Depth buffering set up! Needs documentation and cleanup (again...)
This commit is contained in:
parent
19c25ba670
commit
ac402dbef8
@ -291,14 +291,14 @@ namespace DeviceControl {
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vkDestroySwapchainKHR(Global::device, Global::swapChain, nullptr);
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if(Global::enableValidationLayers) std::cout << "Destroyed Swap Chain safely\n" << std::endl;
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}
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VkImageView devicelibrary::createImageView(VkImage image, VkFormat format) {
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VkImageView devicelibrary::createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags) {
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// This defines the parameters of a newly created image object!
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VkImageViewCreateInfo viewInfo{};
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viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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viewInfo.image = image;
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viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
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viewInfo.format = format;
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viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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viewInfo.subresourceRange.aspectMask = flags;
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viewInfo.subresourceRange.baseMipLevel = 0;
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viewInfo.subresourceRange.levelCount = 1;
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viewInfo.subresourceRange.baseArrayLayer = 0;
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@ -315,7 +315,7 @@ namespace DeviceControl {
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swapChainImageViews.resize(swapChainImages.size());
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for (uint32_t i = 0; i < swapChainImages.size(); i++) {
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swapChainImageViews[i] = createImageView(swapChainImages[i], swapChainImageFormat);
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swapChainImageViews[i] = createImageView(swapChainImages[i], swapChainImageFormat, VK_IMAGE_ASPECT_COLOR_BIT);
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}
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}
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void devicelibrary::destroyImageViews() {
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@ -1,5 +1,6 @@
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#pragma once
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#include "global.h"
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#include <GLFW/glfw3.h>
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#include <optional>
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#include <algorithm>
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#include <limits>
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@ -16,7 +17,7 @@ class devicelibrary {
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void destroySurface(VkInstance& instance);
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void createSwapChain(GLFWwindow* window);
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void destroySwapChain();
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VkImageView createImageView(VkImage image, VkFormat format);
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VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags flags);
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void createImageViews();
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void destroyImageViews();
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void createCommandPool();
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@ -6,6 +6,7 @@ RenderPresent::render renderPresentation;
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BuffersLibraries::buffers buffers;
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TextureLibraries::texture texture;
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VkInstance vulkaninstance;
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//TODO: add global instances?
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// Getters and Setters!
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void EntryApp::setFramebufferResized(bool setter) {
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@ -60,8 +61,9 @@ void initVulkan() {
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graphicsPipeline.createRenderPass();
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buffers.createDescriptorSetLayout();
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graphicsPipeline.createGraphicsPipeline();
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graphicsPipeline.createFramebuffers();
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graphicsPipeline.createCommandPool();
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texture.createDepthResources();
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graphicsPipeline.createFramebuffers();
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texture.createTextureImage();
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texture.createTextureImageView();
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texture.createTextureSampler();
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@ -26,6 +26,9 @@ namespace Global {
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uint32_t currentFrame = 0;
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VkImageView textureImageView;
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VkSampler textureSampler;
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VkImageView depthImageView;
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VkImage depthImage;
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VkDeviceMemory depthImageMemory;
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Global::QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device) {
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// First we feed in a integer we want to use to hold the number of queued items, that fills it, then we create that amount of default constructed *VkQueueFamilyProperties* structs.
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20
src/global.h
20
src/global.h
@ -1,4 +1,5 @@
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#pragma once
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#include "graphics/texture.h"
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#include <cstdint>
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#include <glm/detail/qualifier.hpp>
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#include <glm/ext/vector_float2.hpp>
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@ -8,16 +9,20 @@
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#include <vector>
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#include <optional>
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#include <vulkan/vulkan_core.h>
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#include "debug/vulkandebuglibs.h"
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#include <glm/gtc/matrix_transform.hpp>
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#include <array>
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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 <array>
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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namespace Global {
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// Global variables and includes we are going to use almost everywhere, validation layers hook into everything, and you need to check if they are enabled first,
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// so that's one obvious global, as well as the glfw includes!
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extern const std::vector<const char*> validationLayers;
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extern const bool enableValidationLayers;
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extern VkDevice device;
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@ -32,6 +37,9 @@ namespace Global {
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extern std::vector<VkDescriptorSet> descriptorSets;
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extern VkImageView textureImageView;
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extern VkSampler textureSampler;
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extern VkImageView depthImageView;
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extern VkImage depthImage;
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extern VkDeviceMemory depthImageMemory;
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struct UniformBufferObject {
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float time;
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@ -40,7 +48,9 @@ namespace Global {
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alignas(16) glm::mat4 proj;
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};
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struct Vertex {
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glm::vec2 pos;
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// This defines what a vertex is!
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// We control the position, color and texture coordinate here!
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glm::vec3 pos;
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glm::vec3 color;
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glm::vec2 texCoord;
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@ -57,7 +67,7 @@ namespace Global {
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attributeDescriptions[0].binding = 0;
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attributeDescriptions[0].location = 0;
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attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
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attributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDescriptions[0].offset = offsetof(Vertex, pos);
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attributeDescriptions[1].binding = 0;
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@ -73,7 +83,7 @@ namespace Global {
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}
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};
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const uint32_t WIDTH = 800;
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const uint32_t HEIGHT = 600;
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const uint32_t HEIGHT = 800;
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struct QueueFamilyIndices {
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// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
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@ -1,7 +1,6 @@
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#include "buffers.h"
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#include <chrono>
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#include <cstdint>
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#include <vulkan/vulkan_core.h>
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#include <cstring>
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#include "../devicelibrary.h"
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VkBuffer vertexBuffer;
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@ -20,14 +19,22 @@ namespace BuffersLibraries {
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const std::vector<Global::Vertex> vertices = {
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{{-0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f}},
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{{0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
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{{-0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}
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// X Y Z | R G B | W Q
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{{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f}},
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{{0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 1.0f}},
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{{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
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{{-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
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{{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
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{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}
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};
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// Index buffer definition, showing which points to reuse.
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const std::vector<uint16_t> indices = {
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0, 1, 2, 2, 3, 0
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4
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};
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uint32_t buffers::findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties) {
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@ -114,6 +121,7 @@ namespace BuffersLibraries {
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void* data;
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vkMapMemory(Global::device, stagingBufferMemory, 0, bufferSize, 0, &data);
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memcpy(data, indices.data(), (size_t) bufferSize);
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vkUnmapMemory(Global::device, stagingBufferMemory);
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createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, indexBuffer, indexBufferMemory);
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@ -226,7 +234,7 @@ namespace BuffersLibraries {
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ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(90.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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// Modify the view transformation to look at the object from above at a 45 degree angle.
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// This takes the eye position, center position, and the up direction.
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.view = glm::lookAt(glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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// 45 degree field of view, set aspect ratio, and near and far clipping range.
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ubo.proj = glm::perspective(glm::radians(45.0f), deviceLibrary.getSwapChainExtent().width / (float) deviceLibrary.getSwapChainExtent().height, 0.1f, 10.0f);
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@ -1,7 +1,10 @@
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#include "graphicspipeline.h"
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#include "buffers.h"
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#include "texture.h"
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#include <cstdint>
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#include <vector>
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#include <vulkan/vulkan_core.h>
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namespace Graphics {
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std::vector<VkDynamicState> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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@ -14,6 +17,7 @@ namespace Graphics {
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VkPipeline graphicsPipeline;
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DeviceControl::devicelibrary deviceLibs;
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BuffersLibraries::buffers buffers;
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TextureLibraries::texture textureLibs;
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std::vector<VkFramebuffer> swapChainFramebuffers;
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@ -136,6 +140,15 @@ namespace Graphics {
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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// TODO: Document!
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VkPipelineDepthStencilStateCreateInfo depthStencil{};
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencil.depthTestEnable = VK_TRUE;
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depthStencil.depthWriteEnable = VK_TRUE;
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
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depthStencil.depthBoundsTestEnable = VK_FALSE;
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depthStencil.stencilTestEnable = VK_FALSE;
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// Most of the graphics pipeline is set in stone, some of the pipeline state can be modified without recreating it at runtime though!
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// There are TONS of settings, this would be another TODO to see what else we can mess with dynamically, but right now we just allow dynamic size of the viewport
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// and dynamic scissor states. Scissors are pretty straightforward, they are basically pixel masks for the rasterizer.
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@ -168,6 +181,7 @@ namespace Graphics {
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pipelineInfo.layout = pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.pDepthStencilState = &depthStencil;
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if (vkCreateGraphicsPipelines(Global::device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) {
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throw std::runtime_error("failed to create graphics pipeline!");
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@ -192,17 +206,44 @@ namespace Graphics {
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colorAttachmentRef.attachment = 0;
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colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentDescription depthAttachment{};
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depthAttachment.format = textureLibs.findDepthFormat();
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depthAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
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depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthAttachmentRef{};
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depthAttachmentRef.attachment = 1;
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depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorAttachmentRef;
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subpass.pDepthStencilAttachment = &depthAttachmentRef;
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VkSubpassDependency dependency{};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependency.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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std::array<VkAttachmentDescription, 2> attachments = {colorAttachment, depthAttachment};
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VkRenderPassCreateInfo renderPassInfo{};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.attachmentCount = 1;
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renderPassInfo.pAttachments = &colorAttachment;
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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renderPassInfo.pAttachments = attachments.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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renderPassInfo.dependencyCount = 1;
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renderPassInfo.pDependencies = &dependency;
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if (vkCreateRenderPass(Global::device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS) {
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throw std::runtime_error("failed to create render pass!");
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@ -219,15 +260,16 @@ namespace Graphics {
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swapChainFramebuffers.resize(framebuffersSize);
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for(size_t i = 0; i < framebuffersSize; i++) {
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VkImageView attachments[] = {
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deviceLibs.getSwapChainImageViews()[i]
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std::array<VkImageView, 2> attachments = {
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deviceLibs.getSwapChainImageViews()[i],
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Global::depthImageView
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};
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VkFramebufferCreateInfo framebufferInfo{};
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framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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framebufferInfo.renderPass = renderPass;
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framebufferInfo.attachmentCount = 1;
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framebufferInfo.pAttachments = attachments;
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framebufferInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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framebufferInfo.pAttachments = attachments.data();
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framebufferInfo.width = deviceLibs.getSwapChainExtent().width;
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framebufferInfo.height = deviceLibs.getSwapChainExtent().height;
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framebufferInfo.layers = 1;
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@ -285,9 +327,12 @@ namespace Graphics {
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renderPassInfo.renderArea.offset = {0, 0};
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renderPassInfo.renderArea.extent = deviceLibs.getSwapChainExtent();
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VkClearValue clearColor = {{{0.0f, 0.0f, 0.0f, 1.0f}}};
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renderPassInfo.clearValueCount = 1;
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renderPassInfo.pClearValues = &clearColor;
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std::array<VkClearValue, 2> clearValues{};
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clearValues[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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clearValues[1].depthStencil = {1.0f, 0};
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renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
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renderPassInfo.pClearValues = clearValues.data();
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vkCmdBeginRenderPass(commandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
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#include "graphicspipeline.h"
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#include "../devicelibrary.h"
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#include "../entrypoint.h"
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#include "texture.h"
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#include <vulkan/vulkan_core.h>
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namespace RenderPresent {
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std::vector<VkSemaphore> imageAvailableSemaphores;
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@ -10,6 +12,7 @@ namespace RenderPresent {
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Graphics::graphicspipeline pipeline;
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DeviceControl::devicelibrary deviceLibs;
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BuffersLibraries::buffers buffers;
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TextureLibraries::texture tex;
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void recreateSwapChain() {
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int width = 0, height = 0;
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@ -30,6 +33,7 @@ namespace RenderPresent {
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deviceLibs.createSwapChain(Global::window);
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deviceLibs.createImageViews();
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tex.createDepthResources();
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pipeline.createFramebuffers();
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}
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// At a high level, rendering in Vulkan consists of 5 steps:
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@ -153,6 +157,9 @@ namespace RenderPresent {
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}
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}
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void render::cleanupSwapChain() {
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vkDestroyImageView(Global::device, Global::depthImageView, nullptr);
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vkDestroyImage(Global::device, Global::depthImage, nullptr);
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vkFreeMemory(Global::device, Global::depthImageMemory, nullptr);
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for(auto framebuffer : pipeline.getSwapChainFramebuffers()) {
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vkDestroyFramebuffer(Global::device, framebuffer, nullptr);
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}
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@ -1,3 +1,4 @@
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#include <vulkan/vulkan_core.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb/stb_image.h>
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#include "texture.h"
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@ -12,6 +13,7 @@ VkPipelineStageFlags sourceStage;
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VkPipelineStageFlags destinationStage;
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namespace TextureLibraries {
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void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory) {
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// This function specifies all the data in an image object, this is called directly after the creation of an image object.
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@ -164,6 +166,25 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
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|
||||
endSingleTimeCommands(commandBuffer);
|
||||
}
|
||||
VkFormat findSupportedFormat(const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features) {
|
||||
for(VkFormat format : candidates) {
|
||||
VkFormatProperties props;
|
||||
vkGetPhysicalDeviceFormatProperties(Global::physicalDevice, format, &props);
|
||||
|
||||
// Do we support linear tiling?
|
||||
if (tiling == VK_IMAGE_TILING_LINEAR && (props.linearTilingFeatures & features) == features) {
|
||||
return format;
|
||||
// Or do we support optimal tiling?
|
||||
} else if (tiling == VK_IMAGE_TILING_OPTIMAL && (props.optimalTilingFeatures & features) == features) {
|
||||
return format;
|
||||
}
|
||||
}
|
||||
throw std::runtime_error("failed to find supported depth buffering format!");
|
||||
}
|
||||
|
||||
bool hasStencilComponent(VkFormat format) {
|
||||
return format == VK_FORMAT_D32_SFLOAT_S8_UINT || format == VK_FORMAT_D24_UNORM_S8_UINT;
|
||||
}
|
||||
// -------------------------------- Image Libraries ------------------------------- //
|
||||
void texture::createTextureImage() {
|
||||
// Import pixels from image with data on color channels, width and height, and colorspace!
|
||||
@ -198,7 +219,7 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
|
||||
}
|
||||
void texture::createTextureImageView() {
|
||||
// Create a texture image view, which is a struct of information about the image.
|
||||
Global::textureImageView = deviceLibraries.createImageView(textureImage, VK_FORMAT_R8G8B8A8_SRGB);
|
||||
Global::textureImageView = deviceLibraries.createImageView(textureImage, VK_FORMAT_R8G8B8A8_SRGB, VK_IMAGE_ASPECT_COLOR_BIT);
|
||||
}
|
||||
void texture::createTextureSampler() {
|
||||
// Create a sampler to access and parse the texture object.
|
||||
@ -250,5 +271,21 @@ void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t
|
||||
vkDestroyImage(Global::device, textureImage, nullptr);
|
||||
vkFreeMemory(Global::device, textureImageMemory, nullptr);
|
||||
}
|
||||
VkFormat texture::findDepthFormat() {
|
||||
return findSupportedFormat(
|
||||
{VK_FORMAT_D32_SFLOAT, VK_FORMAT_D32_SFLOAT_S8_UINT, VK_FORMAT_D24_UNORM_S8_UINT},
|
||||
VK_IMAGE_TILING_OPTIMAL,
|
||||
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
|
||||
);
|
||||
}
|
||||
void texture::createDepthResources() {
|
||||
VkFormat depthFormat = findDepthFormat();
|
||||
VkExtent2D swapChainExtent = deviceLibraries.getSwapChainExtent();
|
||||
createImage(swapChainExtent.width, swapChainExtent.height, depthFormat, VK_IMAGE_TILING_OPTIMAL, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, Global::depthImage, Global::depthImageMemory);
|
||||
Global::depthImageView = deviceLibraries.createImageView(Global::depthImage, depthFormat, VK_IMAGE_ASPECT_DEPTH_BIT);
|
||||
// Explicit transition from the layout of the image to the depth attachment is unnecessary here, since that will be handled in the render pass!
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include "../global.h"
|
||||
#include <vulkan/vulkan_core.h>
|
||||
|
||||
namespace TextureLibraries {
|
||||
class texture {
|
||||
@ -9,5 +10,7 @@ namespace TextureLibraries {
|
||||
void createTextureSampler();
|
||||
void destroyTextureImage();
|
||||
void destroyTextureSampler();
|
||||
VkFormat findDepthFormat();
|
||||
void createDepthResources();
|
||||
};
|
||||
}
|
||||
|
@ -6,9 +6,11 @@ layout(binding = 0) uniform UniformBufferObject {
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
} ubo;
|
||||
|
||||
// inPosition and inColor are vertex attributes, per-vertex properties defined in the vertex buffer!
|
||||
// Layout assigns indices to access these inputs, dvec3 takes 2 slots so we must index it at 2. https://www.khronos.org/opengl/wiki/Layout_Qualifier_(GLSL)
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
layout(location = 2) in vec2 inTexCoord;
|
||||
|
||||
@ -16,7 +18,7 @@ layout(location = 0) out vec3 fragColor;
|
||||
layout(location = 1) out vec2 fragTexCoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
|
||||
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
|
||||
fragColor = inColor;
|
||||
fragTexCoord = inTexCoord;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user