Next part of the tutorial where we have a couple compute shaders controlled by ImGUI.
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7 changed files with 219 additions and 21 deletions
2
Makefile
2
Makefile
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@ -11,6 +11,8 @@ endif
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shaders:
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glslangValidator -V gradient.comp -o gradient.comp.spv
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glslangValidator -V sky.comp -o sky.comp.spv
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glslangValidator -V gradient_color.comp -o gradient_color.comp.spv
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%.cpp : %.rl
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ragel -I $(ROOT_DIR) -G1 -o $@ $<
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31
gradient_color.comp
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31
gradient_color.comp
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@ -0,0 +1,31 @@
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#version 460
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layout (local_size_x = 16, local_size_y = 16) in;
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layout(rgba16f,set = 0, binding = 0) uniform image2D image;
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//push constants block
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layout( push_constant ) uniform constants
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{
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vec4 data1;
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vec4 data2;
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vec4 data3;
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vec4 data4;
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} PushConstants;
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void main()
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{
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ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 size = imageSize(image);
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vec4 topColor = PushConstants.data1;
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vec4 bottomColor = PushConstants.data2;
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if(texelCoord.x < size.x && texelCoord.y < size.y)
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{
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float blend = float(texelCoord.y)/(size.y);
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imageStore(image, texelCoord, mix(topColor,bottomColor, blend));
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}
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}
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BIN
gradient_color.comp.spv
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BIN
gradient_color.comp.spv
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Binary file not shown.
92
sky.comp
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92
sky.comp
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@ -0,0 +1,92 @@
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#version 450
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layout (local_size_x = 16, local_size_y = 16) in;
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layout(rgba8,set = 0, binding = 0) uniform image2D image;
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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//push constants block
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layout( push_constant ) uniform constants
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{
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vec4 data1;
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vec4 data2;
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vec4 data3;
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vec4 data4;
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} PushConstants;
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// Return random noise in the range [0.0, 1.0], as a function of x.
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float Noise2d( in vec2 x )
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{
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float xhash = cos( x.x * 37.0 );
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float yhash = cos( x.y * 57.0 );
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return fract( 415.92653 * ( xhash + yhash ) );
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}
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// Convert Noise2d() into a "star field" by stomping everthing below fThreshhold to zero.
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float NoisyStarField( in vec2 vSamplePos, float fThreshhold )
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{
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float StarVal = Noise2d( vSamplePos );
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if ( StarVal >= fThreshhold )
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StarVal = pow( (StarVal - fThreshhold)/(1.0 - fThreshhold), 6.0 );
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else
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StarVal = 0.0;
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return StarVal;
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}
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// Stabilize NoisyStarField() by only sampling at integer values.
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float StableStarField( in vec2 vSamplePos, float fThreshhold )
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{
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// Linear interpolation between four samples.
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// Note: This approach has some visual artifacts.
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// There must be a better way to "anti alias" the star field.
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float fractX = fract( vSamplePos.x );
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float fractY = fract( vSamplePos.y );
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vec2 floorSample = floor( vSamplePos );
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float v1 = NoisyStarField( floorSample, fThreshhold );
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float v2 = NoisyStarField( floorSample + vec2( 0.0, 1.0 ), fThreshhold );
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float v3 = NoisyStarField( floorSample + vec2( 1.0, 0.0 ), fThreshhold );
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float v4 = NoisyStarField( floorSample + vec2( 1.0, 1.0 ), fThreshhold );
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float StarVal = v1 * ( 1.0 - fractX ) * ( 1.0 - fractY )
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+ v2 * ( 1.0 - fractX ) * fractY
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+ v3 * fractX * ( 1.0 - fractY )
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+ v4 * fractX * fractY;
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return StarVal;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 iResolution = imageSize(image);
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// Sky Background Color
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//vec3 vColor = vec3( 0.1, 0.2, 0.4 ) * fragCoord.y / iResolution.y;
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vec3 vColor = PushConstants.data1.xyz * fragCoord.y / iResolution.y;
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// Note: Choose fThreshhold in the range [0.99, 0.9999].
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// Higher values (i.e., closer to one) yield a sparser starfield.
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float StarFieldThreshhold = PushConstants.data1.w;//0.97;
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// Stars with a slow crawl.
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float xRate = 0.2;
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float yRate = -0.06;
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vec2 vSamplePos = fragCoord.xy + vec2( xRate * float( 1 ), yRate * float( 1 ) );
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float StarVal = StableStarField( vSamplePos, StarFieldThreshhold );
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vColor += vec3( StarVal );
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fragColor = vec4(vColor, 1.0);
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}
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void main()
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{
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vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
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ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 size = imageSize(image);
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if(texelCoord.x < size.x && texelCoord.y < size.y)
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{
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vec4 color;
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mainImage(color,texelCoord);
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imageStore(image, texelCoord, color);
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}
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}
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BIN
sky.comp.spv
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BIN
sky.comp.spv
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Binary file not shown.
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@ -19,7 +19,7 @@
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#define VMA_IMPLEMENTATION
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#include "vk_mem_alloc.h"
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constexpr bool bUseValidationLayers = false;
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constexpr bool bUseValidationLayers = true;
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VulkanEngine* loadedEngine = nullptr;
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@ -202,17 +202,35 @@ void VulkanEngine::run()
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continue;
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}
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow();
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ImGui::Render();
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render_imgui();
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draw();
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}
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}
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void VulkanEngine::render_imgui() {
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ImGui_ImplVulkan_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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if (ImGui::Begin("background")) {
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ComputeEffect& selected = backgroundEffects[currentBackgroundEffect];
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ImGui::Text("Selected effect: %s", selected.name);
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ImGui::SliderInt("Effect Index", ¤tBackgroundEffect,0, backgroundEffects.size() - 1);
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ImGui::InputFloat4("data1",(float*)& selected.data.data1);
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ImGui::InputFloat4("data2",(float*)& selected.data.data2);
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ImGui::InputFloat4("data3",(float*)& selected.data.data3);
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ImGui::InputFloat4("data4",(float*)& selected.data.data4);
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}
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ImGui::End();
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ImGui::Render();
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}
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void VulkanEngine::init_vulkan() {
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vkb::InstanceBuilder builder;
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@ -394,13 +412,14 @@ void VulkanEngine::init_sync_structures() {
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void VulkanEngine::draw_background(VkCommandBuffer cmd)
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{
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// bind the gradient drawing compute pipeline
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, _gradientPipeline);
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ComputeEffect &effect = backgroundEffects[currentBackgroundEffect];
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, effect.pipeline);
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// bind the descriptor set containing the draw image for the compute pipeline
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, _gradientPipelineLayout, 0, 1, &_drawImageDescriptors, 0, nullptr);
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// execute the compute pipeline dispatch. We are using 16x16 workgroup size so we need to divide by it
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vkCmdPushConstants(cmd, _gradientPipelineLayout, VK_SHADER_STAGE_COMPUTE_BIT, 0, sizeof(ComputePushConstants), &effect.data);
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vkCmdDispatch(cmd, std::ceil(_drawExtent.width / 16.0), std::ceil(_drawExtent.height / 16.0), 1);
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}
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@ -461,19 +480,28 @@ void VulkanEngine::init_background_pipelines()
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computeLayout.pSetLayouts = &_drawImageDescriptorLayout;
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computeLayout.setLayoutCount = 1;
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VkPushConstantRange pushConstant{};
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pushConstant.offset = 0;
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pushConstant.size = sizeof(ComputePushConstants) ;
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pushConstant.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT;
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computeLayout.pPushConstantRanges = &pushConstant;
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computeLayout.pushConstantRangeCount = 1;
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VK_CHECK(vkCreatePipelineLayout(_device, &computeLayout, nullptr, &_gradientPipelineLayout));
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VkShaderModule computeDrawShader;
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VkShaderModule gradientShader;
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bool good = vkutil::load_shader_module("gradient_color.comp.spv", _device, &gradientShader);
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assert(good && "failed to load gradient_color.comp.spv");
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if(!vkutil::load_shader_module("gradient.comp.spv", _device, &computeDrawShader)) {
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std::println("Error when building compute shader");
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}
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VkShaderModule skyShader;
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good = vkutil::load_shader_module("sky.comp.spv", _device, &skyShader);
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VkPipelineShaderStageCreateInfo stageinfo{};
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stageinfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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stageinfo.pNext = nullptr;
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stageinfo.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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stageinfo.module = computeDrawShader;
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stageinfo.module = gradientShader;
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stageinfo.pName = "main";
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VkComputePipelineCreateInfo computePipelineCreateInfo{};
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@ -482,13 +510,37 @@ void VulkanEngine::init_background_pipelines()
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computePipelineCreateInfo.layout = _gradientPipelineLayout;
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computePipelineCreateInfo.stage = stageinfo;
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VK_CHECK(vkCreateComputePipelines(_device,VK_NULL_HANDLE,1, &computePipelineCreateInfo, nullptr, &_gradientPipeline));
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ComputeEffect gradient;
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gradient.layout = _gradientPipelineLayout;
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gradient.name = "gradient";
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gradient.data = {};
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gradient.data.data1 = glm::vec4(1, 0, 0, 1);
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gradient.data.data2 = glm::vec4(0, 0, 1, 1);
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vkDestroyShaderModule(_device, computeDrawShader, nullptr);
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VK_CHECK(vkCreateComputePipelines(_device, VK_NULL_HANDLE, 1, &computePipelineCreateInfo, nullptr, &gradient.pipeline));
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_mainDeletionQueue.push_function([&]() {
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// change the shader module only to create the sky
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computePipelineCreateInfo.stage.module = skyShader;
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ComputeEffect sky;
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sky.layout = _gradientPipelineLayout;
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sky.name = "sky";
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sky.data = {};
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// default sky
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sky.data.data1 = glm::vec4(0.1, 0.2, 0.4, 0.97);
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VK_CHECK(vkCreateComputePipelines(_device, VK_NULL_HANDLE, 1, &computePipelineCreateInfo, nullptr, &sky.pipeline));
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backgroundEffects.push_back(gradient);
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backgroundEffects.push_back(sky);
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vkDestroyShaderModule(_device, gradientShader, nullptr);
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vkDestroyShaderModule(_device, skyShader, nullptr);
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_mainDeletionQueue.push_function([=,this]() {
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vkDestroyPipelineLayout(_device, _gradientPipelineLayout, nullptr);
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vkDestroyPipeline(_device, _gradientPipeline, nullptr);
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vkDestroyPipeline(_device, sky.pipeline, nullptr);
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vkDestroyPipeline(_device, sky.pipeline, nullptr);
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});
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}
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21
vk_engine.h
21
vk_engine.h
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@ -6,6 +6,22 @@
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#include <vk_types.h>
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#include <vk_descriptors.h>
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struct ComputePushConstants {
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glm::vec4 data1;
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glm::vec4 data2;
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glm::vec4 data3;
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glm::vec4 data4;
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};
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struct ComputeEffect {
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const char *name;
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VkPipeline pipeline;
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VkPipelineLayout layout;
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ComputePushConstants data;
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};
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struct DeletionQueue {
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std::deque<std::function<void()>> deletors;
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@ -85,6 +101,10 @@ public:
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struct SDL_Window* _window{ nullptr };
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DeletionQueue _mainDeletionQueue;
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// imgui shader stuff
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std::vector<ComputeEffect> backgroundEffects;
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int currentBackgroundEffect{0};
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static VulkanEngine& Get();
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//initializes everything in the engine
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@ -115,4 +135,5 @@ private:
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void destroy_swapchain();
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void draw_background(VkCommandBuffer cmd);
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void draw_imgui(VkCommandBuffer cmd, VkImageView targetImageView);
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void render_imgui();
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};
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