Allow shader to define the depth compare operator

This commit is contained in:
Georg Hagen
2024-07-30 22:16:00 +02:00
parent ce1b52c130
commit b079221322
4 changed files with 16 additions and 3 deletions

View File

@@ -25,6 +25,7 @@ namespace OpenVulkano::Scene
m_shader.AddShaderProgram(ShaderProgramType::FRAGMENT, "Shader/background");
m_shader.AddDescriptorSetLayoutBinding(UniformBuffer::DESCRIPTOR_SET_LAYOUT_BINDING);
m_shader.AddDescriptorSetLayoutBinding(Texture::DESCRIPTOR_SET_LAYOUT_BINDING);
m_shader.depthCompareOp = CompareOp::LESS_OR_EQUAL;
SetShader(&m_shader);
m_intrinsicsBuffer.Init(sizeof(Math::CameraIntrinsicWithResolution), &FALLBACK_INTRINSICS);
m_intrinsicsBuffer.updateFrequency = UpdateFrequency::Always;

View File

@@ -40,6 +40,18 @@ namespace OpenVulkano::Scene
PATCH_LIST
};
enum class CompareOp : uint32_t
{
NEVER = 0,
LESS = 1,
EQUAL = 2,
LESS_OR_EQUAL = 3,
GREATER = 4,
NOT_EQUAL = 5,
GREATER_OR_EQUAL = 6,
ALWAYS = 7
};
struct ShaderProgram
{
ShaderProgramType type;
@@ -77,6 +89,7 @@ namespace OpenVulkano::Scene
Topology topology = Topology::TRIANGLE_LIST;
CullMode cullMode = CullMode::BACK;
ICloseable* renderShader = nullptr;
CompareOp depthCompareOp = CompareOp::LESS;
bool alphaBlend = false; // TODO allow fine control over blending
bool depthTest = true;
bool depthWrite = true;

View File

@@ -27,10 +27,9 @@ layout(set = 2, binding = 0) uniform RealCameraData
layout(location = 0) out vec2 textureCoordinates;
layout(location = 1) out float scaleOut;
const float FLOAT_MAX_LESS_THAN_1 = 0.999999940395355224609;
// Background plane positions are in clipped space
const vec4 PLANE[4] = vec4[](
vec4(1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, -1, FLOAT_MAX_LESS_THAN_1, 1), vec4(1, 1, FLOAT_MAX_LESS_THAN_1, 1), vec4(-1, 1, FLOAT_MAX_LESS_THAN_1, 1)
vec4(1, -1, 1, 1), vec4(-1, -1, 1, 1), vec4(1, 1, 1, 1), vec4(-1, 1, 1, 1)
);
const vec2 TEX_COORDS[4] = vec2[](
vec2(1, 0), vec2(0, 0), vec2(1, 1), vec2(0, 1)

View File

@@ -80,7 +80,7 @@ namespace OpenVulkano::Vulkan
vk::PipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.cullMode = static_cast<vk::CullModeFlagBits>(shader->cullMode);
vk::PipelineMultisampleStateCreateInfo msaa = {};
vk::PipelineDepthStencilStateCreateInfo depth = { {}, shader->depthTest, shader->depthWrite, vk::CompareOp::eLess };
vk::PipelineDepthStencilStateCreateInfo depth = { {}, shader->depthTest, shader->depthWrite, static_cast<vk::CompareOp>(shader->depthCompareOp) };
depth.maxDepthBounds = 1;
vk::PipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = vk::ColorComponentFlagBits::eA | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eR;