Vulkan-官方示例解读-piplines 2- 静态


前言

这个是渲染管线的拓展内容,主要还是集中在渲染管线的创建以及命令缓冲创建上,添加了统计数据功能以及在UI上进行改变操作。
主要可以学习的是渲染模型的位置效果如何改变。


提示:以下是本篇文章正文内容,下面案例可供参考

一、主函数文件

创建命令缓冲:

	void buildCommandBuffers()
	{
		VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();

		VkClearValue clearValues[2];
		clearValues[0].color = defaultClearColor;
		clearValues[1].depthStencil = { 1.0f, 0 };

		VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
		renderPassBeginInfo.renderPass = renderPass;
		renderPassBeginInfo.renderArea.offset.x = 0;
		renderPassBeginInfo.renderArea.offset.y = 0;
		renderPassBeginInfo.renderArea.extent.width = width;
		renderPassBeginInfo.renderArea.extent.height = height;
		renderPassBeginInfo.clearValueCount = 2;
		renderPassBeginInfo.pClearValues = clearValues;

		for (int32_t i = 0; i < drawCmdBuffers.size(); ++i) {
			renderPassBeginInfo.framebuffer = frameBuffers[i];

			VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));

			// Reset timestamp query pool
			vkCmdResetQueryPool(drawCmdBuffers[i], queryPool, 0, static_cast<uint32_t>(pipelineStats.size()));

			vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);

			VkViewport viewport = vks::initializers::viewport((float)width,	(float)height, 0.0f, 1.0f);
			vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);

			VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
			vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);

			VkDeviceSize offsets[1] = { 0 };

			// Start capture of pipeline statistics
			vkCmdBeginQuery(drawCmdBuffers[i], queryPool, 0, 0);

			vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
			vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
			vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &models.objects[models.objectIndex].vertices.buffer, offsets);
			vkCmdBindIndexBuffer(drawCmdBuffers[i], models.objects[models.objectIndex].indices.buffer, 0, VK_INDEX_TYPE_UINT32);

			for (int32_t y = 0; y < gridSize; y++) {
				for (int32_t x = 0; x < gridSize; x++) {
					glm::vec3 pos = glm::vec3(float(x - (gridSize / 2.0f)) * 2.5f, 0.0f, float(y - (gridSize / 2.0f)) * 2.5f);
					vkCmdPushConstants(drawCmdBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::vec3), &pos);
					models.objects[models.objectIndex].draw(drawCmdBuffers[i]);
				}
			}

			// End capture of pipeline statistics
			vkCmdEndQuery(drawCmdBuffers[i], queryPool, 0);

			drawUI(drawCmdBuffers[i]);

			vkCmdEndRenderPass(drawCmdBuffers[i]);

			VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
		}
	}

准备渲染管线

void preparePipelines()
	{
		if (pipeline != VK_NULL_HANDLE) {
			vkDestroyPipeline(device, pipeline, nullptr);
		}

		VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
		VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, cullMode, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
		VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);		
		VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
		VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE,	VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
		VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
		VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
		std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
		VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), static_cast<uint32_t>(dynamicStateEnables.size()), 0);
		VkPipelineTessellationStateCreateInfo tessellationState = vks::initializers::pipelineTessellationStateCreateInfo(3);

		VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
		pipelineCI.pInputAssemblyState = &inputAssemblyState;
		pipelineCI.pRasterizationState = &rasterizationState;
		pipelineCI.pColorBlendState = &colorBlendState;
		pipelineCI.pMultisampleState = &multisampleState;
		pipelineCI.pViewportState = &viewportState;
		pipelineCI.pDepthStencilState = &depthStencilState;
		pipelineCI.pDynamicState = &dynamicState;
		pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });

		if (blending) {
			blendAttachmentState.blendEnable = VK_TRUE;
			blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
			blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
			blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
			blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
			blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
			blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
			blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
			depthStencilState.depthWriteEnable = VK_FALSE;
		}

		if (discard) {
			rasterizationState.rasterizerDiscardEnable = VK_TRUE;
		}

		if (wireframe) {
			rasterizationState.polygonMode = VK_POLYGON_MODE_LINE;
		}

		std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
		shaderStages.resize(tessellation ? 4 : 2);
		shaderStages[0] = loadShader(getShadersPath() + "pipelinestatistics/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
		shaderStages[1] = loadShader(getShadersPath() + "pipelinestatistics/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

		if (tessellation) {
			inputAssemblyState.topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
			pipelineCI.pTessellationState = &tessellationState;
			shaderStages[2] = loadShader(getShadersPath() + "pipelinestatistics/scene.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
			shaderStages[3] = loadShader(getShadersPath() + "pipelinestatistics/scene.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
		}

		pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
		pipelineCI.pStages = shaderStages.data();
		VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
	}

二、注意修改UI

1.修改UI

每一次修改都要重新准备渲染管线并且创建命令缓冲
代码如下(示例):

	virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
	{
		if (overlay->header("Settings")) {
			if (overlay->comboBox("Object type", &models.objectIndex, models.names)) {
				updateUniformBuffers();
				buildCommandBuffers();
			}
			if (overlay->sliderInt("Grid size", &gridSize, 1, 10)) {
				buildCommandBuffers();
			}
			std::vector<std::string> cullModeNames = { "None", "Front", "Back", "Back and front" };
			if (overlay->comboBox("Cull mode", &cullMode, cullModeNames)) {
				preparePipelines();
				buildCommandBuffers();
			}
			if (overlay->checkBox("Blending", &blending)) {
				preparePipelines();
				buildCommandBuffers();
			}
			if (deviceFeatures.fillModeNonSolid) {
				if (overlay->checkBox("Wireframe", &wireframe)) {
					preparePipelines();
					buildCommandBuffers();
				}
			}
			if (deviceFeatures.tessellationShader) {
				if (overlay->checkBox("Tessellation", &tessellation)) {
					preparePipelines();
					buildCommandBuffers();
				}
			}
			if (overlay->checkBox("Discard", &discard)) {
				preparePipelines();
				buildCommandBuffers();
			}
		}
		if (!pipelineStats.empty()) {
			if (overlay->header("Pipeline statistics")) {
				for (auto i = 0; i < pipelineStats.size(); i++) {
					std::string caption = pipelineStatNames[i] + ": %d";
					overlay->text(caption.c_str(), pipelineStats[i]);
				}
			}
		}
	}

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