예제 #1
0
	void prepare()
	{
		VulkanExampleBase::prepare();
		loadMeshes();
		setupVertexDescriptions();
		prepareUniformBuffers();
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSet();
		buildCommandBuffers();
		prepared = true;
	}
예제 #2
0
	void prepare()
	{
        sampleCount = getMaxUsableSampleCount();
		VulkanExampleBase::prepare();
		loadAssets();
		setupVertexDescriptions();
		prepareUniformBuffers();
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSet();
		buildCommandBuffers();
		prepared = true;
	}
예제 #3
0
	void prepare()
	{
		VulkanExampleBase::prepare();
		generateQuad();
		setupVertexDescriptions();
		prepareUniformBuffers();
		prepareNoiseTexture(256, 256, 256);
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSet();
		buildCommandBuffers();
		prepared = true;
	}
예제 #4
0
	void prepare()
	{
		VulkanExampleBase::prepare();
		// Create a fence for synchronization
		VkFenceCreateInfo fenceCreateInfo = vkTools::initializers::fenceCreateInfo(VK_FLAGS_NONE);
		vkCreateFence(device, &fenceCreateInfo, NULL, &renderFence);
		loadMeshes();
		setupVertexDescriptions();
		setupPipelineLayout();
		preparePipelines();
		prepareMultiThreadedRenderer();
		updateMatrices();
		prepared = true;
	}
예제 #5
0
	void prepare()
	{
		VulkanExampleBase::prepare();
		loadMeshes();
		setupVertexDescriptions();
		prepareUniformBuffers();
		loadTexture(
			"./../data/textures/cubemap_yokohama.ktx",
			VK_FORMAT_BC3_UNORM_BLOCK,
			false);
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSets();
		buildCommandBuffers();
		prepared = true;
	}
예제 #6
0
			VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
			VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
	}

	void prepare()
	{
		VulkanExampleBase::prepare();
		generateQuad();
		loadMeshes();
		setupVertexDescriptions();
		prepareUniformBuffers();
		prepareTextureTarget(TEX_DIM, TEX_DIM, DEPTH_FORMAT);
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSets();
		prepareOffscreenFramebuffer();
예제 #7
0
	void prepare()
	{
		// Check if device supports tessellation shaders
		if (!deviceFeatures.tessellationShader)
		{
			vkTools::exitFatal("Selected GPU does not support tessellation shaders!", "Feature not supported");
		}

		VulkanExampleBase::prepare();
		loadTextures();
		loadMeshes();
		setupVertexDescriptions();
		prepareUniformBuffers();
		setupDescriptorSetLayout();
		preparePipelines();
		setupDescriptorPool();
		setupDescriptorSet();
		buildCommandBuffers(); 
		prepared = true;
	}