Add sky pass
This commit is contained in:
parent
9ca2e3073c
commit
af1b3b9845
8 changed files with 187 additions and 25 deletions
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@ -50,7 +50,8 @@ add_executable(Graph
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src/worldpass.cpp
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src/postpass.cpp
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src/dofpass.cpp
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src/imguipass.cpp)
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src/imguipass.cpp
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src/skypass.cpp)
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target_compile_options(Graph
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PUBLIC
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-fno-exceptions
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@ -78,7 +79,9 @@ add_shaders(Graph
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shaders/dof.vert
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shaders/dof.frag
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shaders/imgui.vert
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shaders/imgui.frag)
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shaders/imgui.frag
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shaders/sky.vert
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shaders/sky.frag)
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add_data(Graph
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data/suzanne.obj
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@ -6,6 +6,7 @@
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#include "postpass.h"
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#include "dofpass.h"
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#include "imguipass.h"
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#include "skypass.h"
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constexpr int numFrameResources = 2;
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@ -123,6 +124,10 @@ public:
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return materialSetLayout_;
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}
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WorldPass& getWorldPass() const {
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return *worldPass_;
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}
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private:
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void createInstance();
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#ifdef DEBUG
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@ -168,4 +173,5 @@ private:
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PostPass* postPass_ = nullptr;
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DoFPass* dofPass_ = nullptr;
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ImGuiPass* imguiPass_ = nullptr;
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SkyPass* skyPass_ = nullptr;
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};
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21
include/skypass.h
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21
include/skypass.h
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@ -0,0 +1,21 @@
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#pragma once
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#include <vulkan/vulkan.h>
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class Renderer;
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class SkyPass {
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public:
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SkyPass(Renderer& renderer);
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~SkyPass();
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void render(VkCommandBuffer commandBuffer);
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private:
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void createPipeline();
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VkPipeline pipeline_ = nullptr;
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VkPipelineLayout pipelineLayout_ = nullptr;
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Renderer& renderer_;
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};
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10
shaders/sky.frag
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10
shaders/sky.frag
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@ -0,0 +1,10 @@
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#version 460 core
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(0.1, 0.1, 0.8, 1.0);
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}
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10
shaders/sky.vert
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10
shaders/sky.vert
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@ -0,0 +1,10 @@
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#version 460 core
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layout(location = 0) out vec2 outUV;
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void main() {
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0 + -1.0, 1.0, 1.0);
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}
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@ -30,11 +30,13 @@ Renderer::Renderer() {
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postPass_ = new PostPass(*this);
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dofPass_ = new DoFPass(*this);
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imguiPass_ = new ImGuiPass(*this);
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skyPass_ = new SkyPass(*this);
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}
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Renderer::~Renderer() {
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vkDeviceWaitIdle(device_);
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delete skyPass_;
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delete imguiPass_;
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delete dofPass_;
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delete postPass_;
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@ -84,22 +86,39 @@ void Renderer::render(World& world, Camera& camera, RenderTarget* target) {
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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std::array<VkClearValue, 2> clearColor = {};
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clearColor[1].depthStencil.depth = 1.0f;
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VkRenderPassBeginInfo renderPassBeginInfo = {};
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renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderPassBeginInfo.framebuffer = target->offscreenFramebuffers[target->currentResource];
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renderPassBeginInfo.renderPass = worldPass_->getRenderPass();
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renderPassBeginInfo.renderArea.extent = target->extent;
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renderPassBeginInfo.clearValueCount = clearColor.size();
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renderPassBeginInfo.pClearValues = clearColor.data();
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vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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worldPass_->render(commandBuffer, world, camera, target);
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skyPass_->render(commandBuffer);
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vkCmdEndRenderPass(commandBuffer);
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dofPass_->render(commandBuffer, camera, target);
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// reset after dof pass
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vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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VkClearValue clearColor = {};
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clearColor = {};
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VkRenderPassBeginInfo renderPassBeginInfo = {};
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renderPassBeginInfo = {};
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renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderPassBeginInfo.framebuffer = target->swapchainFramebuffers[target->currentResource];
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renderPassBeginInfo.renderPass = presentationRenderPass_;
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renderPassBeginInfo.renderArea.extent = target->extent;
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renderPassBeginInfo.clearValueCount = 1;
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renderPassBeginInfo.pClearValues = &clearColor;
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renderPassBeginInfo.pClearValues = &clearColor[0];
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vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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108
src/skypass.cpp
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108
src/skypass.cpp
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@ -0,0 +1,108 @@
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#include "skypass.h"
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#include "renderer.h"
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SkyPass::SkyPass(Renderer& renderer) : renderer_(renderer) {
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createPipeline();
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}
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SkyPass::~SkyPass() {
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vkDestroyPipeline(renderer_.getDevice(), pipeline_, nullptr);
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vkDestroyPipelineLayout(renderer_.getDevice(), pipelineLayout_, nullptr);
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}
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void SkyPass::render(VkCommandBuffer commandBuffer) {
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
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vkCmdDraw(commandBuffer, 3, 1, 0, 0);
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}
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void SkyPass::createPipeline() {
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VkShaderModule vertShaderModule = renderer_.createShader("shaders/sky.vert.spv");
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VkShaderModule fragShaderModule = renderer_.createShader("shaders/sky.frag.spv");
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VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertShaderStageInfo, fragShaderStageInfo};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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VkPipelineViewportStateCreateInfo viewportState = {};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.scissorCount = 1;
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VkPipelineRasterizationStateCreateInfo rasterizer = {};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.cullMode = VK_CULL_MODE_NONE;
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rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterizer.lineWidth = 1.0f;
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VkPipelineMultisampleStateCreateInfo multisampling = {};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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VkPipelineColorBlendStateCreateInfo colorBlending = {};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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VkPipelineDepthStencilStateCreateInfo depthState = {};
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depthState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthState.depthTestEnable = VK_TRUE;
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depthState.depthWriteEnable = VK_FALSE;
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depthState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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const std::array<VkDynamicState, 2> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState = {};
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dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicState.dynamicStateCount = dynamicStates.size();
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dynamicState.pDynamicStates = dynamicStates.data();
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VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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vkCreatePipelineLayout(renderer_.getDevice(), &pipelineLayoutInfo, nullptr, &pipelineLayout_);
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VkGraphicsPipelineCreateInfo pipelineInfo = {};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = shaderStages.size();
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pipelineInfo.pStages = shaderStages.data();
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDepthStencilState = &depthState;
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pipelineInfo.pDynamicState = &dynamicState;
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pipelineInfo.layout = pipelineLayout_;
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pipelineInfo.renderPass = renderer_.getWorldPass().getRenderPass();
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vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_);
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vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr);
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vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr);
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}
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@ -49,19 +49,6 @@ void WorldPass::render(VkCommandBuffer commandBuffer, World& world, Camera& came
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vkUnmapMemory(renderer_.getDevice(), lightMemory_);
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std::array<VkClearValue, 2> clearColor = {};
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clearColor[1].depthStencil.depth = 1.0f;
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VkRenderPassBeginInfo renderPassBeginInfo = {};
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renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderPassBeginInfo.framebuffer = target->offscreenFramebuffers[target->currentResource];
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renderPassBeginInfo.renderPass = renderPass_;
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renderPassBeginInfo.renderArea.extent = target->extent;
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renderPassBeginInfo.clearValueCount = clearColor.size();
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renderPassBeginInfo.pClearValues = clearColor.data();
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vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout_, 0, 1, &descriptorSet_, 0, nullptr);
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@ -81,8 +68,6 @@ void WorldPass::render(VkCommandBuffer commandBuffer, World& world, Camera& came
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vkCmdDrawIndexed(commandBuffer, mesh->indices.size(), 1, 0, 0, 0);
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}
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vkCmdEndRenderPass(commandBuffer);
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}
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void WorldPass::createRenderPass() {
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@ -238,17 +223,17 @@ void WorldPass::createPipeline() {
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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VkPipelineColorBlendStateCreateInfo colorBlending = {};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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VkPipelineDepthStencilStateCreateInfo depthState = {};
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depthState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthState.depthTestEnable = VK_TRUE;
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depthState.depthWriteEnable = VK_TRUE;
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depthState.depthCompareOp = VK_COMPARE_OP_LESS;
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VkPipelineColorBlendStateCreateInfo colorBlending = {};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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const std::array<VkDynamicState, 2> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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