Commit graph

475 commits

Author SHA1 Message Date
Sascha Willems
f49c3d9ede
Merge pull request #737 from manueme/fix/vulkanscene
Fix offset for texture coordinates - vulkanscene example
2020-07-15 06:56:26 +02:00
Sascha Willems
3d347adf30
Merge pull request #741 from Jarreddebeer/yoffset_distancefieldfont
correction to yoffset char positions in distance field fonts example
2020-07-15 06:55:17 +02:00
Sascha Willems
3b117fd2dc Split into header and implementation 2020-07-14 20:17:48 +02:00
Sascha Willems
77322190ea Zero memory with initializer
Fies #745
2020-07-14 18:42:40 +02:00
Sascha Willems
447688980e Store mip tail info in virtual texture class 2020-07-14 07:51:07 +02:00
Sascha Willems
187606a2ea Properly fill virtual page's mip level 2020-07-11 21:23:05 +02:00
Sascha Willems
b67bfa6f88 Fill mip tail 2020-07-11 19:22:19 +02:00
Sascha Willems
62070aa9f4 Reworking sparse image residency sample
Was broken with recent drivers
2020-07-11 13:01:02 +02:00
Sascha Willems
e370e6d169
Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
2020-07-04 14:20:45 +02:00
Jarred de Beer
79b89e5cc0 correction to yoffset char positions in distance field fonts example 2020-06-29 20:59:38 +02:00
Sascha Willems
889125c377
Merge pull request #740 from infapi00/apinheiro/shadowmapping-check-depth-format-supports-linear-filtering
shadowmappping: check if depth format supports LINEAR filtering
2020-06-24 20:42:10 +02:00
Sascha Willems
968ccc0df4
Merge pull request #726 from FrickHazard/patch-1
Minor comment change
2020-06-24 20:40:21 +02:00
Sascha Willems
cbf50a9ef3
Merge pull request #702 from iostrowsINTEL/deferred-fix
Deferred*: Fix incorrect command pool in deinitialization
2020-06-24 20:35:04 +02:00
Sascha Willems
99c9e8e4ee Removed superfluous call to vkCmdSetViewport
Fixes #739
2020-06-24 20:07:04 +02:00
Alejandro Piñeiro
d33bc6c75e shadowmappping: check if depth format supports LINEAR filtering
The test uses the format VK_FORMAT_D16_UNORM for the shadow map, and
it sets unconditionally VK_FILTER_LINEAR when using it.

But by spec, it is not mandatory that format to support
filtering. Explained here:

https://www.khronos.org/registry/vulkan/specs/1.2/html/chap32.html

table 51, VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT.

This commit checks if that flag is present with that format to decide
between LINEAR (the default value) or NEAREST (if LINEAR is not
supported). Adds a auxiliar method on VulkanTools just in case it
could be useful for other demos.

This is not detected by the Validation Layers, but raise an assertion
with one of the development tools we use to implement the Mesa v3dv
driver (rpi4 vulkan driver).
2020-06-20 00:08:13 +02:00
Manuel Machado
599d2aaf04 Fix offset for texture coordinates - vulkanscene example 2020-06-15 00:11:48 -03:00
Dejan Trajkovic
94a4a2bb32 Correct shadersPath for renderheadless project 2020-06-09 06:33:38 +02:00
Dejan Trajkovic
c201670b0e Correct shadersPath for computeheadless project 2020-06-07 17:26:11 +02:00
Sascha Willems
3b345005e5 Add example header files to project (if present) 2020-06-06 14:42:53 +02:00
Sascha Willems
b0b299ee9c Removed last traces of old skeletal animation sample 2020-06-06 14:32:28 +02:00
Sascha Willems
aa1768b315 Finished glTF skinning readme/tutorial 2020-06-06 13:31:04 +02:00
Sascha Willems
d03595ab5b Code cleanup 2020-06-06 13:02:40 +02:00
Sascha Willems
1158cb2232 Code cleanup and simplification 2020-06-06 12:44:55 +02:00
Sascha Willems
b13ed52213 Comments 2020-06-06 12:01:07 +02:00
Sascha Willems
ffc3068c9d Resource cleanup 2020-06-06 11:21:55 +02:00
Sascha Willems
9e96aeaa5f clang format 2020-06-06 11:05:56 +02:00
Sascha Willems
a1afaf3de5 Code cleanup 2020-06-06 11:00:38 +02:00
Sascha Willems
6eb0273c76 Code cleanup 2020-06-06 10:20:30 +02:00
Sascha Willems
225106860a Moved glsl shaders 2020-06-05 21:28:47 +02:00
Sascha Willems
df8f3b18f9 Moved glsl shaders 2020-06-05 21:27:17 +02:00
Sascha Willems
ff63db5947 Merge branch 'master' into gltfskinning 2020-06-05 21:24:01 +02:00
Sascha Willems
79f7b28846 Remove unused image sampler
Fixes #713
2020-06-05 21:23:02 +02:00
Sascha Willems
ec8d9698e9 Add HLSL shaders to project file
GLSL and HLSL shaders get their own folders per sample in the project structure
2020-06-05 21:11:28 +02:00
Sascha Willems
d4f7b3cc86 Merge branch 'master' into gltfskinning 2020-06-05 20:58:10 +02:00
Ben Clayton
301e8abf12 Add command flag for picking between shaders
The new `-s`, `--shaders` command line flag allows you to specify whether you want to load the glsl or hlsl shaders.
Defaults to glsl.

Issue: #723
2020-06-01 12:22:28 +01:00
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
Ender Doe
831442eb18
Update computeshader.cpp 2020-05-30 10:40:46 -04:00
Sascha Willems
ec023cf581 Started working on small glTF skinning example tutorial/readme 2020-05-26 08:13:47 +02:00
Sascha Willems
7e8e667fb3 Code cleanup, shader renaming 2020-05-23 20:38:40 +02:00
Sascha Willems
3e59ce8d57 Code cleanup, shader renaming 2020-05-23 20:38:28 +02:00
Sascha Willems
85106a6bb2 Merge branch 'master' into gltfskinning 2020-05-23 19:54:58 +02:00
Ben Clayton
0da96cfc63 Add missing push constant to fix HLSL computeparticles 2020-05-21 16:29:48 +01:00
Ben Clayton
e3234db041 Add inverseModelView UBO to fix texturecubemap sample 2020-05-21 16:29:47 +01:00
Ben Clayton
13c081664e Add missing inverseModelView UBO to fix hdr sample 2020-05-21 16:29:19 +01:00
Sascha Willems
451c895525 Code cleanup 2020-05-15 07:22:01 +02:00
Sascha Willems
149ff8f94e Split sample into header and source files due to complexity 2020-05-15 07:13:51 +02:00
Sascha Willems
940aef5b86 Minor image loading optimization and fix 2020-05-15 07:11:47 +02:00
Sascha Willems
78a9b5bde1 Animation working
Code still wip and lacking comments
2020-05-14 21:40:54 +02:00
Sascha Willems
23010275ce Load animations 2020-05-14 21:21:27 +02:00
Sascha Willems
988df583c5 Started working on gltf skinned vertex animation sample
Will replace the old assimp based skeletal animation sample
2020-05-10 20:05:05 +02:00