Commit graph

  • fe2aa7ff92 Add dynamic line width state, enable wide line feature (Fixes #165) saschawillems 2016-07-03 17:07:23 +02:00
  • aa1fb5eb95 Callback for enabling device features as optional constructor argument (Refs #165) saschawillems 2016-06-27 22:28:21 +02:00
  • 0e88fb6811 Don't render the reflection on the far side of the floor Brad Davis 2016-06-27 01:26:48 -07:00
  • 0616eeff4e Revert fixed tessellation device features in base class saschawillems 2016-06-26 11:03:05 +02:00
  • 165022ab7e Moved event handler callbacks (windows and linux) into os specific macros saschawillems 2016-06-26 00:04:13 +02:00
  • e24a54b976 Added os specific example main entry point macros saschawillems 2016-06-25 23:10:43 +02:00
  • 0ca94918db Added os specific example main entry point macros saschawillems 2016-06-25 23:01:09 +02:00
  • 5803e166f5 Android asset loading for height map saschawillems 2016-06-25 22:49:22 +02:00
  • d0f1ae90e5 Added dynamic terrain tessellation example to readme saschawillems 2016-06-25 21:46:04 +02:00
  • 04150b812e Camera setup, terrain texture transitions saschawillems 2016-06-25 21:23:12 +02:00
  • cc5ade69f1 Added fog saschawillems 2016-06-25 20:40:22 +02:00
  • 8ff0ad57ba No longer enable validation layers at device level, deprecated since SDK 1.0.17.0 (refs #189) saschawillems 2016-06-25 19:52:50 +02:00
  • 268d268859 Clean up resources, refactoring, compiler warnings saschawillems 2016-06-25 17:58:27 +02:00
  • 81bd22834e Calculate terrain normals and enable lighting saschawillems 2016-06-25 13:30:55 +02:00
  • c26e1b7918 Fixed compiler type cast warning saschawillems 2016-06-25 13:27:18 +02:00
  • d9d3a3e3b3 Use 16-bit single channel heightmap for terrain displacement saschawillems 2016-06-24 20:59:56 +02:00
  • a9de176d12 Added tessellation evaluation shader frustum culling and pipeline stats for dynamic terrain tessellation example saschawillems 2016-06-23 22:01:48 +02:00
  • dbf80b217c Use undefined initial image layout (fixes #187), added missing layout transition for compute texture target in ray tracing example saschawillems 2016-06-22 20:30:14 +02:00
  • 00560f06b5 Use undefined initial image layout (refs #187), request coherent host visible memory types saschawillems 2016-06-21 23:10:04 +02:00
  • 8f76a24e53 Build command buffers for pre and post present barriers only once (instead of every frame) saschawillems 2016-06-21 23:07:16 +02:00
  • d944af8604 Transform swap chain image from undefined instead of present (fixes #156) saschawillems 2016-06-21 22:23:14 +02:00
  • 2aefecfb9a Transform swap chain image from undefined instead of present (refs #156) saschawillems 2016-06-21 22:17:05 +02:00
  • 037804f3b9 Updated draw functions using base class frame prepare and submit saschawillems 2016-06-21 21:55:31 +02:00
  • 1b376da279 Cleaned up image layout transition function, comments (refs #187) saschawillems 2016-06-21 21:05:38 +02:00
  • 82242e61de Cleaned up image layouts, pass subresourcerange, use undefined image layout for optimal tiled images (refs #187) saschawillems 2016-06-21 20:36:54 +02:00
  • 2e101fdd1e First person gamepad camera for Android (move with LT, look around with RT) saschawillems 2016-06-20 22:08:50 +02:00
  • d8e362cc8e Text overlay saschawillems 2016-06-20 22:06:36 +02:00
  • d3f79ea07e Fixed typo in camera class saschawillems 2016-06-20 20:17:46 +02:00
  • 5b5543e415 Added android build files for terrain tessellation example saschawillems 2016-06-20 20:05:33 +02:00
  • 4104d6a201 Keys for tessellation and wireframe saschawillems 2016-06-20 20:04:28 +02:00
  • 555a1e8f3d Added resources for dynamic terrain tessellation example saschawillems 2016-06-19 13:35:09 +02:00
  • 0f66037da0 Started work on dynamic terrain tessellation example saschawillems 2016-06-18 19:24:37 +02:00
  • 4ba4d67935 Load mip levels for cube maps and texture arrays (TextureLoader) saschawillems 2016-06-18 17:42:33 +02:00
  • b7dae92ed8 Added descriptor info to texture struct saschawillems 2016-06-14 19:01:29 +02:00
  • 03dd118420 Initialize skinned mesh with nullptr saschawillems 2016-06-14 18:12:47 +02:00
  • 56b6762756 Added scene rendering example to readme saschawillems 2016-06-12 18:07:37 +02:00
  • b1b828b45f Added resources and android build for scene rendering example saschawillems 2016-06-12 17:42:35 +02:00
  • 14e327c353 Culling, base ambient light part saschawillems 2016-06-12 17:38:06 +02:00
  • 2425797ca7 Force V-Sync via command line (windows) saschawillems 2016-06-12 17:20:42 +02:00
  • 8b08d01157 Parameter to force V-Sync at swap chain creation saschawillems 2016-06-12 17:13:46 +02:00
  • 5f2a7fc537 Scene uniform buffer for global matrices, keys, moved functionality from example to scene class saschawillems 2016-06-12 16:55:53 +02:00
  • de8dc8d501 Use multiple descriptor sets with one pipelineLayout saschawillems 2016-06-12 13:29:21 +02:00
  • 5e528cb9a3 Persitent mapped buffer for text overlay, fixed compiler warnings saschawillems 2016-06-12 13:16:15 +02:00
  • a22da66924 Started work on scene rendering example (wip!) saschawillems 2016-06-11 17:05:29 +02:00
  • 73e18a4c05 Added basic camera class with firs-person view (wip!) saschawillems 2016-06-11 15:54:16 +02:00
  • 830e9b75ea Set image usage flags from function parameter (fixex #175) saschawillems 2016-06-08 22:53:31 +02:00
  • a8d3e74734 Updated debug callback, added more message prefixes and some comments (also fixes saschawillems 2016-06-08 22:41:29 +02:00
  • 7ae45a5157 Added vkResetFences function pointer (Android) saschawillems 2016-06-06 17:09:32 +02:00
  • 2ec1a60535 Updated displacement example saschawillems 2016-06-06 14:28:13 +02:00
  • 0ecff76c40 Added debug marker example to android builds saschawillems 2016-06-06 14:27:48 +02:00
  • 04a31f9db4 Refactoring, use Vulkan result check macro saschawillems 2016-06-06 11:35:04 +02:00
  • 92c04aad10 Refactoring, use Vulkan result check macro saschawillems 2016-06-06 11:21:07 +02:00
  • 29d726482e Refactoring, use Vulkan result check macro, staging saschawillems 2016-06-06 10:38:03 +02:00
  • 875f4a93ea Fix for command buffer flush (Fixes #176) saschawillems 2016-06-06 09:41:58 +02:00
  • 51e06ad7fa Updated readme and screenshots saschawillems 2016-06-05 20:59:19 +02:00
  • 0e83c834b8 Refactoring, added text overlay, removed device wait idles saschawillems 2016-06-05 20:58:58 +02:00
  • 2b8526781d Refactoring, added text overlay, removed device wait idles saschawillems 2016-06-05 20:35:39 +02:00
  • 332d4a6fef Refactoring, added text overlay saschawillems 2016-06-05 20:28:39 +02:00
  • dd5b64e356 Refactoring, removed device wait idles saschawillems 2016-06-05 20:21:00 +02:00
  • 52a7da9ace Refactored particle fire example saschawillems 2016-06-05 20:14:04 +02:00
  • 54801493aa Refactored geometry shader example, added normal map toggle, updated shaders, etc. saschawillems 2016-06-05 19:57:35 +02:00
  • 284465227a Text overlay, updated draw function, Vulkan result check macro saschawillems 2016-06-05 19:27:35 +02:00
  • 7ba4d008b8 Update screenshots and descriptions for offscreen rendering examples saschawillems 2016-06-05 19:18:14 +02:00
  • 598b2bbcb9 Sample directly from framebuffer color attachments, removed texture targets saschawillems 2016-06-05 18:53:30 +02:00
  • b98d489a7c Additional semaphore to synchronize offscreen and final render (Refs #70) saschawillems 2016-06-05 18:29:29 +02:00
  • 8a90eba81f mem type index, typo saschawillems 2016-06-05 18:22:20 +02:00
  • d5b71dffc3 Sample directly from framebuffer color attachment, removed texture targets saschawillems 2016-06-05 18:20:02 +02:00
  • 1b32af6997 Additional semaphore to synchronize offscreen and final render (Refs #70) saschawillems 2016-06-05 18:01:53 +02:00
  • 046d0f2c42 Additional semaphore to synchronize offscreen and final render (Refs #70) saschawillems 2016-06-05 17:56:53 +02:00
  • c463a2905d Sample directly from framebuffer color attachment, additional semaphore to synchronize offscreen and final render (Refs #70) saschawillems 2016-06-05 17:49:06 +02:00
  • 3e6acbe5f7 Correct color attachment image layout transition aspect flags saschawillems 2016-06-05 17:46:28 +02:00
  • 953d77803f Removed offscreen texture target, sample directly from framebuffer color attachment saschawillems 2016-06-05 17:35:21 +02:00
  • e6afe5d1be Additional semaphore to synchronize offscreen and final render (Refs #70) saschawillems 2016-06-05 17:19:24 +02:00
  • 94b6273d52 Additional semaphore to synchronize offscreen and final render saschawillems 2016-06-05 16:59:01 +02:00
  • 05a4fab71f Comments, small optimization saschawillems 2016-06-05 16:42:27 +02:00
  • c85413f893 Screenshot and updated description for shadow mapping example saschawillems 2016-06-05 16:41:42 +02:00
  • 4c9c5478d4 Image barrier saschawillems 2016-06-05 16:24:04 +02:00
  • 82a57c8ce9 Removed offscreen texture (and copy), sample from depth attachment directly instead saschawillems 2016-06-05 15:44:04 +02:00
  • e7b79bec31 LOD bias cubemap shaders saschawillems 2016-06-05 11:34:18 +02:00
  • 2c8d63e0b4 Text overlay, android buttons saschawillems 2016-06-04 13:35:52 +02:00
  • 3d60342be0 Screenshot links Sascha Willems 2016-06-04 13:34:36 +02:00
  • 8746ab58f0 Screenshot saschawillems 2016-06-04 13:32:50 +02:00
  • c0f3e1a72b Screenshot link Sascha Willems 2016-06-04 13:30:19 +02:00
  • 8a7a4ce8b4 LOD bias toggle saschawillems 2016-06-04 13:25:40 +02:00
  • a074cd07a4 Updated screenshots and readme saschawillems 2016-06-04 13:23:44 +02:00
  • 33dfa8cac9 Enable text overlay saschawillems 2016-06-04 12:13:10 +02:00
  • 0b972e51a4 Inherited key handler (Android buttons), dipslay lod level on text overlay saschawillems 2016-06-04 12:03:54 +02:00
  • 3b7e57c03f Load (and use) cube map mips saschawillems 2016-06-04 11:31:22 +02:00
  • c68025a332 Added text overlay to cubemap sample, multiple objects, optimizations saschawillems 2016-06-04 11:03:17 +02:00
  • 6344a0e016 Typo in text overlay saschawillems 2016-06-04 08:47:38 +02:00
  • 360ce4281e Use Vulkan result check macro, minor fixes (validation), text overlay saschawillems 2016-06-03 17:41:17 +02:00
  • f7f5f57e2c Explicit depth/stencil attachment setup in triangle example, code cleanup saschawillems 2016-06-03 13:15:55 +02:00
  • 176513be2d Additional comments for the different Vulkan objects used, fixed some compiler warnings saschawillems 2016-06-03 12:19:53 +02:00
  • 767a5c4b30 Get image memory requirements before allocating image memory (Fixes #172) saschawillems 2016-06-03 09:38:34 +02:00
  • de22b91cd4 Use Vulkan result check macro, code cleanup, text overlay saschawillems 2016-06-02 23:02:39 +02:00
  • f67c77fb6e Added renderpass and framebuffer creation to triangle example along with extensive comments saschawillems 2016-06-02 20:58:25 +02:00
  • 3a1d443e52 Wait for device to become idle after exiting render loop saschawillems 2016-06-02 20:56:13 +02:00
  • cae5db72ec Host coherent uniform buffers, removed device wait idles saschawillems 2016-06-02 19:12:36 +02:00
  • 598b904a60 Cleaneer descriptor set layout and pipeline naming, enabled culling, fixed validation warnings for image extents saschawillems 2016-06-01 22:50:00 +02:00
  • ee8478cdec Enabled text overlay, code cleanup, refactoring, gl_PerVertex output for shaders saschawillems 2016-06-01 21:55:10 +02:00