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
435 lines
No EOL
17 KiB
C++
435 lines
No EOL
17 KiB
C++
/*
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* Vulkan Example - Using inline uniform blocks for passing data to shader stages at descriptor setup
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* Note: Requires a device that supports the VK_EXT_inline_uniform_block extension
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*
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* Relevant code parts are marked with [POI]
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*
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* Copyright (C) 2018 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 <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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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanBuffer.hpp"
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#include "VulkanModel.hpp"
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#define ENABLE_VALIDATION false
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#define OBJ_DIM 0.025f
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float rnd() {
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return ((float)rand() / (RAND_MAX));
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}
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class VulkanExample : public VulkanExampleBase
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{
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public:
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vks::VertexLayout vertexLayout = vks::VertexLayout({
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vks::VERTEX_COMPONENT_POSITION,
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vks::VERTEX_COMPONENT_NORMAL,
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vks::VERTEX_COMPONENT_UV,
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});
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vks::Model model;
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struct Object {
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struct Material {
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float roughness;
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float metallic;
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float r, g, b;
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float ambient;
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} material;
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VkDescriptorSet descriptorSet;
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void setRandomMaterial() {
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material.r = rnd();
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material.g = rnd();
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material.b = rnd();
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material.ambient = 0.0025f;
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material.roughness = glm::clamp(rnd(), 0.005f, 1.0f);
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material.metallic = glm::clamp(rnd(), 0.005f, 1.0f);
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}
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};
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std::array<Object, 16> objects;
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struct {
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vks::Buffer scene;
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} uniformBuffers;
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struct UBOMatrices {
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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glm::vec3 camPos;
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} uboMatrices;
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VkPipelineLayout pipelineLayout;
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VkPipeline pipeline;
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VkDescriptorSet descriptorSet;
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struct DescriptorSetLaysts {
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VkDescriptorSetLayout scene;
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VkDescriptorSetLayout object;
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} descriptorSetLayouts;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Inline uniform blocks";
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camera.type = Camera::CameraType::firstperson;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
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camera.setRotation(glm::vec3(0.0, 0.0f, 0.0f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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camera.movementSpeed = 4.0f;
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camera.rotationSpeed = 0.25f;
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settings.overlay = true;
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srand((unsigned int)time(0));
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/*
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[POI] Enable extensions required for inline uniform blocks
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*/
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enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
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enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
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enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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}
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~VulkanExample()
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.object, nullptr);
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model.destroy();
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uniformBuffers.scene.destroy();
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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 = { { 0.15f, 0.15f, 0.15f, 1.0f } };
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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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renderPassBeginInfo.framebuffer = frameBuffers[i];
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = { 0 };
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// Render objects
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &model.vertices.buffer, offsets);
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vkCmdBindIndexBuffer(drawCmdBuffers[i], model.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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uint32_t objcount = static_cast<uint32_t>(objects.size());
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for (uint32_t x = 0; x < objcount; x++) {
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/*
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[POI] Bind descriptor sets
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Set 0 = Scene matrices:
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Set 1 = Object inline uniform block (In shader pbr.frag: layout (set = 1, binding = 0) uniform UniformInline ... )
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*/
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std::vector<VkDescriptorSet> descriptorSets = {
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descriptorSet,
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objects[x].descriptorSet
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};
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 2, descriptorSets.data(), 0, nullptr);
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glm::vec3 pos = glm::vec3(sin(glm::radians(x * (360.0f / objcount))), cos(glm::radians(x * (360.0f / objcount))), 0.0f) * 3.5f;
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vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
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vkCmdDrawIndexed(drawCmdBuffers[i], model.indexCount, 1, 0, 0, 0);
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}
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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 loadAssets()
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{
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model.loadFromFile(getAssetPath() + "models/geosphere.obj", vertexLayout, OBJ_DIM, vulkanDevice, queue);
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// Setup random materials for every object in the scene
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for (uint32_t i = 0; i < objects.size(); i++) {
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objects[i].setRandomMaterial();
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}
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}
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void setupDescriptorSetLayout()
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{
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// Scene
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.scene));
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}
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// Objects
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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/*
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[POI] Setup inline uniform block for set 1 at binding 0 (see fragment shader)
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Descriptor count for an inline uniform block contains data sizes of the block (last parameter)
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*/
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(Object::Material)),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.object));
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}
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/*
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[POI] Pipeline layout
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*/
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std::vector<VkDescriptorSetLayout> setLayouts = {
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descriptorSetLayouts.scene, // Set 0 = Scene matrices
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descriptorSetLayouts.object // Set 1 = Object inline uniform block
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};
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VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
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std::vector<VkPushConstantRange> pushConstantRanges = {
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vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
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};
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pipelineLayoutCI.pushConstantRangeCount = 1;
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pipelineLayoutCI.pPushConstantRanges = pushConstantRanges.data();
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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}
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void setupDescriptorSets()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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/* [POI] Allocate inline uniform blocks */
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, static_cast<uint32_t>(objects.size()) * sizeof(Object::Material)),
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};
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VkDescriptorPoolCreateInfo descriptorPoolCI = vks::initializers::descriptorPoolCreateInfo(poolSizes, static_cast<uint32_t>(objects.size()) + 1);
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/*
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[POI] New structure that has to be chained into the descriptor pool's createinfo if you want to allocate inline uniform blocks
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*/
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VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{};
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descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT;
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descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = static_cast<uint32_t>(objects.size());
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descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo;
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
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// Sets
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// Scene
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VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.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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// Objects
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for (auto &object : objects) {
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VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.object, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &object.descriptorSet));
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/*
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[POI] New structure that defines size and data of the inline uniform block needs to be chained into the write descriptor set
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We will be using this inline uniform block to pass per-object material information to the fragment shader
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*/
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VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
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writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
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writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
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// Uniform data for the inline block
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writeDescriptorSetInlineUniformBlock.pData = &object.material;
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/*
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[POI] Setup the inline uniform block
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*/
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VkWriteDescriptorSet writeDescriptorSet{};
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writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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writeDescriptorSet.dstSet = object.descriptorSet;
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writeDescriptorSet.dstBinding = 0;
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// Descriptor count for an inline uniform block contains data sizes of the block(last parameter)
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writeDescriptorSet.descriptorCount = sizeof(Object::Material);
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// Chain inline uniform block structure
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writeDescriptorSet.pNext = &writeDescriptorSetInlineUniformBlock;
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vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
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}
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}
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void preparePipelines()
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{
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// Vertex bindings an attributes
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std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0),
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3),
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};
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VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
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vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
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vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
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vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI;
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pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI;
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pipelineCreateInfoCI.pMultisampleState = &multisampleStateCI;
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pipelineCreateInfoCI.pViewportState = &viewportStateCI;
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pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCreateInfoCI.pDynamicState = &dynamicStateCI;
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pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfoCI.pStages = shaderStages.data();
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pipelineCreateInfoCI.pVertexInputState = &vertexInputState;
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shaderStages[0] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline));
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}
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void prepareUniformBuffers()
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{
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffers.scene, sizeof(uboMatrices)));
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VK_CHECK_RESULT(uniformBuffers.scene.map());
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updateUniformBuffers();
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}
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void updateUniformBuffers()
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{
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uboMatrices.projection = camera.matrices.perspective;
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uboMatrices.view = camera.matrices.view;
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uboMatrices.model = glm::mat4(1.0f);
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uboMatrices.camPos = camera.position * -1.0f;
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memcpy(uniformBuffers.scene.mapped, &uboMatrices, sizeof(uboMatrices));
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}
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void draw()
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{
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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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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptorSetLayout();
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preparePipelines();
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setupDescriptorSets();
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buildCommandBuffers();
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prepared = true;
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}
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virtual void render()
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{
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if (!prepared)
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return;
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draw();
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if (camera.updated)
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updateUniformBuffers();
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}
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/*
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[POI] Update descriptor sets at runtime
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*/
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void updateMaterials() {
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// Setup random materials for every object in the scene
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for (uint32_t i = 0; i < objects.size(); i++) {
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objects[i].setRandomMaterial();
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}
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for (auto &object : objects) {
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/*
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[POI] New structure that defines size and data of the inline uniform block needs to be chained into the write descriptor set
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We will be using this inline uniform block to pass per-object material information to the fragment shader
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*/
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VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
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writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
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writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
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// Uniform data for the inline block
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writeDescriptorSetInlineUniformBlock.pData = &object.material;
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/*
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[POI] Update the object's inline uniform block
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*/
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VkWriteDescriptorSet writeDescriptorSet{};
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writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
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writeDescriptorSet.dstSet = object.descriptorSet;
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writeDescriptorSet.dstBinding = 0;
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writeDescriptorSet.descriptorCount = sizeof(Object::Material);
|
|
writeDescriptorSet.pNext = &writeDescriptorSetInlineUniformBlock;
|
|
|
|
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
|
|
{
|
|
if (overlay->button("Randomize")) {
|
|
updateMaterials();
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
VULKAN_EXAMPLE_MAIN() |