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Move third party libraries to 3rdparty folder

This commit is contained in:
Joshua Goins 2018-11-05 10:26:54 -05:00
parent 2a1575c5cc
commit 886e488a26
9 changed files with 120 additions and 102 deletions

2
3rdparty/CMakeLists.txt vendored Normal file
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@ -0,0 +1,2 @@
add_subdirectory(nlohmann)
add_subdirectory(stb)

4
3rdparty/nlohmann/CMakeLists.txt vendored Normal file
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@ -0,0 +1,4 @@
add_library(nlohmann INTERFACE)
target_include_directories(nlohmann INTERFACE include)
add_library(nlohmann::json ALIAS nlohmann)

5
3rdparty/stb/CMakeLists.txt vendored Normal file
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@ -0,0 +1,5 @@
add_library(stb
src/stb.c)
target_include_directories(stb PUBLIC include)
add_library(stb::stb ALIAS stb)

2
3rdparty/stb/src/stb.c vendored Normal file
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@ -0,0 +1,2 @@
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

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@ -3,6 +3,8 @@ project(Graph)
list(APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
add_subdirectory(3rdparty)
include(cmake/BuildShaders.cmake)
include(cmake/CopyData.cmake)
@ -22,7 +24,13 @@ add_executable(Graph
src/worldpass.cpp
src/postpass.cpp
src/dofpass.cpp)
target_link_libraries(Graph PUBLIC SDL2::SDL2 SDL2::SDL2main Vulkan::Vulkan assimp::assimp)
target_link_libraries(Graph PUBLIC
SDL2::SDL2
SDL2::SDL2main
Vulkan::Vulkan
assimp::assimp
nlohmann::json
stb::stb)
target_include_directories(Graph PUBLIC include)
add_shaders(Graph

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@ -2,9 +2,7 @@
#include <array>
#include <glm/glm.hpp>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <stb_image.h>
#include "renderer.h"
@ -20,12 +18,12 @@ DoFPass::~DoFPass() {
vkDestroyImageView(renderer_.getDevice(), bokehImageView_, nullptr);
vkFreeMemory(renderer_.getDevice(), bokehMemory_, nullptr);
vkDestroyImage(renderer_.getDevice(), bokehImage_, nullptr);
vkDestroyPipeline(renderer_.getDevice(), pipeline_, nullptr);
vkDestroyPipelineLayout(renderer_.getDevice(), pipelineLayout_, nullptr);
vkDestroyDescriptorSetLayout(renderer_.getDevice(), setLayout_, nullptr);
vkDestroyRenderPass(renderer_.getDevice(), renderPass_, nullptr);
}
@ -34,17 +32,17 @@ void DoFPass::render(VkCommandBuffer commandBuffer, RenderTarget* target) {
viewport.width = target->extent.width / 2;
viewport.height = target->extent.height / 2;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent.width = target->extent.width / 2;
scissor.extent.height = target->extent.height / 2;
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
VkClearValue clearColor = {};
VkRenderPassBeginInfo renderPassBeginInfo = {};
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.framebuffer = target->farFieldFramebuffers[target->currentImage];
@ -53,41 +51,41 @@ void DoFPass::render(VkCommandBuffer commandBuffer, RenderTarget* target) {
renderPassBeginInfo.renderArea.extent.height = target->extent.height / 2;
renderPassBeginInfo.clearValueCount = 1;
renderPassBeginInfo.pClearValues = &clearColor;
// far field
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
glm::vec4 dpack;
dpack[0] = 0;
dpack[1] = 0.9581;
dpack[2] = target->extent.width / 2;
dpack[3] = target->extent.height / 2;
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &target->dofSets[target->currentImage], 0, nullptr);
vkCmdPushConstants(commandBuffer, pipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(glm::vec4), &dpack);
vkCmdDraw(commandBuffer, 3, (target->extent.width / 2) * (target->extent.height / 2), 0, 0);
vkCmdEndRenderPass(commandBuffer);
//near field
renderPassBeginInfo.framebuffer = target->nearFieldFramebuffers[target->currentImage];
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &target->dofSets[target->currentImage], 0, nullptr);
dpack[0] = 1;
dpack[1] = 0.9581;
vkCmdPushConstants(commandBuffer, pipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(glm::vec4), &dpack);
//FIXME: near field is bugged
//vkCmdDraw(commandBuffer, 3, (target->extent.width / 2) * (target->extent.height / 2), 0, 0);
vkCmdEndRenderPass(commandBuffer);
}
@ -96,42 +94,42 @@ void DoFPass::createDescriptorSet(RenderTarget* target) {
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = renderer_.getDescriptorPool();
allocInfo.descriptorSetCount = target->numImages;
// FIXME: lol what
auto layouts = new VkDescriptorSetLayout[target->numImages];
for(uint32_t i = 0; i < target->numImages; i++)
layouts[i] = setLayout_;
allocInfo.pSetLayouts = layouts;
target->dofSets = new VkDescriptorSet[target->numImages];
vkAllocateDescriptorSets(renderer_.getDevice(), &allocInfo, target->dofSets);
delete[] layouts;
for(uint32_t i = 0; i < target->numImages; i++) {
VkDescriptorImageInfo bokehImageInfo = {};
bokehImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
bokehImageInfo.imageView = bokehImageView_;
bokehImageInfo.sampler = bokehSampler_;
VkDescriptorImageInfo sceneImageInfo = {};
sceneImageInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
sceneImageInfo.imageView = target->offscreenColorImageViews[i];
sceneImageInfo.sampler = bokehSampler_;
VkDescriptorImageInfo depthImageInfo = {};
depthImageInfo.imageLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;;
depthImageInfo.imageView = target->offscreenDepthImageViews[i];
depthImageInfo.sampler = bokehSampler_;
VkWriteDescriptorSet bokehDescriptorWrite = {};
bokehDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
bokehDescriptorWrite.descriptorCount = 1;
bokehDescriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bokehDescriptorWrite.dstSet = target->dofSets[i];
bokehDescriptorWrite.pImageInfo = &bokehImageInfo;
VkWriteDescriptorSet sceneDescriptorWrite = {};
sceneDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
sceneDescriptorWrite.descriptorCount = 1;
@ -139,7 +137,7 @@ void DoFPass::createDescriptorSet(RenderTarget* target) {
sceneDescriptorWrite.dstBinding = 1;
sceneDescriptorWrite.dstSet = target->dofSets[i];
sceneDescriptorWrite.pImageInfo = &sceneImageInfo;
VkWriteDescriptorSet depthDescriptorWrite = {};
depthDescriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
depthDescriptorWrite.descriptorCount = 1;
@ -147,13 +145,13 @@ void DoFPass::createDescriptorSet(RenderTarget* target) {
depthDescriptorWrite.dstBinding = 2;
depthDescriptorWrite.dstSet = target->dofSets[i];
depthDescriptorWrite.pImageInfo = &depthImageInfo;
const std::array<VkWriteDescriptorSet, 3> descriptorWrites = {
bokehDescriptorWrite,
sceneDescriptorWrite,
depthDescriptorWrite
};
vkUpdateDescriptorSets(renderer_.getDevice(), descriptorWrites.size(), descriptorWrites.data(), 0, nullptr);
}
}
@ -168,10 +166,10 @@ void DoFPass::createRenderPass() {
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorAttachmentRef = {};
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
@ -183,7 +181,7 @@ void DoFPass::createRenderPass() {
renderPassInfo.pAttachments = &colorAttachment;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
vkCreateRenderPass(renderer_.getDevice(), &renderPassInfo, nullptr, &renderPass_);
}
@ -192,74 +190,74 @@ void DoFPass::createDescriptorSetLayout() {
bokehSamplerBinding.descriptorCount = 1;
bokehSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bokehSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding sceneSamplerBinding = {};
sceneSamplerBinding.binding = 1;
sceneSamplerBinding.descriptorCount = 1;
sceneSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
sceneSamplerBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutBinding depthSamplerBinding = {};
depthSamplerBinding.binding = 2;
depthSamplerBinding.descriptorCount = 1;
depthSamplerBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
depthSamplerBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
const std::array<VkDescriptorSetLayoutBinding, 3> bindings = {
bokehSamplerBinding,
sceneSamplerBinding,
depthSamplerBinding
};
VkDescriptorSetLayoutCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
createInfo.bindingCount = bindings.size();
createInfo.pBindings = bindings.data();
vkCreateDescriptorSetLayout(renderer_.getDevice(), &createInfo, nullptr, &setLayout_);
}
void DoFPass::createPipeline() {
VkShaderModule vertShaderModule = renderer_.createShader("shaders/gfield.vert.spv");
VkShaderModule fragShaderModule = renderer_.createShader("shaders/gfield.frag.spv");
VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vertShaderModule;
vertShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = fragShaderModule;
fragShaderStageInfo.pName = "main";
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertShaderStageInfo, fragShaderStageInfo};
VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_FRONT_BIT;
rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
VkPipelineMultisampleStateCreateInfo multisampling = {};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_TRUE;
@ -269,35 +267,35 @@ void DoFPass::createPipeline() {
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
VkPipelineColorBlendStateCreateInfo colorBlending = {};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
const std::array<VkDynamicState, 2> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState = {};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount = dynamicStates.size();
dynamicState.pDynamicStates = dynamicStates.data();
VkPushConstantRange pushConstant = {};
pushConstant.size = sizeof(glm::vec4);
pushConstant.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
pipelineLayoutInfo.pSetLayouts = &setLayout_;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstant;
vkCreatePipelineLayout(renderer_.getDevice(), &pipelineLayoutInfo, nullptr, &pipelineLayout_);
VkGraphicsPipelineCreateInfo pipelineInfo = {};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = shaderStages.size();
@ -311,9 +309,9 @@ void DoFPass::createPipeline() {
pipelineInfo.pDynamicState = &dynamicState;
pipelineInfo.layout = pipelineLayout_;
pipelineInfo.renderPass = renderPass_;
vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_);
vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr);
vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr);
}
@ -323,7 +321,7 @@ void DoFPass::createBokehImage() {
stbi_uc* pixels = stbi_load("data/bokeh.png", &width, &height, &channels, STBI_rgb_alpha);
if(pixels == nullptr)
return; // haha what
VkImageCreateInfo imageCreateInfo = {};
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
@ -338,61 +336,61 @@ void DoFPass::createBokehImage() {
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
vkCreateImage(renderer_.getDevice(), &imageCreateInfo, nullptr, &bokehImage_);
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(renderer_.getDevice(), bokehImage_, &memRequirements);
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = renderer_.findMemoryType(memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vkAllocateMemory(renderer_.getDevice(), &allocInfo, nullptr, &bokehMemory_);
vkBindImageMemory(renderer_.getDevice(), bokehImage_, bokehMemory_, 0);
VkBuffer stagingBuffer;
VkDeviceMemory stagingMemory;
VkBufferCreateInfo bufferInfo = {};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = width * height * 4;
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
vkCreateBuffer(renderer_.getDevice(), &bufferInfo, nullptr, &stagingBuffer);
vkGetBufferMemoryRequirements(renderer_.getDevice(), stagingBuffer, &memRequirements);
allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = renderer_.findMemoryType(memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
vkAllocateMemory(renderer_.getDevice(), &allocInfo, nullptr, &stagingMemory);
vkBindBufferMemory(renderer_.getDevice(), stagingBuffer, stagingMemory, 0);
void* data;
vkMapMemory(renderer_.getDevice(), stagingMemory, 0, width * height * 4, 0, &data);
memcpy(data, pixels, width * height * 4);
vkUnmapMemory(renderer_.getDevice(), stagingMemory);
stbi_image_free(pixels);
VkCommandBufferAllocateInfo bufferAllocateInfo = {};
bufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
bufferAllocateInfo.commandPool = renderer_.getCommandPool();
bufferAllocateInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer = nullptr;
vkAllocateCommandBuffers(renderer_.getDevice(), &bufferAllocateInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
// change layout to transfer dst
{
VkImageMemoryBarrier imageMemoryBarrier = {};
@ -403,7 +401,7 @@ void DoFPass::createBokehImage() {
imageMemoryBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageMemoryBarrier.subresourceRange.layerCount = 1;
imageMemoryBarrier.subresourceRange.levelCount = 1;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
@ -413,14 +411,14 @@ void DoFPass::createBokehImage() {
0, nullptr,
1, &imageMemoryBarrier);
}
VkBufferImageCopy region = {};
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = 1;
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(
commandBuffer,
stagingBuffer,
@ -429,7 +427,7 @@ void DoFPass::createBokehImage() {
1,
&region
);
// change layout to shader read only
{
VkImageMemoryBarrier imageMemoryBarrier = {};
@ -442,7 +440,7 @@ void DoFPass::createBokehImage() {
imageMemoryBarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageMemoryBarrier.subresourceRange.layerCount = 1;
imageMemoryBarrier.subresourceRange.levelCount = 1;
vkCmdPipelineBarrier(
commandBuffer,
VK_PIPELINE_STAGE_TRANSFER_BIT,
@ -452,30 +450,30 @@ void DoFPass::createBokehImage() {
0, nullptr,
1, &imageMemoryBarrier);
}
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
VkFenceCreateInfo fenceCreateInfo = {};
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
VkFence fence = nullptr;
vkCreateFence(renderer_.getDevice(), &fenceCreateInfo, nullptr, &fence);
vkQueueSubmit(renderer_.getGraphicsQueue(), 1, &submitInfo, fence);
vkWaitForFences(renderer_.getDevice(), 1, &fence, VK_TRUE, -1);
vkDestroyFence(renderer_.getDevice(), fence, nullptr);
vkFreeCommandBuffers(renderer_.getDevice(), renderer_.getCommandPool(), 1, &commandBuffer);
vkFreeMemory(renderer_.getDevice(), stagingMemory, nullptr);
vkDestroyBuffer(renderer_.getDevice(), stagingBuffer, nullptr);
VkImageViewCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = bokehImage_;
@ -484,9 +482,9 @@ void DoFPass::createBokehImage() {
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createInfo.subresourceRange.levelCount = 1;
createInfo.subresourceRange.layerCount = 1;
vkCreateImageView(renderer_.getDevice(), &createInfo, nullptr, &bokehImageView_);
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
@ -496,6 +494,6 @@ void DoFPass::createBokehImage() {
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkCreateSampler(renderer_.getDevice(), &samplerInfo, nullptr, &bokehSampler_);
}

View file

@ -3,7 +3,7 @@
#include <iostream>
#include <fstream>
#include <sstream>
#include <json.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
@ -15,7 +15,6 @@
#include "light.h"
#include "camera.h"
#include "cinematic.h"
#include "json.hpp"
SDL_Window* window = nullptr;
Renderer* renderer = nullptr;
@ -106,7 +105,7 @@ Mesh* loadMesh(const char* path) {
unsigned int indexOffset = 0;
for(unsigned mi = 0; mi < scene->mNumMeshes; mi++) {
aiMesh* m = scene->mMeshes[mi];
for(unsigned int i = 0; i < m->mNumVertices; i++) {
Vertex vertex;
vertex.position = glm::vec3(m->mVertices[i].x, m->mVertices[i].y, m->mVertices[i].z);
@ -120,7 +119,7 @@ Mesh* loadMesh(const char* path) {
for(unsigned int j = 0; j < face.mNumIndices; j++)
mesh->indices.push_back(indexOffset + face.mIndices[j]);
}
indexOffset += m->mNumVertices;
}