增加新的随机数shader以及hq纹理过滤shader(实质效果更烂)
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e39ccb709a
commit
e116015d8a
@ -10,17 +10,18 @@ endmacro()
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CreateProject(00.triangle main.cpp)
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CreateProject(01.indices_rect indices_rect.cpp)
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CreateProject(02.texture_rect texture_rect.cpp TGATexture.cpp)
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CreateProject(03.Geometry2D Geometry2D.cpp)
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CreateProject(04.Geometry3D Geometry3D.cpp)
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CreateProject(05.SceneTree SceneTree.cpp)
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CreateProject(03.HQFilterTexture HQFilterTexture.cpp TGATexture.cpp)
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CreateProject(04.Geometry2D Geometry2D.cpp)
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CreateProject(05.Geometry3D Geometry3D.cpp)
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CreateProject(06.SceneTree SceneTree.cpp)
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CreateProject(06.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
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target_link_libraries(06.LoadModel assimp)
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CreateProject(07.LoadModel LoadModel.cpp TGATexture.cpp AssimpLoaderMesh.h AssimpLoaderMesh.cpp ViewModelFramework.h)
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target_link_libraries(07.LoadModel assimp)
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CreateProject(07.InlineGeometryScene InlineGeometryScene.cpp)
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CreateProject(08.InlineGeometryScene InlineGeometryScene.cpp)
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CreateProject(08.Atomsphere Atomsphere.cpp)
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CreateProject(09.Atomsphere Atomsphere.cpp)
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CreateProject(09.Deferred Deferred.cpp TGATexture.cpp)
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CreateProject(10.Deferred Deferred.cpp TGATexture.cpp)
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CreateProject(10.TextureFormat TextureFormat.cpp TGATexture.cpp)
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CreateProject(11.TextureFormat TextureFormat.cpp TGATexture.cpp)
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@ -48,7 +48,7 @@ private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("res/shader/OnlyPosition.vert.spv"),
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OS_TEXT("res/shader/FlatColor.frag.spv"));
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OS_TEXT("res/shader/drand48.frag.spv"));
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if(!material)
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return(false);
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@ -161,7 +161,7 @@ public:
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return(true);
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}
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void Resize(int w,int h)
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void Resize(int w,int h) override
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{
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BuildCommandBuffer(&render_list);
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}
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236
example/Vulkan/HQFilterTexture.cpp
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236
example/Vulkan/HQFilterTexture.cpp
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@ -0,0 +1,236 @@
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// 3.HQFilterTexture
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// 测试高质量纹理过滤函数
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#include"VulkanAppFramework.h"
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#include<hgl/graph/vulkan/VKTexture.h>
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#include<hgl/graph/vulkan/VKSampler.h>
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#include<hgl/math/Math.h>
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using namespace hgl;
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using namespace hgl::graph;
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VK_NAMESPACE_BEGIN
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Texture2D *LoadTGATexture(const OSString &filename,Device *device);
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VK_NAMESPACE_END
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constexpr uint32_t SCREEN_WIDTH=512;
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constexpr uint32_t SCREEN_HEIGHT=512;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr float vertex_data[VERTEX_COUNT][2]=
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{
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{0,0},
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{1,0},
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{0,1},
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{1,1}
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};
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constexpr float tex_coord_data[VERTEX_COUNT][2]=
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{
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{0,0},
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{1,0},
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{0,1},
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{1,1}
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};
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constexpr uint32_t INDEX_COUNT=6;
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constexpr uint16 index_data[INDEX_COUNT]=
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{
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0,1,3,
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0,3,2
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};
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class TestApp:public VulkanApplicationFramework
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{
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private:
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struct MPD
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{
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vulkan::Material * material =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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public:
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~MPD()
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{
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delete material;
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delete render_obj;
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delete descriptor_sets;
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delete pipeline;
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}
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}nearest,linear,nearest_hq,linear_hq;
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vulkan::Texture2D * texture =nullptr;
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vulkan::Sampler * sampler_linear =nullptr;
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vulkan::Sampler * sampler_nearest =nullptr;
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vulkan::VertexBuffer * vertex_buffer =nullptr;
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vulkan::VertexBuffer * tex_coord_buffer =nullptr;
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vulkan::IndexBuffer * index_buffer =nullptr;
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SceneNode render_root;
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RenderList render_list;
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public:
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~TestApp()
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{
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SAFE_CLEAR(index_buffer);
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SAFE_CLEAR(tex_coord_buffer);
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SAFE_CLEAR(vertex_buffer);
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SAFE_CLEAR(sampler_nearest);
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SAFE_CLEAR(sampler_linear);
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SAFE_CLEAR(texture);
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}
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private:
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bool InitVBO()
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{
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vertex_buffer =device->CreateVBO(FMT_RG32F,VERTEX_COUNT,vertex_data);
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if(!vertex_buffer)return(false);
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tex_coord_buffer=device->CreateVBO(FMT_RG32F,VERTEX_COUNT,tex_coord_data);
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if(!tex_coord_buffer)return(false);
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index_buffer =device->CreateIBO16(INDEX_COUNT,index_data);
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if(!index_buffer)return(false);
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return(true);
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}
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vulkan::Sampler *InitSampler(VkFilter filter)
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{
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VkSamplerCreateInfo sampler_create_info;
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sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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sampler_create_info.pNext = nullptr;
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sampler_create_info.flags = 0;
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sampler_create_info.magFilter = filter;
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sampler_create_info.minFilter = filter;
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sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler_create_info.mipLodBias = 0.0f;
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sampler_create_info.anisotropyEnable = false;
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sampler_create_info.maxAnisotropy = 0;
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sampler_create_info.compareEnable = false;
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sampler_create_info.compareOp = VK_COMPARE_OP_NEVER;
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sampler_create_info.minLod = 0.0f;
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sampler_create_info.maxLod = 1.0f;
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sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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sampler_create_info.unnormalizedCoordinates = false;
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return device->CreateSampler(&sampler_create_info);
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}
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bool InitTexture()
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{
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texture=vulkan::LoadTGATexture(OS_TEXT("res/image/Gear.tga"),device);
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return texture;
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}
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bool InitMaterial(struct MPD *mpd,vulkan::Sampler *sampler,const OSString &fragment_shader)
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{
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mpd->material=shader_manage->CreateMaterial(OS_TEXT("res/shader/Texture2D.vert.spv"),
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OS_TEXT("res/shader/")+fragment_shader+OS_TEXT(".frag.spv"));
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if(!mpd->material)
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return(false);
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mpd->descriptor_sets=mpd->material->CreateDescriptorSets();
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mpd->descriptor_sets->BindSampler(mpd->material->GetSampler("tex"),texture,sampler);
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mpd->descriptor_sets->Update();
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mpd->render_obj=mpd->material->CreateRenderable(VERTEX_COUNT);
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mpd->render_obj->Set("Vertex",vertex_buffer);
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mpd->render_obj->Set("TexCoord",tex_coord_buffer);
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mpd->render_obj->Set(index_buffer);
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AutoDelete<vulkan::PipelineCreater>
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pipeline_creater=new vulkan::PipelineCreater(device,mpd->material,sc_render_target);
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pipeline_creater->CloseCullFace();
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pipeline_creater->Set(PRIM_TRIANGLES);
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mpd->pipeline=pipeline_creater->Create();
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return mpd->pipeline;
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}
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bool Add(struct MPD *mpd,const Matrix4f &offset)
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{
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RenderableInstance *ri=db->CreateRenderableInstance(mpd->pipeline,mpd->descriptor_sets,mpd->render_obj);
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if(!ri)return(false);
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render_root.Add(ri,offset);
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return(true);
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}
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bool InitScene()
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{
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Add(&nearest, translate(-1,-1,0));
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Add(&linear, translate( 0,-1,0));
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Add(&nearest_hq,translate(-1, 0,0));
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Add(&linear_hq, translate( 0, 0,0));
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render_root.RefreshMatrix();
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render_root.ExpendToList(&render_list);
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BuildCommandBuffer(&render_list);
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return(true);
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}
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public:
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bool Init()
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{
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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if(!InitVBO())
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return(false);
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sampler_nearest=InitSampler(VK_FILTER_NEAREST);
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sampler_linear=InitSampler(VK_FILTER_LINEAR);
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if(!InitTexture())
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return(false);
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if(!InitMaterial(&nearest, sampler_nearest ,OS_TEXT("FlatTexture")))return(false);
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if(!InitMaterial(&linear, sampler_linear ,OS_TEXT("FlatTexture")))return(false);
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if(!InitMaterial(&nearest_hq, sampler_nearest ,OS_TEXT("hqfilter")))return(false);
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if(!InitMaterial(&linear_hq, sampler_linear ,OS_TEXT("hqfilter")))return(false);
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if(!InitScene())
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return(false);
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return(true);
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}
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void Resize(int w,int h) override
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{
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BuildCommandBuffer(&render_list);
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}
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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#ifdef _DEBUG
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if(!vulkan::CheckStrideBytesByFormat())
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return 0xff;
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#endif//
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TestApp app;
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if(!app.Init())
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return(-1);
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while(app.Run());
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return 0;
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}
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@ -117,7 +117,7 @@ private:
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sampler=device->CreateSampler(&sampler_create_info);
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descriptor_sets->BindSampler(material->GetSampler("texture_lena"),texture,sampler);
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descriptor_sets->BindSampler(material->GetSampler("tex"),texture,sampler);
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descriptor_sets->BindUBO(material->GetUBO("world"),ubo_mvp);
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descriptor_sets->Update();
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BIN
res/image/Gear.tga
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BIN
res/image/Gear.tga
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Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
res/image/Yong.tga
Normal file
BIN
res/image/Yong.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
res/image/flat_normal.tga
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BIN
res/image/flat_normal.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 66 B |
@ -1,11 +1,11 @@
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#version 450 core
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layout(binding = 2) uniform sampler2D texture_lena;
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layout(binding = 2) uniform sampler2D tex;
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layout(location = 0) in vec2 FragmentTexCoord;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor=texture(texture_lena,FragmentTexCoord);
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FragColor=texture(tex,FragmentTexCoord);
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}
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16
res/shader/Texture2D.vert
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16
res/shader/Texture2D.vert
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@ -0,0 +1,16 @@
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 FragmentTexCoord;
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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} pc;
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void main()
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{
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gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world;
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FragmentTexCoord=TexCoord;
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}
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16
res/shader/drand48.frag
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16
res/shader/drand48.frag
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@ -0,0 +1,16 @@
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#version 450 core
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layout(location = 0) out vec4 FragColor;
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/* returns a varying number between 0 and 1 */
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float drand48(vec2 co)
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{
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return 2 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453) - 1;
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}
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void main()
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{
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float gray=drand48(gl_FragCoord.xy);
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FragColor=vec4(vec3(gray),1.0);
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}
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34
res/shader/hqfilter.frag
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34
res/shader/hqfilter.frag
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@ -0,0 +1,34 @@
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#version 450 core
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layout(binding = 2) uniform sampler2D tex;
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layout(location = 0) in vec2 FragmentTexCoord;
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layout(location = 0) out vec4 FragColor;
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vec4 hqfilter(sampler2D samp, vec2 tc)
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{
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// Get the size of the texture we'll be sampling from
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vec2 texSize = textureSize(samp, 0);
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// Scale our input texture coordinates up, move to center of texel
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vec2 uvScaled = tc * texSize + 0.5;
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// Find integer and fractional parts of texture coordinate
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vec2 uvInt = floor(uvScaled);
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vec2 uvFrac = fract(uvScaled);
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// Replace fractional part of texture coordinate
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uvFrac = smoothstep(0.0, 1.0, uvFrac);
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// Reassemble texture coordinate, remove bias, and
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// scale back to 0.0 - 1.0 ranage
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vec2 uv = (uvInt + uvFrac - 0.5) / texSize;
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// Regular texture lookup
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return texture(samp, uv);
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}
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void main()
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{
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FragColor=hqfilter(tex,FragmentTexCoord);
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}
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@ -23,3 +23,8 @@ glslangValidator -V -o gbuffer_composition.frag.spv gbuffer_composition.frag
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glslangValidator -V -o gbuffer_debug.vert.spv gbuffer_debug.vert
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glslangValidator -V -o gbuffer_debug.frag.spv gbuffer_debug.frag
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glslangValidator -V -o drand48.frag.spv drand48.frag
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glslangValidator -V -o Texture2D.vert.spv Texture2D.vert
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glslangValidator -V -o hqfilter.frag.spv hqfilter.frag
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