前言
从包含六个不同面的磁盘加载立方体贴图纹理。所有面和 mip 级别都上传到视频内存中,立方体贴图显示在天空盒上作为背景,并显示在 3D 模型上作为反射。
并且演示了天空盒子的用法。
一、CPP文件
1.类以及变量
class VulkanExample : public VulkanExampleBase
{
public:
bool displaySkybox = true;
vks::Texture cubeMap;
struct Meshes {
vkglTF::Model skybox;
std::vector<vkglTF::Model> objects;
int32_t objectIndex = 0;
} models;
struct {
vks::Buffer object;
vks::Buffer skybox;
} uniformBuffers;
struct UBOVS {
glm::mat4 projection;
glm::mat4 modelView;
glm::mat4 inverseModelview;
float lodBias = 0.0f;
} uboVS;
struct {
VkPipeline skybox;
VkPipeline reflect;
} pipelines;
struct {
VkDescriptorSet object;
VkDescriptorSet skybox;
} descriptorSets;
VkPipelineLayout pipelineLayout;
VkDescriptorSetLayout descriptorSetLayout;
std::vector<std::string> objectNames;
2.函数
加载cubemap
void loadCubemap(std::string filename, VkFormat format, bool forceLinearTiling)
{
ktxResult result;
ktxTexture* ktxTexture;
#if defined(__ANDROID__)
// Textures are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
if (!asset) {
vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
}
size_t size = AAsset_getLength(asset);
assert(size > 0);
ktx_uint8_t *textureData = new ktx_uint8_t[size];
AAsset_read(asset, textureData, size);
AAsset_close(asset);
result = ktxTexture_CreateFromMemory(textureData, size, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
delete[] textureData;
#else
if (!vks::tools::fileExists(filename)) {
vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
}
result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
#endif
assert(result == KTX_SUCCESS);
// Get properties required for using and upload texture data from the ktx texture object
cubeMap.width = ktxTexture->baseWidth;
cubeMap.height = ktxTexture->baseHeight;
cubeMap.mipLevels = ktxTexture->numLevels;
ktx_uint8_t *ktxTextureData = ktxTexture_GetData(ktxTexture);
ktx_size_t ktxTextureSize = ktxTexture_GetSize(ktxTexture);
VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs;
// Create a host-visible staging buffer that contains the raw image data
VkBuffer stagingBuffer;
VkDeviceMemory stagingMemory;
VkBufferCreateInfo bufferCreateInfo = vks::initializers::bufferCreateInfo();
bufferCreateInfo.size = ktxTextureSize;
// This buffer is used as a transfer source for the buffer copy
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VK_CHECK_RESULT(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer));
// Get memory requirements for the staging buffer (alignment, memory type bits)
vkGetBufferMemoryRequirements(device, stagingBuffer, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
// Get memory type index for a host visible buffer
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &stagingMemory));
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffer, stagingMemory, 0));
// Copy texture data into staging buffer
uint8_t *data;
VK_CHECK_RESULT(vkMapMemory(device, stagingMemory, 0, memReqs.size, 0, (void **)&data));
memcpy(data, ktxTextureData, ktxTextureSize);
vkUnmapMemory(device, stagingMemory);
// Create optimal tiled target image
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.mipLevels = cubeMap.mipLevels;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageCreateInfo.extent = { cubeMap.width, cubeMap.height, 1 };
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
// Cube faces count as array layers in Vulkan
imageCreateInfo.arrayLayers = 6;
// This flag is required for cube map images
imageCreateInfo.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &cubeMap.image));
vkGetImageMemoryRequirements(device, cubeMap.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &cubeMap.deviceMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, cubeMap.image, cubeMap.deviceMemory, 0));
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Setup buffer copy regions for each face including all of its miplevels
std::vector<VkBufferImageCopy> bufferCopyRegions;
uint32_t offset = 0;
for (uint32_t face = 0; face < 6; face++)
{
for (uint32_t level = 0; level < cubeMap.mipLevels; level++)
{
// Calculate offset into staging buffer for the current mip level and face
ktx_size_t offset;
KTX_error_code ret = ktxTexture_GetImageOffset(ktxTexture, level, 0, face, &offset);
assert(ret == KTX_SUCCESS);
VkBufferImageCopy bufferCopyRegion = {};
bufferCopyRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
bufferCopyRegion.imageSubresource.mipLevel = level;
bufferCopyRegion.imageSubresource.baseArrayLayer = face;
bufferCopyRegion.imageSubresource.layerCount = 1;
bufferCopyRegion.imageExtent.width = ktxTexture->baseWidth >> level;
bufferCopyRegion.imageExtent.height = ktxTexture->baseHeight >> level;
bufferCopyRegion.imageExtent.depth = 1;
bufferCopyRegion.bufferOffset = offset;
bufferCopyRegions.push_back(bufferCopyRegion);
}
}
// Image barrier for optimal image (target)
// Set initial layout for all array layers (faces) of the optimal (target) tiled texture
VkImageSubresourceRange subresourceRange = {};
subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresourceRange.baseMipLevel = 0;
subresourceRange.levelCount = cubeMap.mipLevels;
subresourceRange.layerCount = 6;
vks::tools::setImageLayout(
copyCmd,
cubeMap.image,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
subresourceRange);
// Copy the cube map faces from the staging buffer to the optimal tiled image
vkCmdCopyBufferToImage(
copyCmd,
stagingBuffer,
cubeMap.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(bufferCopyRegions.size()),
bufferCopyRegions.data()
);
// Change texture image layout to shader read after all faces have been copied
cubeMap.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
vks::tools::setImageLayout(
copyCmd,
cubeMap.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
cubeMap.imageLayout,
subresourceRange);
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
// Create sampler
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
sampler.addressModeV = sampler.addressModeU;
sampler.addressModeW = sampler.addressModeU;
sampler.mipLodBias = 0.0f;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
sampler.maxLod = cubeMap.mipLevels;
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
sampler.maxAnisotropy = 1.0f;
if (vulkanDevice->features.samplerAnisotropy)
{
sampler.maxAnisotropy = vulkanDevice->properties.limits.maxSamplerAnisotropy;
sampler.anisotropyEnable = VK_TRUE;
}
VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &cubeMap.sampler));
// Create image view
VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
// Cube map view type
view.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
// 6 array layers (faces)
view.subresourceRange.layerCount = 6;
// Set number of mip levels
view.subresourceRange.levelCount = cubeMap.mipLevels;
view.image = cubeMap.image;
VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &cubeMap.view));
// Clean up staging resources
vkFreeMemory(device, stagingMemory, nullptr);
vkDestroyBuffer(device, stagingBuffer, nullptr);
ktxTexture_Destroy(ktxTexture);
}
buildCommandBuffers
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)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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 };
// Skybox
if (displaySkybox)
{
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.skybox, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
models.skybox.draw(drawCmdBuffers[i]);
}
// 3D object
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.object, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.reflect);
models.objects[models.objectIndex].draw(drawCmdBuffers[i]);
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
loadAssets
void loadAssets()
{
uint32_t glTFLoadingFlags = vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::FlipY;
// Skybox
models.skybox.loadFromFile(getAssetPath() + "models/cube.gltf", vulkanDevice, queue, glTFLoadingFlags);
// Objects
std::vector<std::string> filenames = { "sphere.gltf", "teapot.gltf", "torusknot.gltf", "venus.gltf" };
objectNames = { "Sphere", "Teapot", "Torusknot", "Venus" };
models.objects.resize(filenames.size());
for (size_t i = 0; i < filenames.size(); i++) {
models.objects[i].loadFromFile(getAssetPath() + "models/" + filenames[i], vulkanDevice, queue, glTFLoadingFlags);
}
// Cubemap texture
const bool forceLinearTiling = false;
loadCubemap(getAssetPath() + "textures/cubemap_yokohama_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, forceLinearTiling);
}
DescriptorSets 描述符
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Uniform buffer
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
}
void setupDescriptorSets()
{
// Image descriptor for the cube map texture
VkDescriptorImageInfo textureDescriptor =
vks::initializers::descriptorImageInfo(
cubeMap.sampler,
cubeMap.view,
cubeMap.imageLayout);
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
descriptorPool,
&descriptorSetLayout,
1);
// 3D object descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.object));
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSets.object,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.object.descriptor),
// Binding 1 : Fragment shader cubemap sampler
vks::initializers::writeDescriptorSet(
descriptorSets.object,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textureDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
// Sky box descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.skybox));
writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
descriptorSets.skybox,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.skybox.descriptor),
// Binding 1 : Fragment shader cubemap sampler
vks::initializers::writeDescriptorSet(
descriptorSets.skybox,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
1,
&textureDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
渲染管线
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, 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_FALSE, VK_FALSE, 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);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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.stageCount = shaderStages.size();
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal });
// Skybox pipeline (background cube)
shaderStages[0] = loadShader(getShadersPath() + "texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.skybox));
// Cube map reflect pipeline
shaderStages[0] = loadShader(getShadersPath() + "texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable depth test and write
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthTestEnable = VK_TRUE;
rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.reflect));
}
UniformBuffer
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Object vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.object,
sizeof(uboVS)));
// Skybox vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.skybox,
sizeof(uboVS)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.object.map());
VK_CHECK_RESULT(uniformBuffers.skybox.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
// 3D object
uboVS.projection = camera.matrices.perspective;
uboVS.modelView = camera.matrices.view;
uboVS.inverseModelview = glm::inverse(camera.matrices.view);
memcpy(uniformBuffers.object.mapped, &uboVS, sizeof(uboVS));
// Skybox
uboVS.modelView = camera.matrices.view;
// Cancel out translation
uboVS.modelView[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
memcpy(uniformBuffers.skybox.mapped, &uboVS, sizeof(uboVS));
}
二、Shader
1.skybox.vert
代码如下(示例):
#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
// Convert cubemap coordinates into Vulkan coordinate space
outUVW.xy *= -1.0;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}
2.skybox.frag
代码如下(示例):
#version 450
layout (binding = 1) uniform samplerCube samplerCubeMap;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerCubeMap, inUVW);
}
3.reflect.vert
代码如下(示例):
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main()
{
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}
4.reflect.frag
代码如下(示例):
#version 450
layout (binding = 1) uniform samplerCube samplerColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
} ubo;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(ubo.invModel * vec4(cR, 0.0));
// Convert cubemap coordinates into Vulkan coordinate space
cR.xy *= -1.0;
vec4 color = texture(samplerColor, cR, ubo.lodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.5) * color.rgb;
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
}