void init(float nearPlane, float farPlane) { init_renderpass(); descLayoutMain = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Vertex | VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer),//matrices and params new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer), //lights new VkDescriptorSetLayoutBinding(5, VkShaderStageFlags.Fragment, VkDescriptorType.UniformBuffer)); //materials #if WITH_SHADOWS descLayoutMain.Bindings.Add(new VkDescriptorSetLayoutBinding(6, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); #endif if (TEXTURE_ARRAY) { descLayoutMain.Bindings.Add(new VkDescriptorSetLayoutBinding(7, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler)); //texture array //descLayoutMain.Bindings.Add (new VkDescriptorSetLayoutBinding (8, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler));//down sampled hdr } else { descLayoutTextures = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler), new VkDescriptorSetLayoutBinding(4, VkShaderStageFlags.Fragment, VkDescriptorType.CombinedImageSampler) ); } descLayoutGBuff = new DescriptorSetLayout(dev, new VkDescriptorSetLayoutBinding(0, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //color + roughness new VkDescriptorSetLayoutBinding(1, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //emit + metal new VkDescriptorSetLayoutBinding(2, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment), //normals + AO new VkDescriptorSetLayoutBinding(3, VkShaderStageFlags.Fragment, VkDescriptorType.InputAttachment)); //Pos + depth GraphicPipelineConfig cfg = GraphicPipelineConfig.CreateDefault(VkPrimitiveTopology.TriangleList, NUM_SAMPLES); cfg.rasterizationState.cullMode = VkCullModeFlags.Back; if (NUM_SAMPLES != VkSampleCountFlags.SampleCount1) { cfg.multisampleState.sampleShadingEnable = true; cfg.multisampleState.minSampleShading = 0.5f; } cfg.Cache = pipelineCache; if (TEXTURE_ARRAY) { cfg.Layout = new PipelineLayout(dev, descLayoutMain, descLayoutGBuff); } else { cfg.Layout = new PipelineLayout(dev, descLayoutMain, descLayoutGBuff, descLayoutTextures); } cfg.Layout.AddPushConstants( new VkPushConstantRange(VkShaderStageFlags.Vertex, (uint)Marshal.SizeOf <Matrix4x4> ()), new VkPushConstantRange(VkShaderStageFlags.Fragment, sizeof(int), 64) ); cfg.RenderPass = renderPass; cfg.SubpassIndex = SP_MODELS; cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); //cfg.blendAttachments.Add (new VkPipelineColorBlendAttachmentState (false)); cfg.AddVertex <PbrModelTexArray.Vertex> (); using (SpecializationInfo constants = new SpecializationInfo( new SpecializationConstant <float> (0, nearPlane), new SpecializationConstant <float> (1, farPlane), new SpecializationConstant <float> (2, MAX_MATERIAL_COUNT))) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Vertex, "#shaders.GBuffPbr.vert.spv")); if (TEXTURE_ARRAY) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.GBuffPbrTexArray.frag.spv", constants)); } else { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.GBuffPbr.frag.spv", constants)); } gBuffPipeline = new GraphicPipeline(cfg); } cfg.rasterizationState.cullMode = VkCullModeFlags.Front; //COMPOSE PIPELINE cfg.blendAttachments.Clear(); cfg.blendAttachments.Add(new VkPipelineColorBlendAttachmentState(false)); cfg.ResetShadersAndVerticesInfos(); cfg.SubpassIndex = SP_COMPOSE; cfg.Layout = gBuffPipeline.Layout; cfg.depthStencilState.depthTestEnable = false; cfg.depthStencilState.depthWriteEnable = false; using (SpecializationInfo constants = new SpecializationInfo( new SpecializationConstant <uint> (0, (uint)lights.Length))) { cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Vertex, "#vke.FullScreenQuad.vert.spv")); #if WITH_SHADOWS cfg.AddShaders(new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.compose_with_shadows.frag.spv", constants)); #else cfg.AddShader(VkShaderStageFlags.Fragment, "#shaders.compose.frag.spv", constants); #endif composePipeline = new GraphicPipeline(cfg); } cfg.Shaders[1].Dispose(); //DEBUG DRAW use subpass of compose cfg.Shaders[1] = new ShaderInfo(dev, VkShaderStageFlags.Fragment, "#shaders.show_gbuff.frag.spv"); cfg.SubpassIndex = SP_COMPOSE; debugPipeline = new GraphicPipeline(cfg); cfg.DisposeShaders(); ////TONE MAPPING //cfg.shaders[1] = new ShaderInfo (VkShaderStageFlags.Fragment, "#shaders.tone_mapping.frag.spv"); //cfg.SubpassIndex = SP_TONE_MAPPING; //toneMappingPipeline = new GraphicPipeline (cfg); dsMain = descriptorPool.Allocate(descLayoutMain); dsGBuff = descriptorPool.Allocate(descLayoutGBuff); envCube = new EnvironmentCube(cubemapPath, gBuffPipeline.Layout, gQueue, renderPass); matrices.prefilteredCubeMipLevels = envCube.prefilterCube.CreateInfo.mipLevels; DescriptorSetWrites dsMainWrite = new DescriptorSetWrites(dsMain, descLayoutMain.Bindings.GetRange(0, 5).ToArray()); dsMainWrite.Write(dev, uboMatrices.Descriptor, envCube.irradianceCube.Descriptor, envCube.prefilterCube.Descriptor, envCube.lutBrdf.Descriptor, uboLights.Descriptor); #if WITH_SHADOWS dsMainWrite = new DescriptorSetWrites(dsMain, descLayoutMain.Bindings[6]); dsMainWrite.Write(dev, shadowMapRenderer.shadowMap.Descriptor); #endif }