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distancefieldfonts.cpp
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distancefieldfonts.cpp
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/*
* Vulkan Example - Font rendering using signed distance fields
*
* This sample compares rendering resolution independent fonts using signed distance fields to traditional bitmap fonts
*
* Font generated using https://github.com/libgdx/libgdx/wiki/Hiero
*
* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
};
// AngelCode .fnt format structs and classes
struct bmchar {
uint32_t x, y;
uint32_t width;
uint32_t height;
int32_t xoffset;
int32_t yoffset;
int32_t xadvance;
uint32_t page;
};
// Quick and dirty : We store complete ASCII table
// Only chars present in the .fnt are filled with data, so not a complete, production ready solution!
std::array<bmchar, 255> fontChars;
int32_t nextValuePair(std::stringstream *stream)
{
std::string pair;
*stream >> pair;
size_t spos = pair.find("=");
std::string value = pair.substr(spos + 1);
int32_t val = std::stoi(value);
return val;
}
class VulkanExample : public VulkanExampleBase
{
public:
bool splitScreen = true;
struct Textures {
vks::Texture2D fontSDF;
vks::Texture2D fontBitmap;
} textures;
vks::Buffer vertexBuffer;
vks::Buffer indexBuffer;
uint32_t indexCount{ 0 };
struct UniformData {
// Scene matrices
glm::mat4 projection;
glm::mat4 modelView;
// Font display options
glm::vec4 outlineColor{ 1.0f, 0.0f, 0.0f, 0.0f };
float outlineWidth{ 0.6f };
float outline{ true };
} uniformData;
vks::Buffer uniformBuffer;
struct Pipelines {
VkPipeline sdf{ VK_NULL_HANDLE };
VkPipeline bitmap{ VK_NULL_HANDLE };
} pipelines;
struct DescriptorSets {
VkDescriptorSet sdf{ VK_NULL_HANDLE };
VkDescriptorSet bitmap{ VK_NULL_HANDLE };
} descriptorSets;
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
VulkanExample() : VulkanExampleBase()
{
title = "Distance field font rendering";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 0.0f, -2.0f));
camera.setRotation(glm::vec3(0.0f));
camera.setPerspective(splitScreen ? 30.0f : 45.0f, (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 1.0f, 256.0f);
}
~VulkanExample()
{
if (device) {
textures.fontSDF.destroy();
textures.fontBitmap.destroy();
vkDestroyPipeline(device, pipelines.sdf, nullptr);
vkDestroyPipeline(device, pipelines.bitmap, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vertexBuffer.destroy();
indexBuffer.destroy();
uniformBuffer.destroy();
}
}
// Basic parser for AngelCode bitmap font format files
// See http://www.angelcode.com/products/bmfont/doc/file_format.html for details
void parsebmFont()
{
std::string fileName = getAssetPath() + "font.fnt";
#if defined(__ANDROID__)
// Font description file is stored inside the apk
// So we need to load it using the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, fileName.c_str(), AASSET_MODE_STREAMING);
assert(asset);
size_t size = AAsset_getLength(asset);
assert(size > 0);
void *fileData = malloc(size);
AAsset_read(asset, fileData, size);
AAsset_close(asset);
std::stringbuf sbuf((const char*)fileData);
std::istream istream(&sbuf);
#else
std::filebuf fileBuffer;
fileBuffer.open(fileName, std::ios::in);
std::istream istream(&fileBuffer);
#endif
assert(istream.good());
while (!istream.eof())
{
std::string line;
std::stringstream lineStream;
std::getline(istream, line);
lineStream << line;
std::string info;
lineStream >> info;
if (info == "char")
{
// char id
uint32_t charid = nextValuePair(&lineStream);
// Char properties
fontChars[charid].x = nextValuePair(&lineStream);
fontChars[charid].y = nextValuePair(&lineStream);
fontChars[charid].width = nextValuePair(&lineStream);
fontChars[charid].height = nextValuePair(&lineStream);
fontChars[charid].xoffset = nextValuePair(&lineStream);
fontChars[charid].yoffset = nextValuePair(&lineStream);
fontChars[charid].xadvance = nextValuePair(&lineStream);
fontChars[charid].page = nextValuePair(&lineStream);
}
}
}
void loadAssets()
{
textures.fontSDF.loadFromFile(getAssetPath() + "textures/font_sdf_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
textures.fontBitmap.loadFromFile(getAssetPath() + "textures/font_bitmap_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
}
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));
vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (splitScreen) ? (float)height / 2.0f : (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 };
// Signed distance field font
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.sdf, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.sdf);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
// Linear filtered bitmap font
if (splitScreen)
{
viewport.y = (float)height / 2.0f;
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets.bitmap, 0, NULL);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.bitmap);
vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
}
drawUI(drawCmdBuffers[i]);
vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
}
}
// Creates a vertex and index buffer with triangle data containing the chars of the given text
void generateText(std:: string text)
{
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
uint32_t indexOffset = 0;
float w = static_cast<float>(textures.fontSDF.width);
float posx = 0.0f;
float posy = 0.0f;
for (uint32_t i = 0; i < text.size(); i++)
{
bmchar *charInfo = &fontChars[(int)text[i]];
if (charInfo->width == 0)
charInfo->width = 36;
float charw = ((float)(charInfo->width) / 36.0f);
float dimx = 1.0f * charw;
float charh = ((float)(charInfo->height) / 36.0f);
float dimy = 1.0f * charh;
float us = charInfo->x / w;
float ue = (charInfo->x + charInfo->width) / w;
float ts = charInfo->y / w;
float te = (charInfo->y + charInfo->height) / w;
float xo = charInfo->xoffset / 36.0f;
float yo = charInfo->yoffset / 36.0f;
posy = yo;
vertices.push_back({ { posx + dimx + xo, posy + dimy, 0.0f }, { ue, te } });
vertices.push_back({ { posx + xo, posy + dimy, 0.0f }, { us, te } });
vertices.push_back({ { posx + xo, posy, 0.0f }, { us, ts } });
vertices.push_back({ { posx + dimx + xo, posy, 0.0f }, { ue, ts } });
std::array<uint32_t, 6> letterIndices = { 0,1,2, 2,3,0 };
for (auto& index : letterIndices)
{
indices.push_back(indexOffset + index);
}
indexOffset += 4;
float advance = ((float)(charInfo->xadvance) / 36.0f);
posx += advance;
}
indexCount = static_cast<uint32_t>(indices.size());
// Center
for (auto& v : vertices)
{
v.pos[0] -= posx / 2.0f;
v.pos[1] -= 0.5f;
}
// Generate host accessible buffers for the text vertices and indices and upload the data
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &vertexBuffer, vertices.size() * sizeof(Vertex), vertices.data()));
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &indexBuffer, indices.size() * sizeof(uint32_t), indices.data()));
}
void setupDescriptors()
{
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
// The pipeline uses one set and three bindings
// Binding 0 : Shader uniform buffer
// Binding 1 : Fragment shader image sampler
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Sets
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
// Signed distance font descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.sdf));
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.sdf, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.sdf, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.fontSDF.descriptor),
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Bitmap font descriptor set
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.bitmap));
writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSets.bitmap, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
vks::initializers::writeDescriptorSet(descriptorSets.bitmap, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.fontBitmap.descriptor)
};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipelines
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_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_TRUE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, 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);
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
// Enabled blending (With the background)
blendAttachmentState.blendEnable = VK_TRUE;
blendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
blendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
// Vertex input state
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX)
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, pos)),
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(Vertex, uv)),
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCreateInfo.pVertexInputState = &vertexInputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
// Signed distance font rendering pipeline
shaderStages[0] = loadShader(getShadersPath() + "distancefieldfonts/sdf.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "distancefieldfonts/sdf.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.sdf));
// Bitmap font rendering pipeline
shaderStages[0] = loadShader(getShadersPath() + "distancefieldfonts/bitmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "distancefieldfonts/bitmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.bitmap));
}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
VK_CHECK_RESULT(uniformBuffer.map());
updateUniformBuffers();
}
void updateUniformBuffers()
{
// Adjust camera perspective as we render two viewports
camera.setPerspective(splitScreen ? 30.0f : 45.0f, (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 1.0f, 256.0f);
uniformData.projection = camera.matrices.perspective;
uniformData.modelView = camera.matrices.view;
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
}
void prepare()
{
VulkanExampleBase::prepare();
parsebmFont();
loadAssets();
generateText("Vulkan");
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
virtual void render()
{
if (!prepared)
return;
updateUniformBuffers();
draw();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
{
if (overlay->header("Settings")) {
bool outline = (uniformData.outline == 1.0f);
if (overlay->checkBox("Outline", &outline)) {
uniformData.outline = outline ? 1.0f : 0.0f;
}
if (overlay->checkBox("Splitscreen", &splitScreen)) {
camera.setPerspective(splitScreen ? 30.0f : 45.0f, (float)width / (float)(height * ((splitScreen) ? 0.5f : 1.0f)), 1.0f, 256.0f);
buildCommandBuffers();
}
}
}
};
VULKAN_EXAMPLE_MAIN()