So I would like to render the bounding box of a selected object. I have a buffer to store the 8 points and another buffer to store the indices to use line strip drawing of those points to make a box. I captured a frame with RenderDoc and I can see the yellow box bounding box
So it looks like the values are correct and the box is being drawn, but I do not see it in the final render to the screen.. Anyone have an idea what I might be missing here?
VkDescriptorSetLayoutBinding cameraBind = vkinit::descriptorset_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0);
VkDescriptorSetLayoutCreateInfo setinfo = {};
setinfo.bindingCount = 1;
setinfo.flags = 0;
setinfo.pNext = nullptr;
setinfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
setinfo.pBindings = &cameraBind;
vkCreateDescriptorSetLayout(_device, &setinfo, nullptr, &_globalSetLayout);
//setup push constant
VkPushConstantRange push_constant;
push_constant.offset = 0;
push_constant.size = sizeof(glm::mat4);
push_constant.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
VkPipelineLayoutCreateInfo mesh_pipeline_layout_info = vkinit::pipeline_layout_create_info();
mesh_pipeline_layout_info.setLayoutCount = 1;
mesh_pipeline_layout_info.pSetLayouts = &_globalSetLayout;
mesh_pipeline_layout_info.pPushConstantRanges = &push_constant;
mesh_pipeline_layout_info.pushConstantRangeCount = 1;
vkCreatePipelineLayout(_device, &mesh_pipeline_layout_info, nullptr, &_highlightPipelineLayout);
PipelineBuilder highlightPipelineBuilder;
VertexInputDescription description;
VkVertexInputBindingDescription mainBinding = {};
mainBinding.binding = 0;
mainBinding.stride = sizeof(glm::vec3);
mainBinding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
description.bindings.push_back(mainBinding);
//Position will be stored at Location 0
VkVertexInputAttributeDescription positionAttribute = {};
positionAttribute.binding = 0;
positionAttribute.location = 0;
positionAttribute.format = VK_FORMAT_R32G32B32_SFLOAT;
positionAttribute.offset = 0;
description.attributes.push_back(positionAttribute);
highlightPipelineBuilder._pipelineLayout = _highlightPipelineLayout;
highlightPipelineBuilder.vertexDescription = description;
highlightPipelineBuilder._inputAssembly = vkinit::input_assembly_create_info(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP);
highlightPipelineBuilder._rasterizer = vkinit::rasterization_state_create_info(VK_POLYGON_MODE_LINE);
highlightPipelineBuilder._depthStencil = vkinit::depth_stencil_create_info(true, true, VK_COMPARE_OP_ALWAYS);
ShaderEffect* lineEffect = new ShaderEffect();
lineEffect->add_stage(_shaderCache.get_shader(shader_path("wk_highlight.vert.spv")), VK_SHADER_STAGE_VERTEX_BIT);
lineEffect->add_stage(_shaderCache.get_shader(shader_path("wk_highlight.frag.spv")), VK_SHADER_STAGE_FRAGMENT_BIT);
lineEffect->reflect_layout(_device, nullptr, 0);
highlightPipelineBuilder.setShaders(lineEffect);
_highlightPipeline = highlightPipelineBuilder.build_pipeline(_device, _renderPass);
and here is the drawing part
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _highlightPipeline);
uint32_t camera_data_offset = _dynamicData.push(_camera.matrices);
VkDescriptorBufferInfo camInfo = _dynamicData.source.get_info();
camInfo.range = sizeof(GPUCameraData);
camInfo.offset = camera_data_offset;
VkDescriptorSet cameraSet;
vkutil::DescriptorBuilder::begin(_descriptorLayoutCache, _dynamicDescriptorAllocator)
.bind_buffer(0, &camInfo, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT)
.build(cameraSet);
vkCmdPushConstants(cmd, _highlightPipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &_selectedMatrix);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &_highlightVertexBuffer._buffer, &offset);
vkCmdBindIndexBuffer(cmd, _highlightIndexBuffer._buffer, 0, VK_INDEX_TYPE_UINT16);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _highlightPipelineLayout, 0, 1, &cameraSet, 0, nullptr);
vkCmdDrawIndexed(cmd, 16, 1, 0, 0, 0);
And the shaders
#version 450
layout (location = 0) in vec3 vPosition;
layout(set = 0, binding = 0) uniform CameraBuffer{
mat4 view;
mat4 proj;
mat4 viewproj;
} cameraData;
layout(push_constant) uniform PushConstants {
mat4 matrix;
} pushConstants;
void main()
{
mat4 modelMatrix = pushConstants.matrix;
mat4 transformMatrix = (cameraData.viewproj * modelMatrix);
gl_Position = transformMatrix * vec4(vPosition, 1.0f);
}
fragment shader
//glsl version 4.5
#version 450
//output write
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(1.0, 1.0, 0.0, 1.0);
}