451 lines
16 KiB
C++
451 lines
16 KiB
C++
/*
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* Vulkan Example - Using occlusion query for visibility testing
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*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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class VulkanExample : public VulkanExampleBase
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{
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public:
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struct {
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vkglTF::Model teapot;
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vkglTF::Model plane;
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vkglTF::Model sphere;
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} models;
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struct {
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vks::Buffer occluder;
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vks::Buffer teapot;
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vks::Buffer sphere;
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} uniformBuffers;
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 view;
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glm::mat4 model;
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glm::vec4 color = glm::vec4(0.0f);
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glm::vec4 lightPos = glm::vec4(10.0f, -10.0f, 10.0f, 1.0f);
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float visible;
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} uboVS;
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struct {
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VkPipeline solid;
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VkPipeline occluder;
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// Pipeline with basic shaders used for occlusion pass
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VkPipeline simple;
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} pipelines;
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struct {
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VkDescriptorSet teapot;
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VkDescriptorSet sphere;
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} descriptorSets;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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// Pool that stores all occlusion queries
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VkQueryPool queryPool;
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// Passed query samples
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uint64_t passedSamples[2] = { 1,1 };
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VulkanExample() : VulkanExampleBase()
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{
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title = "Occlusion queries";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -7.5f));
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camera.setRotation(glm::vec3(0.0f, -123.75f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPerspective(60.0f, (float)width / (float)height, 1.0f, 256.0f);
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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.solid, nullptr);
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vkDestroyPipeline(device, pipelines.occluder, nullptr);
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vkDestroyPipeline(device, pipelines.simple, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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vkDestroyQueryPool(device, queryPool, nullptr);
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uniformBuffers.occluder.destroy();
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uniformBuffers.sphere.destroy();
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uniformBuffers.teapot.destroy();
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}
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// Create a query pool for storing the occlusion query result
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void setupQueryPool()
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{
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VkQueryPoolCreateInfo queryPoolInfo = {};
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queryPoolInfo.sType = VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO;
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queryPoolInfo.queryType = VK_QUERY_TYPE_OCCLUSION;
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queryPoolInfo.queryCount = 2;
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VK_CHECK_RESULT(vkCreateQueryPool(device, &queryPoolInfo, NULL, &queryPool));
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}
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// Retrieves the results of the occlusion queries submitted to the command buffer
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void getQueryResults()
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{
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// We use vkGetQueryResults to copy the results into a host visible buffer
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vkGetQueryPoolResults(
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device,
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queryPool,
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0,
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2,
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sizeof(passedSamples),
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passedSamples,
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sizeof(uint64_t),
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// Store results a 64 bit values and wait until the results have been finished
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// If you don't want to wait, you can use VK_QUERY_RESULT_WITH_AVAILABILITY_BIT
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// which also returns the state of the result (ready) in the result
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VK_QUERY_RESULT_64_BIT | VK_QUERY_RESULT_WAIT_BIT);
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::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 = vks::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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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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// Set target frame buffer
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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// Reset query pool
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// Must be done outside of render pass
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vkCmdResetQueryPool(drawCmdBuffers[i], queryPool, 0, 2);
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::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 = vks::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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glm::mat4 modelMatrix = glm::mat4(1.0f);
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// Occlusion pass
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.simple);
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// Occluder first
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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models.plane.draw(drawCmdBuffers[i]);
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// Teapot
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vkCmdBeginQuery(drawCmdBuffers[i], queryPool, 0, VK_FLAGS_NONE);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.teapot, 0, NULL);
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models.teapot.draw(drawCmdBuffers[i]);
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vkCmdEndQuery(drawCmdBuffers[i], queryPool, 0);
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// Sphere
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vkCmdBeginQuery(drawCmdBuffers[i], queryPool, 1, VK_FLAGS_NONE);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.sphere, 0, NULL);
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models.sphere.draw(drawCmdBuffers[i]);
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vkCmdEndQuery(drawCmdBuffers[i], queryPool, 1);
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// Visible pass
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// Clear color and depth attachments
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VkClearAttachment clearAttachments[2] = {};
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clearAttachments[0].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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clearAttachments[0].clearValue.color = defaultClearColor;
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clearAttachments[0].colorAttachment = 0;
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clearAttachments[1].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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clearAttachments[1].clearValue.depthStencil = { 1.0f, 0 };
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VkClearRect clearRect = {};
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clearRect.layerCount = 1;
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clearRect.rect.offset = { 0, 0 };
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clearRect.rect.extent = { width, height };
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vkCmdClearAttachments(
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drawCmdBuffers[i],
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2,
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clearAttachments,
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1,
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&clearRect);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
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// Teapot
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.teapot, 0, NULL);
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models.teapot.draw(drawCmdBuffers[i]);
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// Sphere
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.sphere, 0, NULL);
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models.sphere.draw(drawCmdBuffers[i]);
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// Occluder
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.occluder);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
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models.plane.draw(drawCmdBuffers[i]);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void draw()
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{
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updateUniformBuffers();
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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// Read query results for displaying in next frame
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getQueryResults();
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VulkanExampleBase::submitFrame();
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}
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void loadAssets()
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{
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const uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY;
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models.plane.loadFromFile(getAssetPath() + "models/plane_z.gltf", vulkanDevice, queue, glTFLoadingFlags);
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models.teapot.loadFromFile(getAssetPath() + "models/teapot.gltf", vulkanDevice, queue, glTFLoadingFlags);
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models.sphere.loadFromFile(getAssetPath() + "models/sphere.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
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void setupDescriptorPool()
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{
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std::vector<VkDescriptorPoolSize> poolSizes =
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{
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// One uniform buffer block for each mesh
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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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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vks::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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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
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void setupDescriptorSets()
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{
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VkDescriptorSetAllocateInfo allocInfo =
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vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
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&descriptorSetLayout,
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1);
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// Occluder (plane)
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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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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vks::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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&uniformBuffers.occluder.descriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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// Teapot
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.teapot));
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writeDescriptorSets[0].dstSet = descriptorSets.teapot;
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writeDescriptorSets[0].pBufferInfo = &uniformBuffers.teapot.descriptor;
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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// Sphere
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.sphere));
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writeDescriptorSets[0].dstSet = descriptorSets.sphere;
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writeDescriptorSets[0].pBufferInfo = &uniformBuffers.sphere.descriptor;
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });;
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// Solid rendering pipeline
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shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.solid));
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// Basic pipeline for coloring occluded objects
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shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/simple.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/simple.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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rasterizationState.cullMode = VK_CULL_MODE_NONE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.simple));
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// Visual pipeline for the occluder
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shaderStages[0] = loadShader(getShadersPath() + "occlusionquery/occluder.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "occlusionquery/occluder.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Enable blending
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blendAttachmentState.blendEnable = VK_TRUE;
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blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
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blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_COLOR;
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blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.occluder));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Vertex shader uniform buffer block
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.occluder,
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sizeof(uboVS)));
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// Teapot
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.teapot,
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sizeof(uboVS)));
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// Sphere
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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&uniformBuffers.sphere,
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sizeof(uboVS)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffers.occluder.map());
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VK_CHECK_RESULT(uniformBuffers.teapot.map());
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VK_CHECK_RESULT(uniformBuffers.sphere.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.view = camera.matrices.view;
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// Occluder
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uboVS.visible = 1.0f;
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uboVS.model = glm::scale(glm::mat4(1.0f), glm::vec3(6.0f));
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uboVS.color = glm::vec4(0.0f, 0.0f, 1.0f, 0.5f);
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memcpy(uniformBuffers.occluder.mapped, &uboVS, sizeof(uboVS));
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// Teapot
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// Toggle color depending on visibility
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uboVS.visible = (passedSamples[0] > 0) ? 1.0f : 0.0f;
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uboVS.model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -3.0f));
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uboVS.color = glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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memcpy(uniformBuffers.teapot.mapped, &uboVS, sizeof(uboVS));
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// Sphere
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// Toggle color depending on visibility
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uboVS.visible = (passedSamples[1] > 0) ? 1.0f : 0.0f;
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uboVS.model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 3.0f));
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uboVS.color = glm::vec4(0.0f, 1.0f, 0.0f, 1.0f);
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memcpy(uniformBuffers.sphere.mapped, &uboVS, sizeof(uboVS));
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
|
|
loadAssets();
|
|
setupQueryPool();
|
|
prepareUniformBuffers();
|
|
setupDescriptorSetLayout();
|
|
preparePipelines();
|
|
setupDescriptorPool();
|
|
setupDescriptorSets();
|
|
buildCommandBuffers();
|
|
prepared = true;
|
|
}
|
|
|
|
virtual void render()
|
|
{
|
|
if (!prepared)
|
|
return;
|
|
draw();
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (overlay->header("Occlusion query results")) {
|
|
overlay->text("Teapot: %d samples passed", passedSamples[0]);
|
|
overlay->text("Sphere: %d samples passed", passedSamples[1]);
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN()
|