增加新的随机数shader以及hq纹理过滤shader(实质效果更烂)

This commit is contained in:
hyzboy 2019-08-01 15:37:44 +08:00
parent e39ccb709a
commit e116015d8a
12 changed files with 322 additions and 14 deletions

View File

@ -10,17 +10,18 @@ endmacro()
CreateProject(00.triangle main.cpp)
CreateProject(01.indices_rect indices_rect.cpp)
CreateProject(02.texture_rect texture_rect.cpp TGATexture.cpp)
CreateProject(03.Geometry2D Geometry2D.cpp)
CreateProject(04.Geometry3D Geometry3D.cpp)
CreateProject(05.SceneTree SceneTree.cpp)
CreateProject(03.HQFilterTexture HQFilterTexture.cpp TGATexture.cpp)
CreateProject(04.Geometry2D Geometry2D.cpp)
CreateProject(05.Geometry3D Geometry3D.cpp)
CreateProject(06.SceneTree SceneTree.cpp)
CreateProject(06.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
target_link_libraries(06.LoadModel assimp)
CreateProject(07.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
target_link_libraries(07.LoadModel assimp)
CreateProject(07.InlineGeometryScene InlineGeometryScene.cpp)
CreateProject(08.InlineGeometryScene InlineGeometryScene.cpp)
CreateProject(08.Atomsphere Atomsphere.cpp)
CreateProject(09.Atomsphere Atomsphere.cpp)
CreateProject(09.Deferred Deferred.cpp TGATexture.cpp)
CreateProject(10.Deferred Deferred.cpp TGATexture.cpp)
CreateProject(10.TextureFormat TextureFormat.cpp TGATexture.cpp)
CreateProject(11.TextureFormat TextureFormat.cpp TGATexture.cpp)

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@ -48,7 +48,7 @@ private:
bool InitMaterial()
{
material=shader_manage->CreateMaterial(OS_TEXT("res/shader/OnlyPosition.vert.spv"),
OS_TEXT("res/shader/FlatColor.frag.spv"));
OS_TEXT("res/shader/drand48.frag.spv"));
if(!material)
return(false);
@ -161,7 +161,7 @@ public:
return(true);
}
void Resize(int w,int h)
void Resize(int w,int h) override
{
BuildCommandBuffer(&render_list);
}

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@ -0,0 +1,236 @@
// 3.HQFilterTexture
// 测试高质量纹理过滤函数
#include"VulkanAppFramework.h"
#include<hgl/graph/vulkan/VKTexture.h>
#include<hgl/graph/vulkan/VKSampler.h>
#include<hgl/math/Math.h>
using namespace hgl;
using namespace hgl::graph;
VK_NAMESPACE_BEGIN
Texture2D *LoadTGATexture(const OSString &filename,Device *device);
VK_NAMESPACE_END
constexpr uint32_t SCREEN_WIDTH=512;
constexpr uint32_t SCREEN_HEIGHT=512;
constexpr uint32_t VERTEX_COUNT=4;
constexpr float vertex_data[VERTEX_COUNT][2]=
{
{0,0},
{1,0},
{0,1},
{1,1}
};
constexpr float tex_coord_data[VERTEX_COUNT][2]=
{
{0,0},
{1,0},
{0,1},
{1,1}
};
constexpr uint32_t INDEX_COUNT=6;
constexpr uint16 index_data[INDEX_COUNT]=
{
0,1,3,
0,3,2
};
class TestApp:public VulkanApplicationFramework
{
private:
struct MPD
{
vulkan::Material * material =nullptr;
vulkan::Pipeline * pipeline =nullptr;
vulkan::DescriptorSets * descriptor_sets =nullptr;
vulkan::Renderable * render_obj =nullptr;
public:
~MPD()
{
delete material;
delete render_obj;
delete descriptor_sets;
delete pipeline;
}
}nearest,linear,nearest_hq,linear_hq;
vulkan::Texture2D * texture =nullptr;
vulkan::Sampler * sampler_linear =nullptr;
vulkan::Sampler * sampler_nearest =nullptr;
vulkan::VertexBuffer * vertex_buffer =nullptr;
vulkan::VertexBuffer * tex_coord_buffer =nullptr;
vulkan::IndexBuffer * index_buffer =nullptr;
SceneNode render_root;
RenderList render_list;
public:
~TestApp()
{
SAFE_CLEAR(index_buffer);
SAFE_CLEAR(tex_coord_buffer);
SAFE_CLEAR(vertex_buffer);
SAFE_CLEAR(sampler_nearest);
SAFE_CLEAR(sampler_linear);
SAFE_CLEAR(texture);
}
private:
bool InitVBO()
{
vertex_buffer =device->CreateVBO(FMT_RG32F,VERTEX_COUNT,vertex_data);
if(!vertex_buffer)return(false);
tex_coord_buffer=device->CreateVBO(FMT_RG32F,VERTEX_COUNT,tex_coord_data);
if(!tex_coord_buffer)return(false);
index_buffer =device->CreateIBO16(INDEX_COUNT,index_data);
if(!index_buffer)return(false);
return(true);
}
vulkan::Sampler *InitSampler(VkFilter filter)
{
VkSamplerCreateInfo sampler_create_info;
sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
sampler_create_info.pNext = nullptr;
sampler_create_info.flags = 0;
sampler_create_info.magFilter = filter;
sampler_create_info.minFilter = filter;
sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler_create_info.mipLodBias = 0.0f;
sampler_create_info.anisotropyEnable = false;
sampler_create_info.maxAnisotropy = 0;
sampler_create_info.compareEnable = false;
sampler_create_info.compareOp = VK_COMPARE_OP_NEVER;
sampler_create_info.minLod = 0.0f;
sampler_create_info.maxLod = 1.0f;
sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
sampler_create_info.unnormalizedCoordinates = false;
return device->CreateSampler(&sampler_create_info);
}
bool InitTexture()
{
texture=vulkan::LoadTGATexture(OS_TEXT("res/image/Gear.tga"),device);
return texture;
}
bool InitMaterial(struct MPD *mpd,vulkan::Sampler *sampler,const OSString &fragment_shader)
{
mpd->material=shader_manage->CreateMaterial(OS_TEXT("res/shader/Texture2D.vert.spv"),
OS_TEXT("res/shader/")+fragment_shader+OS_TEXT(".frag.spv"));
if(!mpd->material)
return(false);
mpd->descriptor_sets=mpd->material->CreateDescriptorSets();
mpd->descriptor_sets->BindSampler(mpd->material->GetSampler("tex"),texture,sampler);
mpd->descriptor_sets->Update();
mpd->render_obj=mpd->material->CreateRenderable(VERTEX_COUNT);
mpd->render_obj->Set("Vertex",vertex_buffer);
mpd->render_obj->Set("TexCoord",tex_coord_buffer);
mpd->render_obj->Set(index_buffer);
AutoDelete<vulkan::PipelineCreater>
pipeline_creater=new vulkan::PipelineCreater(device,mpd->material,sc_render_target);
pipeline_creater->CloseCullFace();
pipeline_creater->Set(PRIM_TRIANGLES);
mpd->pipeline=pipeline_creater->Create();
return mpd->pipeline;
}
bool Add(struct MPD *mpd,const Matrix4f &offset)
{
RenderableInstance *ri=db->CreateRenderableInstance(mpd->pipeline,mpd->descriptor_sets,mpd->render_obj);
if(!ri)return(false);
render_root.Add(ri,offset);
return(true);
}
bool InitScene()
{
Add(&nearest, translate(-1,-1,0));
Add(&linear, translate( 0,-1,0));
Add(&nearest_hq,translate(-1, 0,0));
Add(&linear_hq, translate( 0, 0,0));
render_root.RefreshMatrix();
render_root.ExpendToList(&render_list);
BuildCommandBuffer(&render_list);
return(true);
}
public:
bool Init()
{
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
if(!InitVBO())
return(false);
sampler_nearest=InitSampler(VK_FILTER_NEAREST);
sampler_linear=InitSampler(VK_FILTER_LINEAR);
if(!InitTexture())
return(false);
if(!InitMaterial(&nearest, sampler_nearest ,OS_TEXT("FlatTexture")))return(false);
if(!InitMaterial(&linear, sampler_linear ,OS_TEXT("FlatTexture")))return(false);
if(!InitMaterial(&nearest_hq, sampler_nearest ,OS_TEXT("hqfilter")))return(false);
if(!InitMaterial(&linear_hq, sampler_linear ,OS_TEXT("hqfilter")))return(false);
if(!InitScene())
return(false);
return(true);
}
void Resize(int w,int h) override
{
BuildCommandBuffer(&render_list);
}
};//class TestApp:public VulkanApplicationFramework
int main(int,char **)
{
#ifdef _DEBUG
if(!vulkan::CheckStrideBytesByFormat())
return 0xff;
#endif//
TestApp app;
if(!app.Init())
return(-1);
while(app.Run());
return 0;
}

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@ -117,7 +117,7 @@ private:
sampler=device->CreateSampler(&sampler_create_info);
descriptor_sets->BindSampler(material->GetSampler("texture_lena"),texture,sampler);
descriptor_sets->BindSampler(material->GetSampler("tex"),texture,sampler);
descriptor_sets->BindUBO(material->GetUBO("world"),ubo_mvp);
descriptor_sets->Update();

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res/image/Yong.tga Normal file

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res/image/flat_normal.tga Normal file

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@ -1,11 +1,11 @@
#version 450 core
layout(binding = 2) uniform sampler2D texture_lena;
layout(binding = 2) uniform sampler2D tex;
layout(location = 0) in vec2 FragmentTexCoord;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor=texture(texture_lena,FragmentTexCoord);
FragColor=texture(tex,FragmentTexCoord);
}

16
res/shader/Texture2D.vert Normal file
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@ -0,0 +1,16 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 FragmentTexCoord;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world;
FragmentTexCoord=TexCoord;
}

16
res/shader/drand48.frag Normal file
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@ -0,0 +1,16 @@
#version 450 core
layout(location = 0) out vec4 FragColor;
/* returns a varying number between 0 and 1 */
float drand48(vec2 co)
{
return 2 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453) - 1;
}
void main()
{
float gray=drand48(gl_FragCoord.xy);
FragColor=vec4(vec3(gray),1.0);
}

34
res/shader/hqfilter.frag Normal file
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@ -0,0 +1,34 @@
#version 450 core
layout(binding = 2) uniform sampler2D tex;
layout(location = 0) in vec2 FragmentTexCoord;
layout(location = 0) out vec4 FragColor;
vec4 hqfilter(sampler2D samp, vec2 tc)
{
// Get the size of the texture we'll be sampling from
vec2 texSize = textureSize(samp, 0);
// Scale our input texture coordinates up, move to center of texel
vec2 uvScaled = tc * texSize + 0.5;
// Find integer and fractional parts of texture coordinate
vec2 uvInt = floor(uvScaled);
vec2 uvFrac = fract(uvScaled);
// Replace fractional part of texture coordinate
uvFrac = smoothstep(0.0, 1.0, uvFrac);
// Reassemble texture coordinate, remove bias, and
// scale back to 0.0 - 1.0 ranage
vec2 uv = (uvInt + uvFrac - 0.5) / texSize;
// Regular texture lookup
return texture(samp, uv);
}
void main()
{
FragColor=hqfilter(tex,FragmentTexCoord);
}

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@ -23,3 +23,8 @@ glslangValidator -V -o gbuffer_composition.frag.spv gbuffer_composition.frag
glslangValidator -V -o gbuffer_debug.vert.spv gbuffer_debug.vert
glslangValidator -V -o gbuffer_debug.frag.spv gbuffer_debug.frag
glslangValidator -V -o drand48.frag.spv drand48.frag
glslangValidator -V -o Texture2D.vert.spv Texture2D.vert
glslangValidator -V -o hqfilter.frag.spv hqfilter.frag