523 lines
23 KiB
C++
523 lines
23 KiB
C++
/* Copyright (c) 2019-2025, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*
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* Instanced mesh rendering, uses a separate vertex buffer for instanced data
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*/
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#include "instancing.h"
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#include "benchmark_mode/benchmark_mode.h"
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Instancing::Instancing()
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{
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title = "Instanced mesh rendering";
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}
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Instancing::~Instancing()
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{
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if (has_device())
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{
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vkDestroyPipeline(get_device().get_handle(), pipelines.instanced_rocks, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.planet, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.starfield, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
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vkDestroySampler(get_device().get_handle(), textures.rocks.sampler, nullptr);
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vkDestroySampler(get_device().get_handle(), textures.planet.sampler, nullptr);
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}
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}
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void Instancing::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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auto &requested_features = gpu.get_mutable_requested_features();
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// Enable anisotropic filtering if supported
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if (gpu.get_features().samplerAnisotropy)
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{
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requested_features.samplerAnisotropy = VK_TRUE;
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}
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// Enable texture compression
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if (gpu.get_features().textureCompressionBC)
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{
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requested_features.textureCompressionBC = VK_TRUE;
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}
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else if (gpu.get_features().textureCompressionASTC_LDR)
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{
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requested_features.textureCompressionASTC_LDR = VK_TRUE;
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}
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else if (gpu.get_features().textureCompressionETC2)
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{
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requested_features.textureCompressionETC2 = VK_TRUE;
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}
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};
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void Instancing::build_command_buffers()
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{
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VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
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VkClearValue clear_values[2];
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clear_values[0].color = {{0.0f, 0.0f, 0.033f, 0.0f}};
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clear_values[1].depthStencil = {0.0f, 0};
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = 2;
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render_pass_begin_info.pClearValues = clear_values;
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for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
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{
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// Set target frame buffer
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render_pass_begin_info.framebuffer = framebuffers[i];
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
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vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
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VkDeviceSize offsets[1] = {0};
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// Star field
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.planet, 0, NULL);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.starfield);
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vkCmdDraw(draw_cmd_buffers[i], 4, 1, 0, 0);
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// Planet
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auto &planet_vertex_buffer = models.planet->vertex_buffers.at("vertex_buffer");
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auto &planet_index_buffer = models.planet->index_buffer;
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.planet, 0, NULL);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.planet);
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, planet_vertex_buffer.get(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], planet_index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(draw_cmd_buffers[i], models.planet->vertex_indices, 1, 0, 0, 0);
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// Instanced rocks
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auto &rock_vertex_buffer = models.rock->vertex_buffers.at("vertex_buffer");
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auto &rock_index_buffer = models.rock->index_buffer;
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vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.instanced_rocks, 0, NULL);
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vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.instanced_rocks);
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// Binding point 0 : Mesh vertex buffer
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, rock_vertex_buffer.get(), offsets);
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// Binding point 1 : Instance data buffer
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vkCmdBindVertexBuffers(draw_cmd_buffers[i], 1, 1, &instance_buffer.buffer->get_handle(), offsets);
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vkCmdBindIndexBuffer(draw_cmd_buffers[i], rock_index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
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// Render instances
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vkCmdDrawIndexed(draw_cmd_buffers[i], models.rock->vertex_indices, INSTANCE_COUNT, 0, 0, 0);
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draw_ui(draw_cmd_buffers[i]);
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vkCmdEndRenderPass(draw_cmd_buffers[i]);
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
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}
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}
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void Instancing::load_assets()
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{
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models.rock = load_model("scenes/rock.gltf");
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models.planet = load_model("scenes/planet.gltf");
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// models.rock.loadFromFile(getAssetPath() + "scenes/rock.gltf", device.get(), queue);
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// models.planet.loadFromFile(getAssetPath() + "scenes/planet.gltf", device.get(), queue);
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textures.rocks = load_texture_array("textures/texturearray_rocks_color_rgba.ktx", vkb::sg::Image::Color);
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textures.planet = load_texture("textures/lavaplanet_color_rgba.ktx", vkb::sg::Image::Color);
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// textures.rocks.loadFromFile(getAssetPath() + "textures/texturearray_rocks_color_rgba.ktx", device.get(), queue);
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// textures.planet.loadFromFile(getAssetPath() + "textures/lavaplanet_color_rgba.ktx", device.get(), queue);
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}
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void Instancing::setup_descriptor_pool()
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{
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// Example uses one ubo
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std::vector<VkDescriptorPoolSize> pool_sizes =
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{
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2),
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};
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(
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vkb::to_u32(pool_sizes.size()),
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pool_sizes.data(),
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2);
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VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
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}
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void Instancing::setup_descriptor_set_layout()
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{
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader combined sampler
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1),
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};
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VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
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vkb::initializers::descriptor_set_layout_create_info(
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set_layout_bindings.data(),
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vkb::to_u32(set_layout_bindings.size()));
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout));
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VkPipelineLayoutCreateInfo pipeline_layout_create_info =
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vkb::initializers::pipeline_layout_create_info(
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&descriptor_set_layout,
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1);
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
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}
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void Instancing::setup_descriptor_set()
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{
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VkDescriptorSetAllocateInfo descriptor_set_alloc_info;
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std::vector<VkWriteDescriptorSet> write_descriptor_sets;
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descriptor_set_alloc_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layout, 1);
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// Instanced rocks
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VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffers.scene);
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VkDescriptorImageInfo image_descriptor = create_descriptor(textures.rocks);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_alloc_info, &descriptor_sets.instanced_rocks));
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write_descriptor_sets = {
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vkb::initializers::write_descriptor_set(descriptor_sets.instanced_rocks, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffer_descriptor), // Binding 0 : Vertex shader uniform buffer
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vkb::initializers::write_descriptor_set(descriptor_sets.instanced_rocks, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &image_descriptor) // Binding 1 : Color map
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};
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vkUpdateDescriptorSets(get_device().get_handle(), vkb::to_u32(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
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// Planet
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buffer_descriptor = create_descriptor(*uniform_buffers.scene);
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image_descriptor = create_descriptor(textures.planet);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_alloc_info, &descriptor_sets.planet));
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write_descriptor_sets = {
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vkb::initializers::write_descriptor_set(descriptor_sets.planet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &buffer_descriptor), // Binding 0 : Vertex shader uniform buffer
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vkb::initializers::write_descriptor_set(descriptor_sets.planet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &image_descriptor) // Binding 1 : Color map
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};
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vkUpdateDescriptorSets(get_device().get_handle(), vkb::to_u32(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
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}
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void Instancing::prepare_pipelines()
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{
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
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vkb::initializers::pipeline_input_assembly_state_create_info(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blend_attachment_state =
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vkb::initializers::pipeline_color_blend_attachment_state(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo color_blend_state =
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vkb::initializers::pipeline_color_blend_state_create_info(
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1,
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&blend_attachment_state);
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// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(
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VK_TRUE,
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VK_TRUE,
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VK_COMPARE_OP_GREATER);
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VkPipelineViewportStateCreateInfo viewport_state =
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vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamic_state_enables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(
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dynamic_state_enables.data(),
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vkb::to_u32(dynamic_state_enables.size()),
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0);
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
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VkGraphicsPipelineCreateInfo pipeline_create_info =
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vkb::initializers::pipeline_create_info(
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pipeline_layout,
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render_pass,
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0);
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pipeline_create_info.pInputAssemblyState = &input_assembly_state;
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pipeline_create_info.pRasterizationState = &rasterization_state;
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pipeline_create_info.pColorBlendState = &color_blend_state;
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pipeline_create_info.pMultisampleState = &multisample_state;
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pipeline_create_info.pViewportState = &viewport_state;
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pipeline_create_info.pDepthStencilState = &depth_stencil_state;
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pipeline_create_info.pDynamicState = &dynamic_state;
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pipeline_create_info.stageCount = vkb::to_u32(shader_stages.size());
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pipeline_create_info.pStages = shader_stages.data();
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// This example uses two different input states, one for the instanced part and one for non-instanced rendering
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VkPipelineVertexInputStateCreateInfo input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
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std::vector<VkVertexInputBindingDescription> binding_descriptions;
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std::vector<VkVertexInputAttributeDescription> attribute_descriptions;
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// Vertex input bindings
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// The instancing pipeline uses a vertex input state with two bindings
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binding_descriptions = {
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// Binding point 0: Mesh vertex layout description at per-vertex rate
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vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
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// Binding point 1: Instanced data at per-instance rate
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vkb::initializers::vertex_input_binding_description(1, sizeof(InstanceData), VK_VERTEX_INPUT_RATE_INSTANCE)};
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// Vertex attribute bindings
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// Note that the shader declaration for per-vertex and per-instance attributes is the same, the different input rates are only stored in the bindings:
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// instanced.vert:
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// layout (location = 0) in vec3 inPos; Per-Vertex
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// ...
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// layout (location = 4) in vec3 instancePos; Per-Instance
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attribute_descriptions = {
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// Per-vertex attributes
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// These are advanced for each vertex fetched by the vertex shader
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vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
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vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 6), // Location 2: Texture coordinates
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// Per-Instance attributes
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// These are fetched for each instance rendered
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vkb::initializers::vertex_input_attribute_description(1, 3, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 3: Position
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vkb::initializers::vertex_input_attribute_description(1, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 4: Rotation
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vkb::initializers::vertex_input_attribute_description(1, 5, VK_FORMAT_R32_SFLOAT, sizeof(float) * 6), // Location 5: Scale
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vkb::initializers::vertex_input_attribute_description(1, 6, VK_FORMAT_R32_SINT, sizeof(float) * 7), // Location 6: Texture array layer index
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};
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input_state.pVertexBindingDescriptions = binding_descriptions.data();
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input_state.pVertexAttributeDescriptions = attribute_descriptions.data();
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pipeline_create_info.pVertexInputState = &input_state;
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// Instancing pipeline
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shader_stages[0] = load_shader("instancing", "instancing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("instancing", "instancing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Use all input bindings and attribute descriptions
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input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(binding_descriptions.size());
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input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(attribute_descriptions.size());
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.instanced_rocks));
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// Planet rendering pipeline
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shader_stages[0] = load_shader("instancing", "planet.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("instancing", "planet.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Only use the non-instanced input bindings and attribute descriptions
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input_state.vertexBindingDescriptionCount = 1;
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input_state.vertexAttributeDescriptionCount = 3;
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.planet));
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// Star field pipeline
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rasterization_state.cullMode = VK_CULL_MODE_NONE;
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depth_stencil_state.depthWriteEnable = VK_FALSE;
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depth_stencil_state.depthTestEnable = VK_FALSE;
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shader_stages[0] = load_shader("instancing", "starfield.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("instancing", "starfield.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Vertices are generated in the vertex shader
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input_state.vertexBindingDescriptionCount = 0;
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input_state.vertexAttributeDescriptionCount = 0;
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.starfield));
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}
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void Instancing::prepare_instance_data()
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{
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std::vector<InstanceData> instance_data;
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instance_data.resize(INSTANCE_COUNT);
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std::default_random_engine rnd_generator(lock_simulation_speed ? 0 : static_cast<unsigned>(time(nullptr)));
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std::uniform_real_distribution<float> uniform_dist(0.0, 1.0);
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std::uniform_int_distribution<uint32_t> rnd_texture_index(0, textures.rocks.image->get_vk_image().get_array_layer_count());
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// Distribute rocks randomly on two different rings
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for (auto i = 0; i < INSTANCE_COUNT / 2; i++)
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{
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glm::vec2 ring0{7.0f, 11.0f};
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glm::vec2 ring1{14.0f, 18.0f};
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float rho, theta;
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// Inner ring
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rho = sqrt((pow(ring0[1], 2.0f) - pow(ring0[0], 2.0f)) * uniform_dist(rnd_generator) + pow(ring0[0], 2.0f));
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theta = 2.0f * glm::pi<float>() * uniform_dist(rnd_generator);
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instance_data[i].pos = glm::vec3(rho * cos(theta), uniform_dist(rnd_generator) * 0.5f - 0.25f, rho * sin(theta));
|
|
instance_data[i].rot = glm::vec3(glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator));
|
|
instance_data[i].scale = 1.5f + uniform_dist(rnd_generator) - uniform_dist(rnd_generator);
|
|
instance_data[i].texIndex = rnd_texture_index(rnd_generator);
|
|
instance_data[i].scale *= 0.75f;
|
|
|
|
// Outer ring
|
|
rho = sqrt((pow(ring1[1], 2.0f) - pow(ring1[0], 2.0f)) * uniform_dist(rnd_generator) + pow(ring1[0], 2.0f));
|
|
theta = 2.0f * glm::pi<float>() * uniform_dist(rnd_generator);
|
|
instance_data[static_cast<size_t>(i + INSTANCE_COUNT / 2)].pos = glm::vec3(rho * cos(theta), uniform_dist(rnd_generator) * 0.5f - 0.25f, rho * sin(theta));
|
|
instance_data[static_cast<size_t>(i + INSTANCE_COUNT / 2)].rot = glm::vec3(glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator), glm::pi<float>() * uniform_dist(rnd_generator));
|
|
instance_data[static_cast<size_t>(i + INSTANCE_COUNT / 2)].scale = 1.5f + uniform_dist(rnd_generator) - uniform_dist(rnd_generator);
|
|
instance_data[static_cast<size_t>(i + INSTANCE_COUNT / 2)].texIndex = rnd_texture_index(rnd_generator);
|
|
instance_data[static_cast<size_t>(i + INSTANCE_COUNT / 2)].scale *= 0.75f;
|
|
}
|
|
|
|
instance_buffer.size = instance_data.size() * sizeof(InstanceData);
|
|
|
|
// Staging
|
|
// Instanced data is static, copy to device local memory
|
|
// On devices with separate memory types for host visible and device local memory this will result in better performance
|
|
// On devices with unified memory types (DEVICE_LOCAL_BIT and HOST_VISIBLE_BIT supported at once) this isn't necessary and you could skip the staging
|
|
|
|
vkb::core::BufferC staging_buffer = vkb::core::BufferC::create_staging_buffer(get_device(), instance_data);
|
|
|
|
instance_buffer.buffer = std::make_unique<vkb::core::BufferC>(get_device(), instance_buffer.size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
|
|
|
|
// Copy to staging buffer
|
|
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
|
|
|
VkBufferCopy copy_region = {};
|
|
copy_region.size = instance_buffer.size;
|
|
vkCmdCopyBuffer(
|
|
copy_command,
|
|
staging_buffer.get_handle(),
|
|
instance_buffer.buffer->get_handle(),
|
|
1,
|
|
©_region);
|
|
|
|
get_device().flush_command_buffer(copy_command, queue, true);
|
|
|
|
instance_buffer.descriptor.range = instance_buffer.size;
|
|
instance_buffer.descriptor.buffer = instance_buffer.buffer->get_handle();
|
|
instance_buffer.descriptor.offset = 0;
|
|
}
|
|
|
|
void Instancing::prepare_uniform_buffers()
|
|
{
|
|
uniform_buffers.scene = std::make_unique<vkb::core::BufferC>(get_device(),
|
|
sizeof(ubo_vs),
|
|
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
VMA_MEMORY_USAGE_CPU_TO_GPU);
|
|
|
|
update_uniform_buffer(0.0f);
|
|
}
|
|
|
|
void Instancing::update_uniform_buffer(float delta_time)
|
|
{
|
|
ubo_vs.projection = camera.matrices.perspective;
|
|
ubo_vs.view = camera.matrices.view;
|
|
|
|
if (!paused)
|
|
{
|
|
ubo_vs.loc_speed += delta_time * 0.35f;
|
|
ubo_vs.glob_speed += delta_time * 0.01f;
|
|
}
|
|
|
|
uniform_buffers.scene->convert_and_update(ubo_vs);
|
|
}
|
|
|
|
void Instancing::draw()
|
|
{
|
|
ApiVulkanSample::prepare_frame();
|
|
|
|
// Command buffer to be submitted to the queue
|
|
submit_info.commandBufferCount = 1;
|
|
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
|
|
|
|
// Submit to queue
|
|
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
|
|
|
|
ApiVulkanSample::submit_frame();
|
|
}
|
|
|
|
bool Instancing::prepare(const vkb::ApplicationOptions &options)
|
|
{
|
|
if (!ApiVulkanSample::prepare(options))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Note: Using reversed depth-buffer for increased precision, so Znear and Zfar are flipped
|
|
camera.type = vkb::CameraType::LookAt;
|
|
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 256.0f, 0.1f);
|
|
camera.set_rotation(glm::vec3(-17.2f, -4.7f, 0.0f));
|
|
camera.set_translation(glm::vec3(5.5f, -1.85f, -18.5f));
|
|
|
|
load_assets();
|
|
prepare_instance_data();
|
|
prepare_uniform_buffers();
|
|
setup_descriptor_set_layout();
|
|
prepare_pipelines();
|
|
setup_descriptor_pool();
|
|
setup_descriptor_set();
|
|
build_command_buffers();
|
|
prepared = true;
|
|
return true;
|
|
}
|
|
|
|
void Instancing::render(float delta_time)
|
|
{
|
|
if (!prepared)
|
|
{
|
|
return;
|
|
}
|
|
draw();
|
|
if (!paused || camera.updated)
|
|
{
|
|
update_uniform_buffer(delta_time);
|
|
}
|
|
}
|
|
|
|
void Instancing::on_update_ui_overlay(vkb::Drawer &drawer)
|
|
{
|
|
if (drawer.header("Statistics"))
|
|
{
|
|
drawer.text("Instances: %d", INSTANCE_COUNT);
|
|
}
|
|
}
|
|
|
|
bool Instancing::resize(const uint32_t width, const uint32_t height)
|
|
{
|
|
ApiVulkanSample::resize(width, height);
|
|
rebuild_command_buffers();
|
|
return true;
|
|
}
|
|
|
|
std::unique_ptr<vkb::Application> create_instancing()
|
|
{
|
|
return std::make_unique<Instancing>();
|
|
}
|