procedural-3d-engine/examples/inlineuniformblocks/inlineuniformblocks.cpp
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

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/*
* Vulkan Example - Using inline uniform blocks for passing data to shader stages at descriptor setup
* Note: Requires a device that supports the VK_EXT_inline_uniform_block extension
*
* Relevant code parts are marked with [POI]
*
* Copyright (C) 2018 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanglTFModel.h"
#define ENABLE_VALIDATION false
float rnd() {
return ((float)rand() / (RAND_MAX));
}
class VulkanExample : public VulkanExampleBase
{
public:
vkglTF::Model model;
struct Object {
struct Material {
float roughness;
float metallic;
float r, g, b;
float ambient;
} material;
VkDescriptorSet descriptorSet;
void setRandomMaterial() {
material.r = rnd();
material.g = rnd();
material.b = rnd();
material.ambient = 0.0025f;
material.roughness = glm::clamp(rnd(), 0.005f, 1.0f);
material.metallic = glm::clamp(rnd(), 0.005f, 1.0f);
}
};
std::array<Object, 16> objects;
struct {
vks::Buffer scene;
} uniformBuffers;
struct UBOMatrices {
glm::mat4 projection;
glm::mat4 model;
glm::mat4 view;
glm::vec3 camPos;
} uboMatrices;
VkPipelineLayout pipelineLayout;
VkPipeline pipeline;
VkDescriptorSet descriptorSet;
struct DescriptorSetLaysts {
VkDescriptorSetLayout scene;
VkDescriptorSetLayout object;
} descriptorSetLayouts;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Inline uniform blocks";
camera.type = Camera::CameraType::firstperson;
camera.setPosition(glm::vec3(0.0f, 0.0f, -10.0f));
camera.setRotation(glm::vec3(0.0, 0.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
camera.movementSpeed = 4.0f;
camera.rotationSpeed = 0.25f;
settings.overlay = true;
srand((unsigned int)time(0));
/*
[POI] Enable extensions required for inline uniform blocks
*/
enabledDeviceExtensions.push_back(VK_EXT_INLINE_UNIFORM_BLOCK_EXTENSION_NAME);
enabledDeviceExtensions.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
enabledInstanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
}
~VulkanExample()
{
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.scene, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts.object, nullptr);
uniformBuffers.scene.destroy();
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
VkClearValue clearValues[2];
clearValues[0].color = { { 0.15f, 0.15f, 0.15f, 1.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
VkDeviceSize offsets[1] = { 0 };
// Render objects
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
uint32_t objcount = static_cast<uint32_t>(objects.size());
for (uint32_t x = 0; x < objcount; x++) {
/*
[POI] Bind descriptor sets
Set 0 = Scene matrices:
Set 1 = Object inline uniform block (In shader pbr.frag: layout (set = 1, binding = 0) uniform UniformInline ... )
*/
std::vector<VkDescriptorSet> descriptorSets = {
descriptorSet,
objects[x].descriptorSet
};
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 2, descriptorSets.data(), 0, nullptr);
glm::vec3 pos = glm::vec3(sin(glm::radians(x * (360.0f / objcount))), cos(glm::radians(x * (360.0f / objcount))), 0.0f) * 3.5f;
vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
model.draw(drawCmdBuffers[i]);
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
void loadAssets()
{
model.loadFromFile(getAssetPath() + "models/sphere.gltf", vulkanDevice, queue);
// Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial();
}
}
void setupDescriptorSetLayout()
{
// Scene
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
};
VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.scene));
}
// Objects
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
/*
[POI] Setup inline uniform block for set 1 at binding 0 (see fragment shader)
Descriptor count for an inline uniform block contains data sizes of the block (last parameter)
*/
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(Object::Material)),
};
VkDescriptorSetLayoutCreateInfo descriptorLayoutCI = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayoutCI, nullptr, &descriptorSetLayouts.object));
}
/*
[POI] Pipeline layout
*/
std::vector<VkDescriptorSetLayout> setLayouts = {
descriptorSetLayouts.scene, // Set 0 = Scene matrices
descriptorSetLayouts.object // Set 1 = Object inline uniform block
};
VkPipelineLayoutCreateInfo pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(setLayouts.data(), static_cast<uint32_t>(setLayouts.size()));
std::vector<VkPushConstantRange> pushConstantRanges = {
vks::initializers::pushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, sizeof(glm::vec3), 0),
};
pipelineLayoutCI.pushConstantRangeCount = 1;
pipelineLayoutCI.pPushConstantRanges = pushConstantRanges.data();
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
}
void setupDescriptorSets()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
/* [POI] Allocate inline uniform blocks */
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT, static_cast<uint32_t>(objects.size()) * sizeof(Object::Material)),
};
VkDescriptorPoolCreateInfo descriptorPoolCI = vks::initializers::descriptorPoolCreateInfo(poolSizes, static_cast<uint32_t>(objects.size()) + 1);
/*
[POI] New structure that has to be chained into the descriptor pool's createinfo if you want to allocate inline uniform blocks
*/
VkDescriptorPoolInlineUniformBlockCreateInfoEXT descriptorPoolInlineUniformBlockCreateInfo{};
descriptorPoolInlineUniformBlockCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_INLINE_UNIFORM_BLOCK_CREATE_INFO_EXT;
descriptorPoolInlineUniformBlockCreateInfo.maxInlineUniformBlockBindings = static_cast<uint32_t>(objects.size());
descriptorPoolCI.pNext = &descriptorPoolInlineUniformBlockCreateInfo;
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCI, nullptr, &descriptorPool));
// Sets
// Scene
VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.scene, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &descriptorSet));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.scene.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Objects
for (auto &object : objects) {
VkDescriptorSetAllocateInfo descriptorAllocateInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayouts.object, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &descriptorAllocateInfo, &object.descriptorSet));
/*
[POI] New structure that defines size and data of the inline uniform block needs to be chained into the write descriptor set
We will be using this inline uniform block to pass per-object material information to the fragment shader
*/
VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
// Uniform data for the inline block
writeDescriptorSetInlineUniformBlock.pData = &object.material;
/*
[POI] Setup the inline uniform block
*/
VkWriteDescriptorSet writeDescriptorSet{};
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
writeDescriptorSet.dstSet = object.descriptorSet;
writeDescriptorSet.dstBinding = 0;
// Descriptor count for an inline uniform block contains data sizes of the block(last parameter)
writeDescriptorSet.descriptorCount = sizeof(Object::Material);
// Chain inline uniform block structure
writeDescriptorSet.pNext = &writeDescriptorSetInlineUniformBlock;
vkUpdateDescriptorSets(device, 1, &writeDescriptorSet, 0, nullptr);
}
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
pipelineCI.pRasterizationState = &rasterizationStateCI;
pipelineCI.pColorBlendState = &colorBlendStateCI;
pipelineCI.pMultisampleState = &multisampleStateCI;
pipelineCI.pViewportState = &viewportStateCI;
pipelineCI.pDepthStencilState = &depthStencilStateCI;
pipelineCI.pDynamicState = &dynamicStateCI;
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal });
shaderStages[0] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
}
void prepareUniformBuffers()
{
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)));
VK_CHECK_RESULT(uniformBuffers.scene.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
uboMatrices.projection = camera.matrices.perspective;
uboMatrices.view = camera.matrices.view;
uboMatrices.model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
uboMatrices.camPos = camera.position * glm::vec3(-1.0f, 1.0f, -1.0f);
memcpy(uniformBuffers.scene.mapped, &uboMatrices, sizeof(uboMatrices));
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorSets();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (camera.updated)
updateUniformBuffers();
}
/*
[POI] Update descriptor sets at runtime
*/
void updateMaterials() {
// Setup random materials for every object in the scene
for (uint32_t i = 0; i < objects.size(); i++) {
objects[i].setRandomMaterial();
}
for (auto &object : objects) {
/*
[POI] New structure that defines size and data of the inline uniform block needs to be chained into the write descriptor set
We will be using this inline uniform block to pass per-object material information to the fragment shader
*/
VkWriteDescriptorSetInlineUniformBlockEXT writeDescriptorSetInlineUniformBlock{};
writeDescriptorSetInlineUniformBlock.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_INLINE_UNIFORM_BLOCK_EXT;
writeDescriptorSetInlineUniformBlock.dataSize = sizeof(Object::Material);
// Uniform data for the inline block
writeDescriptorSetInlineUniformBlock.pData = &object.material;
/*
[POI] Update the object's inline uniform block
*/
VkWriteDescriptorSet writeDescriptorSet{};
writeDescriptorSet.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSet.descriptorType = VK_DESCRIPTOR_TYPE_INLINE_UNIFORM_BLOCK_EXT;
writeDescriptorSet.dstSet = object.descriptorSet;
writeDescriptorSet.dstBinding = 0;
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()