);
|
||||
|
||||
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||
}
|
||||
|
||||
void setupDescriptorSetLayout()
|
||||
{
|
||||
// Textured quad pipeline layout
|
||||
// Shared pipeline layout for all pipelines used in this sample
|
||||
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 image sampler
|
||||
// Binding 1 : Fragment shader image sampler (shadow map)
|
||||
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1)
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
||||
vks::initializers::descriptorSetLayoutCreateInfo(
|
||||
setLayoutBindings.data(),
|
||||
setLayoutBindings.size());
|
||||
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, &pipelineLayouts.quad));
|
||||
|
||||
// Offscreen pipeline layout
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayouts.offscreen));
|
||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
|
||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
|
||||
}
|
||||
|
||||
void setupDescriptorSets()
|
||||
{
|
||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets;
|
||||
|
||||
// Textured quad descriptor set
|
||||
VkDescriptorSetAllocateInfo allocInfo =
|
||||
vks::initializers::descriptorSetAllocateInfo(
|
||||
descriptorPool,
|
||||
&descriptorSetLayout,
|
||||
1);
|
||||
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
|
||||
|
||||
// Image descriptor for the shadow map attachment
|
||||
VkDescriptorImageInfo texDescriptor =
|
||||
vks::initializers::descriptorImageInfo(
|
||||
offscreenPass.depthSampler,
|
||||
offscreenPass.depth.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
|
||||
VkDescriptorImageInfo shadowMapDescriptor =
|
||||
vks::initializers::descriptorImageInfo(
|
||||
offscreenPass.depthSampler,
|
||||
offscreenPass.depth.view,
|
||||
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Debug display
|
||||
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.debug));
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.debug.descriptor),
|
||||
// Binding 1 : Fragment shader texture sampler
|
||||
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.debug, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &shadowMapDescriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
|
||||
|
||||
// Offscreen
|
||||
// Offscreen shadow map generation
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
|
||||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
|
||||
|
||||
// 3D scene
|
||||
// Scene rendering with shadow map appplied
|
||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
|
||||
|
||||
// Image descriptor for the shadow map attachment
|
||||
texDescriptor.sampler = offscreenPass.depthSampler;
|
||||
texDescriptor.imageView = offscreenPass.depth.view;
|
||||
|
||||
writeDescriptorSets = {
|
||||
// Binding 0 : Vertex shader uniform buffer
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
|
||||
// Binding 1 : Fragment shader shadow sampler
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &texDescriptor)
|
||||
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &shadowMapDescriptor)
|
||||
};
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
|
||||
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
void preparePipelines()
|
||||
{
|
||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
|
||||
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = 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 colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||
|
|
@ -573,8 +460,7 @@ public:
|
|||
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
|
||||
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.quad, renderPass, 0);
|
||||
|
||||
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
|
||||
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
|
||||
pipelineCI.pRasterizationState = &rasterizationStateCI;
|
||||
pipelineCI.pColorBlendState = &colorBlendStateCI;
|
||||
|
|
@ -592,26 +478,10 @@ public:
|
|||
// Empty vertex input state
|
||||
VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
pipelineCI.pVertexInputState = &emptyInputState;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.quad));
|
||||
|
||||
// Vertex bindings and attributes
|
||||
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
|
||||
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
|
||||
};
|
||||
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
|
||||
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position
|
||||
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates
|
||||
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color
|
||||
vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal
|
||||
};
|
||||
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
|
||||
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
|
||||
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
|
||||
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
|
||||
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
|
||||
pipelineCI.pVertexInputState = &vertexInputState;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.debug));
|
||||
|
||||
// Scene rendering with shadows applied
|
||||
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color, vkglTF::VertexComponent::Normal});
|
||||
rasterizationStateCI.cullMode = VK_CULL_MODE_BACK_BIT;
|
||||
shaderStages[0] = loadShader(getShadersPath() + "shadowmapping/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "shadowmapping/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
|
@ -643,7 +513,6 @@ public:
|
|||
dynamicStateEnables.size(),
|
||||
0);
|
||||
|
||||
pipelineCI.layout = pipelineLayouts.offscreen;
|
||||
pipelineCI.renderPass = offscreenPass.renderPass;
|
||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));
|
||||
}
|
||||
|
|
@ -651,13 +520,6 @@ public:
|
|||
// Prepare and initialize uniform buffer containing shader uniforms
|
||||
void prepareUniformBuffers()
|
||||
{
|
||||
// Debug quad vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
||||
&uniformBuffers.debug,
|
||||
sizeof(uboVSquad)));
|
||||
|
||||
// Offscreen vertex shader uniform buffer block
|
||||
VK_CHECK_RESULT(vulkanDevice->createBuffer(
|
||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
||||
|
|
@ -673,7 +535,6 @@ public:
|
|||
sizeof(uboVSscene)));
|
||||
|
||||
// Map persistent
|
||||
VK_CHECK_RESULT(uniformBuffers.debug.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.offscreen.map());
|
||||
VK_CHECK_RESULT(uniformBuffers.scene.map());
|
||||
|
||||
|
|
@ -692,13 +553,6 @@ public:
|
|||
|
||||
void updateUniformBuffers()
|
||||
{
|
||||
// Shadow map debug quad
|
||||
float AR = (float)height / (float)width;
|
||||
uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
|
||||
uboVSquad.model = glm::mat4(1.0f);
|
||||
memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
|
||||
|
||||
// 3D scene
|
||||
uboVSscene.projection = camera.matrices.perspective;
|
||||
uboVSscene.view = camera.matrices.view;
|
||||
uboVSscene.model = glm::mat4(1.0f);
|
||||
|
|
@ -737,7 +591,6 @@ public:
|
|||
{
|
||||
VulkanExampleBase::prepare();
|
||||
loadAssets();
|
||||
generateQuad();
|
||||
prepareOffscreenFramebuffer();
|
||||
prepareUniformBuffers();
|
||||
setupDescriptorSetLayout();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue