636 lines
19 KiB
C++
636 lines
19 KiB
C++
/*
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* Vulkan Demo Scene
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*
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* Don't take this a an example, it's more of a personal playground
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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* Note : Different license than the other examples!
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*
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* This code is licensed under the Mozilla Public License Version 2.0 (http://opensource.org/licenses/MPL-2.0)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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struct DemoMeshes
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{
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std::vector<std::string> names{ "logos", "background", "models", "skybox" };
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VkPipelineVertexInputStateCreateInfo inputState;
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std::vector<VkVertexInputBindingDescription> bindingDescriptions;
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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VkPipeline pipeline;
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VulkanMeshLoader* logos;
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VulkanMeshLoader* background;
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VulkanMeshLoader* models;
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VulkanMeshLoader* skybox;
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} demoMeshes;
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std::vector<VulkanMeshLoader*> meshes;
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struct {
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vkTools::UniformData meshVS;
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} uniformData;
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struct {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 normal;
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glm::mat4 view;
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glm::vec4 lightPos;
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} uboVS;
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struct
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{
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vkTools::VulkanTexture skybox;
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} textures;
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struct {
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VkPipeline logos;
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VkPipeline models;
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VkPipeline skybox;
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} pipelines;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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glm::vec4 lightPos = glm::vec4(1.0f, 2.0f, 0.0f, 0.0f);
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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width = 1280;
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height = 720;
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zoom = -3.75f;
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rotationSpeed = 0.5f;
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rotation = glm::vec3(15.0f, 0.f, 0.0f);
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title = "Vulkan Demo Scene - © 2016 by Sascha Willems";
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}
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.logos, nullptr);
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vkDestroyPipeline(device, pipelines.models, nullptr);
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vkDestroyPipeline(device, pipelines.skybox, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkTools::destroyUniformData(device, &uniformData.meshVS);
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for (auto& mesh : meshes)
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{
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vkDestroyBuffer(device, mesh->vertexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->vertexBuffer.mem, nullptr);
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vkDestroyBuffer(device, mesh->indexBuffer.buf, nullptr);
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vkFreeMemory(device, mesh->indexBuffer.mem, nullptr);
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}
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textureLoader->destroyTexture(textures.skybox);
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}
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void loadTextures()
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{
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textureLoader->loadCubemap(
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"./../data/textures/cubemap_vulkan.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
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&textures.skybox);
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vkTools::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vkTools::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.renderArea.offset.x = 0;
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renderPassBeginInfo.renderArea.offset.y = 0;
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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VkResult err;
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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err = vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo);
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assert(!err);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkTools::initializers::viewport(
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(float)width,
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(float)height,
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0.0f,
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1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkTools::initializers::rect2D(
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width,
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height,
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0,
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0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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VkDeviceSize offsets[1] = { 0 };
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for (auto& mesh : meshes)
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{
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, mesh->pipeline);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &mesh->vertexBuffer.buf, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], mesh->indexBuffer.buf, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], mesh->indexBuffer.count, 1, 0, 0, 0);
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}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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err = vkEndCommandBuffer(drawCmdBuffers[i]);
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assert(!err);
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}
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}
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void draw()
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{
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VkResult err;
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// Get next image in the swap chain (back/front buffer)
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err = swapChain.acquireNextImage(semaphores.presentComplete, ¤tBuffer);
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assert(!err);
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submitPostPresentBarrier(swapChain.buffers[currentBuffer].image);
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// Command buffer to be sumitted to the queue
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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// Submit to queue
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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assert(!err);
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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err = swapChain.queuePresent(queue, currentBuffer, semaphores.renderComplete);
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assert(!err);
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err = vkQueueWaitIdle(queue);
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assert(!err);
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}
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void prepareVertices()
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{
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struct Vertex {
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float pos[3];
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float normal[3];
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float uv[2];
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float color[3];
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};
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// Load meshes for demos scene
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demoMeshes.logos = new VulkanMeshLoader();
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demoMeshes.logos->LoadMesh("../data/models/vulkanscenelogos.dae");
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demoMeshes.background = new VulkanMeshLoader();
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demoMeshes.background->LoadMesh("../data/models/vulkanscenebackground.dae");
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demoMeshes.models = new VulkanMeshLoader();
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demoMeshes.models->LoadMesh("../data/models/vulkanscenemodels.dae");
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demoMeshes.skybox = new VulkanMeshLoader();
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demoMeshes.skybox->LoadMesh("../data/models/cube.obj");
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std::vector<VulkanMeshLoader*> meshList;
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meshList.push_back(demoMeshes.skybox); // skybox first because of depth writes
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meshList.push_back(demoMeshes.logos);
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meshList.push_back(demoMeshes.background);
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meshList.push_back(demoMeshes.models);
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VkMemoryAllocateInfo memAlloc = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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// todo : Use mesh function for loading
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float scale = 1.0f;
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for (auto& mesh : meshList)
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{
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// Generate vertex buffer (pos, normal, uv, color)
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std::vector<Vertex> vertexBuffer;
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for (int m = 0; m < mesh->m_Entries.size(); m++)
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{
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for (int i = 0; i < mesh->m_Entries[m].Vertices.size(); i++) {
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glm::vec3 pos = mesh->m_Entries[m].Vertices[i].m_pos * scale;
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glm::vec3 normal = mesh->m_Entries[m].Vertices[i].m_normal;
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glm::vec2 uv = mesh->m_Entries[m].Vertices[i].m_tex;
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glm::vec3 col = mesh->m_Entries[m].Vertices[i].m_color;
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Vertex vert = {
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{ pos.x, pos.y, pos.z },
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{ normal.x, -normal.y, normal.z },
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{ uv.s, uv.t },
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{ col.r, col.g, col.b }
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};
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// Offset Vulkan meshes
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// todo : center before export
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if (mesh != demoMeshes.skybox)
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{
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vert.pos[1] += 1.15f;
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}
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vertexBuffer.push_back(vert);
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}
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}
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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vertexBuffer.size() * sizeof(Vertex),
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vertexBuffer.data(),
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&mesh->vertexBuffer.buf,
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&mesh->vertexBuffer.mem);
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uint32_t vertexBufferSize = vertexBuffer.size() * sizeof(Vertex);
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std::vector<uint32_t> indexBuffer;
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for (int m = 0; m < mesh->m_Entries.size(); m++)
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{
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int indexBase = indexBuffer.size();
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for (int i = 0; i < mesh->m_Entries[m].Indices.size(); i++) {
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indexBuffer.push_back(mesh->m_Entries[m].Indices[i] + indexBase);
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}
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}
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createBuffer(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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indexBuffer.size() * sizeof(uint32_t),
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indexBuffer.data(),
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&mesh->indexBuffer.buf,
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&mesh->indexBuffer.mem);
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mesh->indexBuffer.count = indexBuffer.size();
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meshes.push_back(mesh);
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}
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// Binding description
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demoMeshes.bindingDescriptions.resize(1);
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demoMeshes.bindingDescriptions[0] =
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vkTools::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX);
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// Attribute descriptions
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// Location 0 : Position
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demoMeshes.attributeDescriptions.resize(4);
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demoMeshes.attributeDescriptions[0] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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0);
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// Location 1 : Normal
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demoMeshes.attributeDescriptions[1] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 3);
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// Location 2 : Texture coordinates
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demoMeshes.attributeDescriptions[2] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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2,
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VK_FORMAT_R32G32_SFLOAT,
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sizeof(float) * 6);
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// Location 3 : Color
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demoMeshes.attributeDescriptions[3] =
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vkTools::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
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3,
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VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 8);
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demoMeshes.inputState = vkTools::initializers::pipelineVertexInputStateCreateInfo();
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demoMeshes.inputState.vertexBindingDescriptionCount = demoMeshes.bindingDescriptions.size();
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demoMeshes.inputState.pVertexBindingDescriptions = demoMeshes.bindingDescriptions.data();
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demoMeshes.inputState.vertexAttributeDescriptionCount = demoMeshes.attributeDescriptions.size();
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demoMeshes.inputState.pVertexAttributeDescriptions = demoMeshes.attributeDescriptions.data();
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}
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void setupDescriptorPool()
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{
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// Example uses one ubo and one image sampler
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vkTools::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vkTools::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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2);
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VkResult vkRes = vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool);
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assert(!vkRes);
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}
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader color map image sampler
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vkTools::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1)
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout =
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vkTools::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
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setLayoutBindings.size());
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VkResult err = vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout);
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assert(!err);
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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vkTools::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
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1);
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err = vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout);
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assert(!err);
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}
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void setupDescriptorSet()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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VkResult vkRes = vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet);
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assert(!vkRes);
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// Cube map image descriptor
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VkDescriptorImageInfo texDescriptorCubeMap =
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vkTools::initializers::descriptorImageInfo(
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textures.skybox.sampler,
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textures.skybox.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.meshVS.descriptor),
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// Binding 1 : Fragment shader image sampler
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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1,
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&texDescriptorCubeMap)
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
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vkTools::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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vkTools::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_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
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vkTools::initializers::pipelineColorBlendAttachmentState(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
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vkTools::initializers::pipelineColorBlendStateCreateInfo(
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1,
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&blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
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vkTools::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
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vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
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vkTools::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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vkTools::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
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dynamicStateEnables.size(),
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0);
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// Pipeline for the meshes (armadillo, bunny, etc.)
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader("./../data/shaders/vulkanscene/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/vulkanscene/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vkTools::initializers::pipelineCreateInfo(
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pipelineLayout,
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renderPass,
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0);
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pipelineCreateInfo.pVertexInputState = &demoMeshes.inputState;
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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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pipelineCreateInfo.stageCount = shaderStages.size();
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pipelineCreateInfo.pStages = shaderStages.data();
|
|
|
|
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.models);
|
|
assert(!err);
|
|
|
|
// Pipeline for the logos
|
|
shaderStages[0] = loadShader("./../data/shaders/vulkanscene/logo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader("./../data/shaders/vulkanscene/logo.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.logos);
|
|
assert(!err);
|
|
|
|
// Pipeline for the sky sphere (todo)
|
|
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; // Inverted culling
|
|
depthStencilState.depthWriteEnable = VK_FALSE; // No depth writes
|
|
shaderStages[0] = loadShader("./../data/shaders/vulkanscene/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
|
shaderStages[1] = loadShader("./../data/shaders/vulkanscene/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
|
err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox);
|
|
assert(!err);
|
|
|
|
// Assign pipelines
|
|
demoMeshes.logos->pipeline = pipelines.logos;
|
|
demoMeshes.models->pipeline = pipelines.models;
|
|
demoMeshes.background->pipeline = pipelines.models;
|
|
demoMeshes.skybox->pipeline = pipelines.skybox;
|
|
}
|
|
|
|
// Prepare and initialize uniform buffer containing shader uniforms
|
|
void prepareUniformBuffers()
|
|
{
|
|
// Vertex shader uniform buffer block
|
|
createBuffer(
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
sizeof(uboVS),
|
|
&uboVS,
|
|
&uniformData.meshVS.buffer,
|
|
&uniformData.meshVS.memory,
|
|
&uniformData.meshVS.descriptor);
|
|
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
void updateUniformBuffers()
|
|
{
|
|
uboVS.projection = glm::perspective(deg_to_rad(60.0f), (float)width / (float)height, 0.1f, 256.0f);
|
|
|
|
uboVS.view = glm::lookAt(
|
|
glm::vec3(0, 0, -zoom),
|
|
glm::vec3(0, 0, 0),
|
|
glm::vec3(0, 1, 0)
|
|
);
|
|
|
|
uboVS.model = glm::mat4();
|
|
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
|
|
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
|
|
uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
|
|
|
uboVS.normal = glm::inverseTranspose(uboVS.view * uboVS.model);
|
|
|
|
uboVS.lightPos = lightPos;
|
|
|
|
uint8_t *pData;
|
|
VkResult err = vkMapMemory(device, uniformData.meshVS.memory, 0, sizeof(uboVS), 0, (void **)&pData);
|
|
assert(!err);
|
|
memcpy(pData, &uboVS, sizeof(uboVS));
|
|
vkUnmapMemory(device, uniformData.meshVS.memory);
|
|
}
|
|
|
|
void prepare()
|
|
{
|
|
VulkanExampleBase::prepare();
|
|
loadTextures();
|
|
prepareVertices();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSet();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
vkDeviceWaitIdle(device);
|
|
draw();
|
|
vkDeviceWaitIdle(device);
|
|
}
|
|
|
|
virtual void viewChanged()
|
|
{
|
|
updateUniformBuffers();
|
|
}
|
|
|
|
};
|
|
|
|
VulkanExample *vulkanExample;
|
|
|
|
#ifdef _WIN32
|
|
|
|
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
|
|
}
|
|
return (DefWindowProc(hWnd, uMsg, wParam, lParam));
|
|
}
|
|
|
|
#else
|
|
|
|
static void handleEvent(const xcb_generic_event_t *event)
|
|
{
|
|
if (vulkanExample != NULL)
|
|
{
|
|
vulkanExample->handleEvent(event);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef _WIN32
|
|
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCmdLine, int nCmdShow)
|
|
#else
|
|
int main(const int argc, const char *argv[])
|
|
#endif
|
|
{
|
|
vulkanExample = new VulkanExample();
|
|
#ifdef _WIN32
|
|
vulkanExample->setupWindow(hInstance, WndProc);
|
|
#else
|
|
vulkanExample->setupWindow();
|
|
#endif
|
|
vulkanExample->initSwapchain();
|
|
vulkanExample->prepare();
|
|
vulkanExample->renderLoop();
|
|
delete(vulkanExample);
|
|
return 0;
|
|
}
|