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Commit d7f16966 authored by Sebastian Gaida's avatar Sebastian Gaida
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[#105] add projects for bindless textures and indirect draw

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1 merge request!88Resolve "Indirect Draw"
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......@@ -6,3 +6,5 @@ add_subdirectory(first_scene)
add_subdirectory(particle_simulation)
add_subdirectory(voxelization)
add_subdirectory(mesh_shader)
add_subdirectory(draw_indirect)
add_subdirectory(bindless_textures)
bindless_textures
\ No newline at end of file
cmake_minimum_required(VERSION 3.16)
project(bindless_textures)
# setting c++ standard for the project
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# this should fix the execution path to load local files from the project
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
# adding source files to the project
add_executable(bindless_textures src/main.cpp)
# this should fix the execution path to load local files from the project (for MSVC)
if(MSVC)
set_target_properties(bindless_textures PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
set_target_properties(bindless_textures PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
# in addition to setting the output directory, the working directory has to be set
# by default visual studio sets the working directory to the build directory, when using the debugger
set_target_properties(bindless_textures PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
endif()
# including headers of dependencies and the VkCV framework
target_include_directories(bindless_textures SYSTEM BEFORE PRIVATE ${vkcv_include} ${vkcv_includes} ${vkcv_asset_loader_include} ${vkcv_camera_include} ${vkcv_shader_compiler_include})
# linking with libraries from all dependencies and the VkCV framework
target_link_libraries(bindless_textures vkcv ${vkcv_libraries} vkcv_asset_loader ${vkcv_asset_loader_libraries} vkcv_camera vkcv_shader_compiler)
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projects/bindless_textures/resources/Szene/boards2_vcyc.jpg

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projects/bindless_textures/resources/Szene/boards2_vcyc_jpg.jpg

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projects/bindless_textures/resources/cube/boards2_vcyc_jpg.jpg

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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 passNormal;
layout(location = 1) in vec2 passUV;
layout(location = 0) out vec3 outColor;
layout(set=0, binding=0) uniform texture2D meshTexture;
layout(set=0, binding=1) uniform sampler textureSampler;
void main() {
outColor = texture(sampler2D(meshTexture, textureSampler), passUV).rgb;
}
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inUV;
layout(location = 0) out vec3 passNormal;
layout(location = 1) out vec2 passUV;
layout( push_constant ) uniform constants{
mat4 mvp;
};
void main() {
gl_Position = mvp * vec4(inPosition, 1.0);
passNormal = inNormal;
passUV = inUV;
}
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#include <iostream>
#include <vkcv/Core.hpp>
#include <GLFW/glfw3.h>
#include <vkcv/camera/CameraManager.hpp>
#include <chrono>
#include <vkcv/asset/asset_loader.hpp>
#include <vkcv/shader/GLSLCompiler.hpp>
int main(int argc, const char** argv) {
const char* applicationName = "First Mesh";
uint32_t windowWidth = 800;
uint32_t windowHeight = 600;
vkcv::Window window = vkcv::Window::create(
applicationName,
windowWidth,
windowHeight,
true
);
vkcv::Core core = vkcv::Core::create(
window,
applicationName,
VK_MAKE_VERSION(0, 0, 1),
{ vk::QueueFlagBits::eGraphics ,vk::QueueFlagBits::eCompute , vk::QueueFlagBits::eTransfer },
{},
{ "VK_KHR_swapchain" }
);
vkcv::asset::Scene mesh;
const char* path = argc > 1 ? argv[1] : "resources/cube/cube.gltf";
int result = vkcv::asset::loadScene(path, mesh);
if (result == 1) {
std::cout << "Mesh loading successful!" << std::endl;
} else {
std::cerr << "Mesh loading failed: " << result << std::endl;
return 1;
}
assert(!mesh.vertexGroups.empty());
auto vertexBuffer = core.createBuffer<uint8_t>(
vkcv::BufferType::VERTEX,
mesh.vertexGroups[0].vertexBuffer.data.size(),
vkcv::BufferMemoryType::DEVICE_LOCAL
);
vertexBuffer.fill(mesh.vertexGroups[0].vertexBuffer.data);
auto indexBuffer = core.createBuffer<uint8_t>(
vkcv::BufferType::INDEX,
mesh.vertexGroups[0].indexBuffer.data.size(),
vkcv::BufferMemoryType::DEVICE_LOCAL
);
indexBuffer.fill(mesh.vertexGroups[0].indexBuffer.data);
// an example attachment for passes that output to the window
const vkcv::AttachmentDescription present_color_attachment(
vkcv::AttachmentOperation::STORE,
vkcv::AttachmentOperation::CLEAR,
core.getSwapchain().getFormat()
);
const vkcv::AttachmentDescription depth_attachment(
vkcv::AttachmentOperation::STORE,
vkcv::AttachmentOperation::CLEAR,
vk::Format::eD32Sfloat
);
vkcv::PassConfig firstMeshPassDefinition({ present_color_attachment, depth_attachment });
vkcv::PassHandle firstMeshPass = core.createPass(firstMeshPassDefinition);
if (!firstMeshPass) {
std::cerr << "Error. Could not create renderpass. Exiting." << std::endl;
return EXIT_FAILURE;
}
vkcv::ShaderProgram firstMeshProgram;
vkcv::shader::GLSLCompiler compiler;
compiler.compile(vkcv::ShaderStage::VERTEX, std::filesystem::path("resources/shaders/shader.vert"),
[&firstMeshProgram](vkcv::ShaderStage shaderStage, const std::filesystem::path& path) {
firstMeshProgram.addShader(shaderStage, path);
});
compiler.compile(vkcv::ShaderStage::FRAGMENT, std::filesystem::path("resources/shaders/shader.frag"),
[&firstMeshProgram](vkcv::ShaderStage shaderStage, const std::filesystem::path& path) {
firstMeshProgram.addShader(shaderStage, path);
});
auto& attributes = mesh.vertexGroups[0].vertexBuffer.attributes;
std::sort(attributes.begin(), attributes.end(), [](const vkcv::asset::VertexAttribute& x, const vkcv::asset::VertexAttribute& y) {
return static_cast<uint32_t>(x.type) < static_cast<uint32_t>(y.type);
});
const std::vector<vkcv::VertexAttachment> vertexAttachments = firstMeshProgram.getVertexAttachments();
std::vector<vkcv::VertexBinding> bindings;
for (size_t i = 0; i < vertexAttachments.size(); i++) {
bindings.push_back(vkcv::VertexBinding(i, { vertexAttachments[i] }));
}
const vkcv::VertexLayout firstMeshLayout (bindings);
uint32_t setID = 0;
std::vector<vkcv::DescriptorBinding> descriptorBindings = { firstMeshProgram.getReflectedDescriptors()[setID] };
vkcv::DescriptorSetHandle descriptorSet = core.createDescriptorSet(descriptorBindings);
const vkcv::PipelineConfig firstMeshPipelineConfig {
firstMeshProgram,
UINT32_MAX,
UINT32_MAX,
firstMeshPass,
{firstMeshLayout},
{ core.getDescriptorSet(descriptorSet).layout },
true
};
vkcv::PipelineHandle firstMeshPipeline = core.createGraphicsPipeline(firstMeshPipelineConfig);
if (!firstMeshPipeline) {
std::cerr << "Error. Could not create graphics pipeline. Exiting." << std::endl;
return EXIT_FAILURE;
}
if (mesh.textures.empty()) {
std::cerr << "Error. No textures found. Exiting." << std::endl;
return EXIT_FAILURE;
}
vkcv::asset::Texture &tex = mesh.textures[0];
vkcv::Image texture = core.createImage(vk::Format::eR8G8B8A8Srgb, tex.w, tex.h);
texture.fill(tex.data.data());
texture.generateMipChainImmediate();
texture.switchLayout(vk::ImageLayout::eShaderReadOnlyOptimal);
vkcv::SamplerHandle sampler = core.createSampler(
vkcv::SamplerFilterType::LINEAR,
vkcv::SamplerFilterType::LINEAR,
vkcv::SamplerMipmapMode::LINEAR,
vkcv::SamplerAddressMode::REPEAT
);
const std::vector<vkcv::VertexBufferBinding> vertexBufferBindings = {
vkcv::VertexBufferBinding(static_cast<vk::DeviceSize>(attributes[0].offset), vertexBuffer.getVulkanHandle()),
vkcv::VertexBufferBinding(static_cast<vk::DeviceSize>(attributes[1].offset), vertexBuffer.getVulkanHandle()),
vkcv::VertexBufferBinding(static_cast<vk::DeviceSize>(attributes[2].offset), vertexBuffer.getVulkanHandle()) };
vkcv::DescriptorWrites setWrites;
setWrites.sampledImageWrites = { vkcv::SampledImageDescriptorWrite(0, texture.getHandle()) };
setWrites.samplerWrites = { vkcv::SamplerDescriptorWrite(1, sampler) };
core.writeDescriptorSet(descriptorSet, setWrites);
vkcv::ImageHandle depthBuffer = core.createImage(vk::Format::eD32Sfloat, windowWidth, windowHeight, 1, false).getHandle();
const vkcv::ImageHandle swapchainInput = vkcv::ImageHandle::createSwapchainImageHandle();
const vkcv::Mesh renderMesh(vertexBufferBindings, indexBuffer.getVulkanHandle(), mesh.vertexGroups[0].numIndices);
vkcv::DescriptorSetUsage descriptorUsage(0, core.getDescriptorSet(descriptorSet).vulkanHandle);
vkcv::DrawcallInfo drawcall(renderMesh, { descriptorUsage },1);
vkcv::camera::CameraManager cameraManager(window);
uint32_t camIndex0 = cameraManager.addCamera(vkcv::camera::ControllerType::PILOT);
uint32_t camIndex1 = cameraManager.addCamera(vkcv::camera::ControllerType::TRACKBALL);
cameraManager.getCamera(camIndex0).setPosition(glm::vec3(0, 0, -3));
auto start = std::chrono::system_clock::now();
while (window.isWindowOpen()) {
vkcv::Window::pollEvents();
if(window.getHeight() == 0 || window.getWidth() == 0)
continue;
uint32_t swapchainWidth, swapchainHeight;
if (!core.beginFrame(swapchainWidth, swapchainHeight)) {
continue;
}
if ((swapchainWidth != windowWidth) || ((swapchainHeight != windowHeight))) {
depthBuffer = core.createImage(vk::Format::eD32Sfloat, swapchainWidth, swapchainHeight).getHandle();
windowWidth = swapchainWidth;
windowHeight = swapchainHeight;
}
auto end = std::chrono::system_clock::now();
auto deltatime = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
start = end;
cameraManager.update(0.000001 * static_cast<double>(deltatime.count()));
glm::mat4 mvp = cameraManager.getActiveCamera().getMVP();
vkcv::PushConstants pushConstants (sizeof(glm::mat4));
pushConstants.appendDrawcall(mvp);
const std::vector<vkcv::ImageHandle> renderTargets = { swapchainInput, depthBuffer };
auto cmdStream = core.createCommandStream(vkcv::QueueType::Graphics);
core.recordDrawcallsToCmdStream(
cmdStream,
firstMeshPass,
firstMeshPipeline,
pushConstants,
{ drawcall },
renderTargets);
core.prepareSwapchainImageForPresent(cmdStream);
core.submitCommandStream(cmdStream);
core.endFrame();
}
return 0;
}
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