Replies: 5 comments
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I have been playing with graphics programming for 2 years (last December I started to use Vulkan). You have to understand (and accept) the fact that you can not write/design the perfect (or even good) solution on your first attempt. Just do not give up, code, experiment and enjoy it. I can recommend you the following discord servers: |
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Thank you~ In FrameGraph-Example project, When I read for (const auto &renderable : renderables) {
auto &[mesh, subMeshIndex, material, flags, modelMatrix, _] =
*renderable;
rc.setGraphicsPipeline(_getPipeline(*mesh.vertexFormat, &material))
.bindUniformBuffer(0, getBuffer(resources, frameBlock));
_setTransform(*camera, modelMatrix);
for (uint32_t unit{kFirstFreeTextureBinding};
const auto &[_, texture] : material.getDefaultTextures()) {
rc.bindTexture(unit++, *texture);
}
rc.setUniform1i("u_MaterialFlags", flags)
.draw(*mesh.vertexBuffer, *mesh.indexBuffer,
mesh.subMeshes[subMeshIndex].geometryInfo);
}It will draw all the visible and opaque renderable object. Is that means all the renderable object will rendering in If all the rendering will in SimpleDrawPass:::Execute()
{
vkFrameBuffer fb = {renderTarget, depthImage};
vkCmdBeginRenderPass(fb,...);
...
vkCmdDraw(cube);
...
vkCmdDraw(sphere);
vkCmdEndRenderPass()
CmdBufferSubmitToQueue(cmdBuffer);
}Is that means a If the FrameGraph like this: SimpleDrawPass:::Execute()
{
vkFrameBuffer fb = {colorImage, depthImage};
vkCmdBeginRenderPass(fb,...);
...
vkCmdDraw(cube);
...
vkCmdDraw(sphere);
vkCmdEndRenderPass()
CmdBufferSubmitToQueue(cmdBuffer);
}but the SamplePass:::Execute()
{
vkFrameBuffer fb = {colorImage, depthImage, renderTarget};
vkCmdBeginRenderPass(fb,...);
...
vkCmdDraw(wholeSurface);//sample from colorImage or depthImage into renderTarget, such like use input attachment
vkCmdEndRenderPass()
CmdBufferSubmitToQueue(cmdBuffer);
}In this case we did't use this means a Can you share how to learn |
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In my Vulkan RHI I use Global Illumination overview: https://morgan3d.github.io/articles/2019-04-01-ddgi/overview.html |
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Yes, if the device support vulkan 1.3 the |
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in Global Illumination overview. Is this GI implemented using ray tracing?such like use |
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Hello, it's me again~
The FrameGraph-Example project was amazing. the
PBR,IBLand even theGlobal Illumination. I am just a fresh hand in Computer Graph. How did you learn this knowledge about the Computer Graph? I also want learn them but I don't know where to start it. I just know how to useVulkanto render a 3D model and skybox. such likevkRenderPass,SubpassandvkGraphicsPipelineetc, But I don't know how to put them together in to FrameGraph. Such like how to design theMaterialandMeshclass and combineVulkanwithFrameGraph, can you give me some advice or recommended learning path.Beta Was this translation helpful? Give feedback.
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