Commit graph

26 commits

Author SHA1 Message Date
Sascha Willems
384b2031a2 Minor code cleanup 2023-07-16 15:55:58 +02:00
Sascha Willems
10031d4cca Changed references to the asset pack 2023-05-10 21:29:33 +02:00
Sascha Willems
72e8083b7c Removed unnecessary component swizzle assignments
Fixes #160
2022-12-31 12:31:27 +01:00
Sascha Willems
707bb41851 Minor code cleanup
Removed unused variables
2022-12-09 07:24:32 +01:00
Sascha Willems
a5022d6d5f Fixing several validation related issues 2021-10-24 13:00:11 +02:00
Sascha Willems
3b1ff1eece Ray tracing samples can now also use the UI overlay
General cleanup, changed default settings.overlay value
2021-08-28 12:59:10 +02:00
Sascha Willems
a465bad5aa Cleaned up includes
Fixed typos
2020-08-09 13:16:35 +02:00
Sascha Willems
361535b29e Split texture class into header and implementation
Moved include to base class
2020-08-08 22:54:34 +02:00
Sascha Willems
122288fe25 Split buffer class into header and implementation
Moved include to base class
2020-08-08 22:18:35 +02:00
Sascha Willems
feb939096f
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
2020-07-28 20:20:38 +02:00
Ben Clayton
ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
e3234db041 Add inverseModelView UBO to fix texturecubemap sample 2020-05-21 16:29:47 +01:00
Sascha Willems
ab38f8b150 Code-Cleanup: All samples now use the camera class and it's matrices
Cleaned up base class
2020-04-22 20:58:24 +02:00
Sascha Willems
53846d8b1d Code cleanup 2020-04-20 22:13:51 +02:00
Sascha Willems
b3749a90ad
Merge pull request #653 from httpdigest/master
Fix typos
2020-02-14 07:00:18 +01:00
httpdigest
5029e15ec6 Fix typos
http://its-not-its.info/
2020-01-12 12:56:16 +01:00
Tayfun Kayhan
2843f4f03b Fix uninitialized variable used in vkCmdCopyBufferToImage(). 2020-01-10 13:28:56 +01:00
Sascha Willems
b67c35299b Android asset loading 2019-08-03 18:20:27 +02:00
Sascha Willems
40a16ac48a Replaced gli with libktx for cubemap texture loading sample 2019-08-03 10:00:29 +02:00
saschawillems
c1c4f06a23 Updated samples to explicitly call drawUI (updated ImGUI version), some code cleanup, removed no-longer necessary UI setup
Refs #496
2018-08-30 21:08:02 +02:00
saschawillems
1b8343d67b General code cleanup
Fixes #442, Closes #379
2018-04-13 18:06:30 +02:00
saschawillems
a0ae08864d Moved vertex attribute and binding descriptors to pipeline creation, fixed attributes
Refs #412
2018-02-24 10:37:45 +01:00
saschawillems
8b36ac5f76 Moved shader into properly named sub folder 2018-02-24 10:36:38 +01:00
saschawillems
037238607a Enable device features 2018-02-24 10:35:01 +01:00
saschawillems
df223f5b9b Result (exit) codes for fatal terminations 2018-01-21 18:28:17 +01:00
saschawillems
94a076e1ae Moved example source files into sub folder 2017-11-12 19:32:09 +01:00
Renamed from texturecubemap/texturecubemap.cpp (Browse further)