void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vks::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions vertices.attributeDescriptions.resize(4); // Location 0 : Position vertices.attributeDescriptions[0] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normal vertices.attributeDescriptions[1] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Texture coordinates vertices.attributeDescriptions[2] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6); // Location 3 : Color vertices.attributeDescriptions[3] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8); vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); }
void setupVertexDescriptions() { // Binding description vertices.bindingDescriptions.resize(1); vertices.bindingDescriptions[0] = vks::initializers::vertexInputBindingDescription( VERTEX_BUFFER_BIND_ID, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); // Attribute descriptions // Describes memory layout and shader positions vertices.attributeDescriptions.resize(3); // Location 0 : Position vertices.attributeDescriptions[0] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0); // Location 1 : Normals vertices.attributeDescriptions[1] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3); // Location 2 : Color vertices.attributeDescriptions[2] = vks::initializers::vertexInputAttributeDescription( VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6); // Assign to vertex buffer vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size(); vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data(); vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size(); vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data(); }
void preparePipelines() { // Vertex bindings an attributes std::vector<VkVertexInputBindingDescription> vertexInputBindings = { vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size()); vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); 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 pipelineCreateInfoCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass); pipelineCreateInfoCI.pInputAssemblyState = &inputAssemblyStateCI; pipelineCreateInfoCI.pRasterizationState = &rasterizationStateCI; pipelineCreateInfoCI.pColorBlendState = &colorBlendStateCI; pipelineCreateInfoCI.pMultisampleState = &multisampleStateCI; pipelineCreateInfoCI.pViewportState = &viewportStateCI; pipelineCreateInfoCI.pDepthStencilState = &depthStencilStateCI; pipelineCreateInfoCI.pDynamicState = &dynamicStateCI; pipelineCreateInfoCI.stageCount = static_cast<uint32_t>(shaderStages.size()); pipelineCreateInfoCI.pStages = shaderStages.data(); pipelineCreateInfoCI.pVertexInputState = &vertexInputState; shaderStages[0] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/inlineuniformblocks/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfoCI, nullptr, &pipeline)); }
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_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); 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, 0); VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0); std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayouts.radialBlur, renderPass, 0); pipelineCI.pInputAssemblyState = &inputAssemblyStateCI; pipelineCI.pRasterizationState = &rasterizationStateCI; pipelineCI.pColorBlendState = &colorBlendStateCI; pipelineCI.pMultisampleState = &multisampleStateCI; pipelineCI.pViewportState = &viewportStateCI; pipelineCI.pDepthStencilState = &depthStencilStateCI; pipelineCI.pDynamicState = &dynamicStateCI; pipelineCI.stageCount = shaderStages.size(); pipelineCI.pStages = shaderStages.data(); // Radial blur pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/radialblur/radialblur.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/radialblur/radialblur.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // Empty vertex input state VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); pipelineCI.pVertexInputState = &emptyInputState; pipelineCI.layout = pipelineLayouts.radialBlur; // Additive blending blendAttachmentState.colorWriteMask = 0xF; blendAttachmentState.blendEnable = VK_TRUE; blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.radialBlur)); // No blending (for debug display) blendAttachmentState.blendEnable = VK_FALSE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreenDisplay)); // Phong pass pipelineCI.layout = pipelineLayouts.scene; shaderStages[0] = loadShader(getAssetPath() + "shaders/radialblur/phongpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/radialblur/phongpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); blendAttachmentState.blendEnable = VK_FALSE; depthStencilStateCI.depthWriteEnable = VK_TRUE; // Vertex bindings and attributes std::vector<VkVertexInputBindingDescription> vertexInputBindings = { vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Texture coordinates vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Color vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Normal }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size()); vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCI.pVertexInputState = &vertexInputState; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phongPass)); // Color only pass (offscreen blur base) shaderStages[0] = loadShader(getAssetPath() + "shaders/radialblur/colorpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/radialblur/colorpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); pipelineCI.renderPass = offscreenPass.renderPass; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.colorPass)); }
void preparePipelines() { if (pipeline != VK_NULL_HANDLE) { vkDestroyPipeline(device, pipeline, nullptr); } VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, cullMode, VK_FRONT_FACE_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3); pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; // Vertex bindings and attributes std::vector<VkVertexInputBindingDescription> vertexInputBindings = { vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX) }; std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0 : Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1 : Normal vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6) // Location 3 : Color }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size()); vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCreateInfo.pVertexInputState = &vertexInputState; if (blending) { blendAttachmentState.blendEnable = VK_TRUE; blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD; depthStencilState.depthWriteEnable = VK_FALSE; } if (discard) { rasterizationState.rasterizerDiscardEnable = VK_TRUE; } if (wireframe) { rasterizationState.polygonMode = VK_POLYGON_MODE_LINE; } std::vector<VkPipelineShaderStageCreateInfo> shaderStages; shaderStages.resize(tessellation ? 4 : 2); shaderStages[0] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); if (tessellation) { inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST; pipelineCreateInfo.pTessellationState = &tessellationState; shaderStages[2] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT); shaderStages[3] = loadShader(getAssetPath() + "shaders/pipelinestatistics/scene.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT); } pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size()); pipelineCreateInfo.pStages = shaderStages.data(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline)); }
void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo( 1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo( VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo( VK_SAMPLE_COUNT_1_BIT, 0); std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), dynamicStateEnables.size(), 0); // Vertex bindings and attributes VkVertexInputBindingDescription vertexInputBinding = vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX); std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = 1; vertexInputState.pVertexBindingDescriptions = &vertexInputBinding; vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages; VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0); pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; pipelineCreateInfo.stageCount = shaderStages.size(); pipelineCreateInfo.pStages = shaderStages.data(); pipelineCreateInfo.pVertexInputState = &vertexInputState; // Skybox pipeline (background cube) shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox)); // Cube map reflect pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // Enable depth test and write depthStencilState.depthWriteEnable = VK_TRUE; depthStencilState.depthTestEnable = VK_TRUE; // Flip cull mode rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.reflect)); }
void preparePipelines() { std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages; 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_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); 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, 0); VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(); pipelineCI.renderPass = 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(); /* Attachment write */ // Pipeline will be used in first sub pass pipelineCI.subpass = 0; pipelineCI.layout = pipelineLayouts.attachmentWrite; // Binding description std::vector<VkVertexInputBindingDescription> vertexInputBindings = { vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; // Attribute descriptions std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Color vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Normal vks::initializers::vertexInputAttributeDescription(0, 3, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 9), // Location 3: UV }; VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo(); vertexInputStateCI.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size()); vertexInputStateCI.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCI.pVertexInputState = &vertexInputStateCI; shaderStages[0] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentwrite.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentwrite.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.attachmentWrite)); /* Attachment read */ // Pipeline will be used in second sub pass pipelineCI.subpass = 1; pipelineCI.layout = pipelineLayouts.attachmentRead; VkPipelineVertexInputStateCreateInfo emptyInputStateCI{}; emptyInputStateCI.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; pipelineCI.pVertexInputState = &emptyInputStateCI; colorBlendStateCI.attachmentCount = 1; rasterizationStateCI.cullMode = VK_CULL_MODE_NONE; depthStencilStateCI.depthWriteEnable = VK_FALSE; shaderStages[0] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentread.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/inputattachments/attachmentread.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.attachmentRead)); }
void preparePipelines() { VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vkTools::initializers::pipelineInputAssemblyStateCreateInfo( VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vkTools::initializers::pipelineRasterizationStateCreateInfo( VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vkTools::initializers::pipelineColorBlendAttachmentState( 0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vkTools::initializers::pipelineColorBlendStateCreateInfo( 1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vkTools::initializers::pipelineDepthStencilStateCreateInfo( VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vkTools::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vkTools::initializers::pipelineMultisampleStateCreateInfo( VK_SAMPLE_COUNT_1_BIT, 0); std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vkTools::initializers::pipelineDynamicStateCreateInfo( dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0); VkGraphicsPipelineCreateInfo pipelineCreateInfo = vkTools::initializers::pipelineCreateInfo( pipelineLayouts.models, renderPass, 0); std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentStates = { vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE), vkTools::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE), }; pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState; pipelineCreateInfo.pRasterizationState = &rasterizationState; pipelineCreateInfo.pColorBlendState = &colorBlendState; pipelineCreateInfo.pMultisampleState = &multisampleState; pipelineCreateInfo.pViewportState = &viewportState; pipelineCreateInfo.pDepthStencilState = &depthStencilState; pipelineCreateInfo.pDynamicState = &dynamicState; std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages; pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size()); pipelineCreateInfo.pStages = shaderStages.data(); VkSpecializationInfo specializationInfo; std::array<VkSpecializationMapEntry, 1> specializationMapEntries; // Full screen pipelines // Empty vertex input state, full screen triangles are generated by the vertex shader VkPipelineVertexInputStateCreateInfo emptyInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); pipelineCreateInfo.pVertexInputState = &emptyInputState; // Final fullscreen composition pass pipeline shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); pipelineCreateInfo.layout = pipelineLayouts.composition; pipelineCreateInfo.renderPass = renderPass; rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT; rasterizationState.cullMode = VK_CULL_MODE_NONE; colorBlendState.attachmentCount = 1; colorBlendState.pAttachments = blendAttachmentStates.data(); VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.composition)); // Bloom pass shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); colorBlendState.pAttachments = &blendAttachmentState; blendAttachmentState.colorWriteMask = 0xF; blendAttachmentState.blendEnable = VK_TRUE; blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE; blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD; blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; // Set constant parameters via specialization constants specializationMapEntries[0] = vkTools::initializers::specializationMapEntry(0, 0, sizeof(uint32_t)); uint32_t dir = 1; specializationInfo = vkTools::initializers::specializationInfo(1, specializationMapEntries.data(), sizeof(dir), &dir); shaderStages[1].pSpecializationInfo = &specializationInfo; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[0])); // Second blur pass (into separate framebuffer) pipelineCreateInfo.renderPass = filterPass.renderPass; dir = 0; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bloom[1])); // Object rendering pipelines // Vertex bindings an attributes for model rendering // Binding description std::vector<VkVertexInputBindingDescription> vertexInputBindings = { vkTools::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX), }; // Attribute descriptions std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = { vkTools::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position vkTools::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal vkTools::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV }; VkPipelineVertexInputStateCreateInfo vertexInputState = vkTools::initializers::pipelineVertexInputStateCreateInfo(); vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size()); vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data(); vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size()); vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data(); pipelineCreateInfo.renderPass = renderPass; pipelineCreateInfo.pVertexInputState = &vertexInputState; // Skybox pipeline (background cube) blendAttachmentState.blendEnable = VK_FALSE; pipelineCreateInfo.layout = pipelineLayouts.models; pipelineCreateInfo.renderPass = offscreen.renderPass; colorBlendState.attachmentCount = 2; colorBlendState.pAttachments = blendAttachmentStates.data(); shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT); shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT); // Set constant parameters via specialization constants specializationMapEntries[0] = vkTools::initializers::specializationMapEntry(0, 0, sizeof(uint32_t)); uint32_t shadertype = 0; specializationInfo = vkTools::initializers::specializationInfo(1, specializationMapEntries.data(), sizeof(shadertype), &shadertype); shaderStages[0].pSpecializationInfo = &specializationInfo; shaderStages[1].pSpecializationInfo = &specializationInfo; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox)); // Object rendering pipeline shadertype = 1; // Enable depth test and write depthStencilState.depthWriteEnable = VK_TRUE; depthStencilState.depthTestEnable = VK_TRUE; // Flip cull mode rasterizationState.cullMode = VK_CULL_MODE_NONE; VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.reflect)); }