288 lines
12 KiB
C++
288 lines
12 KiB
C++
/*
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* Vulkan Example - Using shader objects via VK_EXT_shader_object
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*
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* Copyright (C) 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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#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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vkglTF::Model scene;
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// Same uniform buffer layout as shader
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 lightPos = glm::vec4(0.0f, 2.0f, 1.0f, 0.0f);
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} uboVS;
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vks::Buffer uniformBuffer;
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VkPipelineLayout pipelineLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSetLayout descriptorSetLayout;
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VkShaderEXT shaders[2];
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VkPhysicalDeviceShaderObjectFeaturesEXT enabledDeviceShaderObjectFeaturesEXT{};
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PFN_vkCreateShadersEXT vkCreateShadersEXT;
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PFN_vkCmdBindShadersEXT vkCmdBindShadersEXT;
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// With VK_EXT_shader_object pipeline state must be set at command buffer creation using these functions
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PFN_vkCmdSetViewportWithCount vkCmdSetViewportWithCount;
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PFN_vkCmdSetScissorWithCount vkCmdSetScissorWithCount;
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PFN_vkCmdSetPolygonModeEXT vkCmdSetPolygonModeEXT;
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PFN_vkCmdSetDepthCompareOp vkCmdSetDepthCompareOp;
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PFN_vkCmdSetCullMode vkCmdSetCullMode;
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PFN_vkCmdSetDepthTestEnable vkCmdSetDepthTestEnable;
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PFN_vkCmdSetDepthWriteEnable vkCmdSetDepthWriteEnable;
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PFN_vkCmdSetFrontFace vkCmdSetFrontFace;
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PFN_vkCmdSetPrimitiveTopology vkCmdSetPrimitiveTopology;
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PFN_vkCmdSetVertexInputEXT vkCmdSetVertexInputEXT;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Shader objects (VK_EXT_shader_object)";
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camera.type = Camera::CameraType::lookat;
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camera.setPosition(glm::vec3(0.0f, 0.0f, -10.5f));
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camera.setRotation(glm::vec3(-25.0f, 15.0f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPerspective(60.0f, (float)(width) / (float)height, 0.1f, 256.0f);
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enabledDeviceExtensions.push_back(VK_EXT_SHADER_OBJECT_EXTENSION_NAME);
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enabledDeviceShaderObjectFeaturesEXT.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_OBJECT_FEATURES_EXT;
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enabledDeviceShaderObjectFeaturesEXT.shaderObject = VK_TRUE;
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deviceCreatepNextChain = &enabledDeviceShaderObjectFeaturesEXT;
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}
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~VulkanExample()
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{
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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// @todo: destroy shaders
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uniformBuffer.destroy();
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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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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, glTFLoadingFlags);
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}
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void setupDescriptors()
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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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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 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 pipelineLayoutCI = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCI, nullptr, &pipelineLayout));
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// Sets
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.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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}
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void _loadShader(std::string filename, char* &code, size_t &size) {
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// @todo: Android
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std::ifstream is(filename, std::ios::binary | std::ios::in | std::ios::ate);
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if (is.is_open())
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{
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size = is.tellg();
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is.seekg(0, std::ios::beg);
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code = new char[size];
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is.read(code, size);
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is.close();
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assert(size > 0);
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}
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else
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{
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vks::tools::exitFatal("Error: Could not open shader " + filename, VK_ERROR_UNKNOWN);
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}
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}
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void createShaderObjects()
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{
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size_t shaderCodeSizes[2]{};
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char* shaderCodes[2]{};
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VkShaderCreateInfoEXT shaderCreateInfos[2]{};
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// VS
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_loadShader(getShadersPath() + "pipelines/phong.vert.spv", shaderCodes[0], shaderCodeSizes[0]);
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shaderCreateInfos[0].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[0].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderCreateInfos[0].nextStage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[0].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[0].pCode = shaderCodes[0];
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shaderCreateInfos[0].codeSize = shaderCodeSizes[0];
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shaderCreateInfos[0].pName = "main";
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shaderCreateInfos[0].setLayoutCount = 1;
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shaderCreateInfos[0].pSetLayouts = &descriptorSetLayout;
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// FS
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_loadShader(getShadersPath() + "pipelines/phong.frag.spv", shaderCodes[1], shaderCodeSizes[1]);
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shaderCreateInfos[1].sType = VK_STRUCTURE_TYPE_SHADER_CREATE_INFO_EXT;
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shaderCreateInfos[1].flags = VK_SHADER_CREATE_LINK_STAGE_BIT_EXT;
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shaderCreateInfos[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderCreateInfos[1].nextStage = 0;
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shaderCreateInfos[1].codeType = VK_SHADER_CODE_TYPE_SPIRV_EXT;
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shaderCreateInfos[1].pCode = shaderCodes[1];
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shaderCreateInfos[1].codeSize = shaderCodeSizes[1];
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shaderCreateInfos[1].pName = "main";
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shaderCreateInfos[1].setLayoutCount = 1;
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shaderCreateInfos[1].pSetLayouts = &descriptorSetLayout;
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vkCreateShadersEXT(device, 2, shaderCreateInfos, nullptr, shaders);
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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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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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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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// No more pipelines required, everything is bound at command buffer level
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vkCmdSetViewportWithCount(drawCmdBuffers[i], 1, &viewport);
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vkCmdSetScissorWithCount(drawCmdBuffers[i], 1, &scissor);
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vkCmdSetCullMode(drawCmdBuffers[i], VK_CULL_MODE_BACK_BIT);
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vkCmdSetFrontFace(drawCmdBuffers[i], VK_FRONT_FACE_COUNTER_CLOCKWISE);
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vkCmdSetPolygonModeEXT(drawCmdBuffers[i], VK_POLYGON_MODE_FILL);
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vkCmdSetDepthTestEnable(drawCmdBuffers[i], VK_TRUE);
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vkCmdSetDepthWriteEnable(drawCmdBuffers[i], VK_TRUE);
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vkCmdSetDepthCompareOp(drawCmdBuffers[i], VK_COMPARE_OP_LESS_OR_EQUAL);
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vkCmdSetPrimitiveTopology(drawCmdBuffers[i], VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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VkVertexInputBindingDescription2EXT vertexInputBinding{};
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vertexInputBinding.sType = VK_STRUCTURE_TYPE_VERTEX_INPUT_BINDING_DESCRIPTION_2_EXT;
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vertexInputBinding.binding = 0;
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vertexInputBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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vertexInputBinding.stride = sizeof(vkglTF::Vertex);
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std::vector<VkVertexInputAttributeDescription2EXT> vertexAttributes = {
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, pos) },
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(vkglTF::Vertex, normal) },
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{ VK_STRUCTURE_TYPE_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION_2_EXT, nullptr, 2, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(vkglTF::Vertex, color) }
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};
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vkCmdSetVertexInputEXT(drawCmdBuffers[i], 1, &vertexInputBinding, 3, vertexAttributes.data());
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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scene.bindBuffers(drawCmdBuffers[i]);
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// Binding the shaders
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VkShaderStageFlagBits stages[2] = { VK_SHADER_STAGE_VERTEX_BIT, VK_SHADER_STAGE_FRAGMENT_BIT };
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vkCmdBindShadersEXT(drawCmdBuffers[i], 2, stages, shaders);
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scene.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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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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// Create the vertex shader uniform buffer block
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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, &uniformBuffer, sizeof(uboVS)));
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VK_CHECK_RESULT(uniformBuffer.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.modelView = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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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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vkCreateShadersEXT = reinterpret_cast<PFN_vkCreateShadersEXT>(vkGetDeviceProcAddr(device, "vkCreateShadersEXT"));
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vkCmdBindShadersEXT = reinterpret_cast<PFN_vkCmdBindShadersEXT>(vkGetDeviceProcAddr(device, "vkCmdBindShadersEXT"));
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vkCmdSetViewportWithCount = reinterpret_cast<PFN_vkCmdSetViewportWithCount>(vkGetDeviceProcAddr(device, "vkCmdSetViewportWithCountEXT"));;
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vkCmdSetScissorWithCount = reinterpret_cast<PFN_vkCmdSetScissorWithCount>(vkGetDeviceProcAddr(device, "vkCmdSetScissorWithCountEXT"));
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vkCmdSetPolygonModeEXT = reinterpret_cast<PFN_vkCmdSetPolygonModeEXT>(vkGetDeviceProcAddr(device, "vkCmdSetPolygonModeEXT"));
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vkCmdSetDepthCompareOp = reinterpret_cast<PFN_vkCmdSetDepthCompareOp>(vkGetDeviceProcAddr(device, "vkCmdSetDepthCompareOp"));
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vkCmdSetCullMode = reinterpret_cast<PFN_vkCmdSetCullMode>(vkGetDeviceProcAddr(device, "vkCmdSetCullModeEXT"));
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vkCmdSetDepthTestEnable = reinterpret_cast<PFN_vkCmdSetDepthTestEnable>(vkGetDeviceProcAddr(device, "vkCmdSetDepthTestEnableEXT"));
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vkCmdSetDepthWriteEnable = reinterpret_cast<PFN_vkCmdSetDepthWriteEnable>(vkGetDeviceProcAddr(device, "vkCmdSetDepthWriteEnableEXT"));
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vkCmdSetFrontFace = reinterpret_cast<PFN_vkCmdSetFrontFace>(vkGetDeviceProcAddr(device, "vkCmdSetFrontFaceEXT"));
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vkCmdSetPrimitiveTopology = reinterpret_cast<PFN_vkCmdSetPrimitiveTopology>(vkGetDeviceProcAddr(device, "vkCmdSetPrimitiveTopologyEXT"));
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vkCmdSetVertexInputEXT = reinterpret_cast<PFN_vkCmdSetVertexInputEXT>(vkGetDeviceProcAddr(device, "vkCmdSetVertexInputEXT"));
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loadAssets();
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prepareUniformBuffers();
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setupDescriptors();
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createShaderObjects();
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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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updateUniformBuffers();
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}
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};
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VULKAN_EXAMPLE_MAIN()
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