ShadowImageView | A apple music cover picture shadow style image library | iOS library

 by   olddonkey Swift Version: 1.6.0 License: MIT

kandi X-RAY | ShadowImageView Summary

kandi X-RAY | ShadowImageView Summary

ShadowImageView is a Swift library typically used in Mobile, iOS, Xcode, Uikit applications. ShadowImageView has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

A apple music cover picture shadow style image library. ShadowImageView is a iOS 10 Apple Music style image view, help you create elegent image with shadow.
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              ShadowImageView has a low active ecosystem.
              It has 785 star(s) with 45 fork(s). There are 8 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 5 have been closed. On average issues are closed in 1 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of ShadowImageView is 1.6.0

            kandi-Quality Quality

              ShadowImageView has no bugs reported.

            kandi-Security Security

              ShadowImageView has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ShadowImageView is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              ShadowImageView releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            ShadowImageView Key Features

            No Key Features are available at this moment for ShadowImageView.

            ShadowImageView Examples and Code Snippets

            No Code Snippets are available at this moment for ShadowImageView.

            Community Discussions

            QUESTION

            Inflate exception occurs when using custom view
            Asked 2020-Sep-30 at 12:56

            I am using a custom view on this layout. There is no error/exception occurs when run in debug mode. But when I generate a signed APK and try to run the app, the following exception occurs.

            Exception:

            ...

            ANSWER

            Answered 2020-Sep-30 at 12:56

            Nevermind, found a solution by changing this,

            Source https://stackoverflow.com/questions/64135930

            QUESTION

            How do I present a View Controller with UIView, UIButton sub-classes?
            Asked 2020-Jun-17 at 08:39

            So I have created this UIButton Sub-class. It's a reusable component and can be added in any view controller. I need to present an alert view controller with the tap in the button. So basically I need to find out in which view controller the button lies so I can pass a view controller as a parameter.

            ...

            ANSWER

            Answered 2020-Jun-17 at 08:39

            You could add a weak var reference to the controller inside your UIButton. Better way would be add the handler function in the UIViewController extension and addTarget in the viewDidLoad instead of the UIButton's init(frame:). Here's an example:

            Source https://stackoverflow.com/questions/62423468

            QUESTION

            How do I cast two shadows from an UIImageView with a SF Symbol as the image?
            Asked 2020-Feb-05 at 19:53

            I want to cast a shadow to the lower left AND the lower right of my Image. But I'm struggling to get the second shadow cast (layer2)...

            I've created a subclass of UIImage view and use that in IB:

            ...

            ANSWER

            Answered 2020-Feb-02 at 23:37

            I was able to get this very easily:

            That seems to be the sort of thing you're after.

            The double shadow stems from the fact that in a graphics context, shadow drawing is a state applied to any future drawing. So if you set the context's shadow to be down-and-to-the-left and draw the symbol image, and then set the context's shadow to be down-and-to-the-right and draw the symbol image, you get the double shadow.

            It is true that the symbol image itself is drawn twice but that does not necessarily change the way it appears; if I hadn't told you I'd drawn it twice, I don't think you'd have known.

            Source https://stackoverflow.com/questions/60018041

            QUESTION

            Why when I submitted two commandbuffer, just one commandbuffer executed?
            Asked 2018-May-01 at 01:38
            void VEngine::initVulkan() {
                createInstance();
                setupDebugCallback();
                createSurface();
                pickPhysicalDevice();
                createLogicalDevice();
                createSemaphores();
                createSwapChain();
                createImageViews();
                createCommandPool();
                createRenderPass();
                createFramebuffers();
                CreateShadowRenderPass();
                CreateShadowFrameBuffer();
            
            
                createDescriptorSetLayout();
                createGraphicsPipeline();
                SetTextureInfo();
                createVertexBuffer();
                createIndexBuffer();
                createUniformBuffer();
                createDescriptorPool();
                createDescriptorSet();
                CreateCommandBuffers();
            
            
                CreateShadowLayout();
                CreateShadowPipeline();
                CreateShadowVertexBuffer();
                CreateShadowIndexBuffer();
                CreateShadowUniformBuffer();
                CreateShadowDescriptorPool();
                CreateShadowDescriptorSet();
                CreateShadowCommandBuffer();
            
            }
            
            void VEngine::CreateCommandBuffers()
            {
            
                commandBuffers.resize(swapChainFramebuffers.size());
            
                VkCommandBufferAllocateInfo allocInfo = {};
                allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
                allocInfo.commandPool = commandPool;
                allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
                allocInfo.commandBufferCount = (uint32_t)commandBuffers.size();
            
                if (vkAllocateCommandBuffers(device, &allocInfo, commandBuffers.data()) != VK_SUCCESS) {
                    throw std::runtime_error("failed to allocate command buffers!");
                }
            
                for (size_t i = 0; i < commandBuffers.size(); i++) {
                    VkCommandBufferBeginInfo beginInfo = {};
                    beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
                    beginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
            
                    vkBeginCommandBuffer(commandBuffers[i], &beginInfo);
            
                    VkRenderPassBeginInfo renderPassInfo = {};
                    renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
                    renderPassInfo.renderPass = renderPass;
                    renderPassInfo.framebuffer = swapChainFramebuffers[i];
                    renderPassInfo.renderArea.offset = { 0, 0 };
                    renderPassInfo.renderArea.extent = swapChainExtent;
            
                    std::array clearValues = {};
                    clearValues[0].color = { 0.2f, 0.2f, 0.2f, 1.0f };
                    clearValues[1].depthStencil = { 1.0f, 0 };
            
                    renderPassInfo.clearValueCount = static_cast(clearValues.size());
                    renderPassInfo.pClearValues = clearValues.data();
            
                    vkCmdBeginRenderPass(commandBuffers[i], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
            
                    vkCmdBindPipeline(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
            
                    VkBuffer vertexBuffers[] = { vertexBuffer };
                    VkDeviceSize offsets[] = { 0 };
                    vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, vertexBuffers, offsets);
            
                    vkCmdBindIndexBuffer(commandBuffers[i], indexBuffer, 0, VK_INDEX_TYPE_UINT32);
            
                    vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
            
                    glm::mat4 model = glm::mat4(1.0f);
            
                    vkCmdPushConstants(commandBuffers[i], pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(ConstantMatrixModel), &model);
            
                    vkCmdDrawIndexed(commandBuffers[i], static_cast(indices.size()), 1, 0, 0, 0);
            
                    vkCmdEndRenderPass(commandBuffers[i]);
            
                    if (vkEndCommandBuffer(commandBuffers[i]) != VK_SUCCESS) {
                        throw std::runtime_error("failed to record command buffer!");
                    }
                }
            }
            
            
            void VEngine::drawFrame() {
                uint32_t imageIndex;
                VkResult result = vkAcquireNextImageKHR(device, swapChain, std::numeric_limits::max(), imageAvailableSemaphore, VK_NULL_HANDLE, &imageIndex);
            
               /* if (result == VK_ERROR_OUT_OF_DATE_KHR) {
                    recreateSwapChain();
                    return;
                }
                else if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
                    throw std::runtime_error("failed to acquire swap chain image!");
                }*/
            
                VkSubmitInfo shadowSubmitInfo = {};
                shadowSubmitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
            
                VkPipelineStageFlags shadowWaitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
                shadowSubmitInfo.waitSemaphoreCount = 1;
                shadowSubmitInfo.pWaitSemaphores = &imageAvailableSemaphore;
                shadowSubmitInfo.pWaitDstStageMask = shadowWaitStages;
            
                shadowSubmitInfo.signalSemaphoreCount = 1;
                shadowSubmitInfo.pSignalSemaphores = &shadowSemaphore;
            
                shadowSubmitInfo.pCommandBuffers = &shadowCommandbuffer;
            
                VK_CHECK_RESULT(vkQueueSubmit(presentQueue, 1, &shadowSubmitInfo, VK_NULL_HANDLE));
            
                VkSubmitInfo submitInfo = {};
                submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
            
                VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_ALL_COMMANDS_BIT };
                submitInfo.waitSemaphoreCount = 1;
                submitInfo.pWaitSemaphores = &shadowSemaphore;
                submitInfo.pWaitDstStageMask = waitStages;
            
                submitInfo.commandBufferCount = 1;
                submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
            
                submitInfo.signalSemaphoreCount = 1;
                submitInfo.pSignalSemaphores = &renderFinishedSemaphore;
            
                VK_CHECK_RESULT(vkQueueSubmit(presentQueue, 1, &submitInfo, VK_NULL_HANDLE)); 
            
                VkPresentInfoKHR presentInfo = {};
                presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
            
                presentInfo.waitSemaphoreCount = 1;
                presentInfo.pWaitSemaphores = &renderFinishedSemaphore;
            
                VkSwapchainKHR swapChains[] = { swapChain };
                presentInfo.swapchainCount = 1;
                presentInfo.pSwapchains = swapChains;
            
                presentInfo.pImageIndices = &imageIndex;
            
                VK_CHECK_RESULT(vkQueuePresentKHR(presentQueue, &presentInfo));
            
                //if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR) {
                //    recreateSwapChain();
                //}
                //else if (result != VK_SUCCESS) {
                //    throw std::runtime_error("failed to present swap chain image!");
                //}
            
                VK_CHECK_RESULT(vkQueueWaitIdle(presentQueue));
            }
            
            
            void VEngine::CreateShadowFrameBuffer()
            {
                // For shadow mapping we only need a depth attachment
                VkImageCreateInfo image = {};
                image.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
                image.imageType = VK_IMAGE_TYPE_2D;
                image.extent.width = shadow_width;
                image.extent.height = shadow_height;
                image.extent.depth = 1;
                image.mipLevels = 1;
                image.arrayLayers = 1;
                image.samples = VK_SAMPLE_COUNT_1_BIT;
                image.tiling = VK_IMAGE_TILING_OPTIMAL;
                image.format = DEPTH_FORMAT;                                                                // Depth stencil attachment
                image.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;     // We will sample directly from the depth attachment for the shadow mapping
                VK_CHECK_RESULT(vkCreateImage(device, &image, nullptr, &shadowImage));
            
                VkMemoryAllocateInfo memAlloc = {};
                VkMemoryRequirements memReqs = {};
            
                memAlloc.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
                vkGetImageMemoryRequirements(device, shadowImage, &memReqs);
                memAlloc.allocationSize = memReqs.size;
            
                memAlloc.memoryTypeIndex = findMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
                VK_CHECK_RESULT(vkAllocateMemory(device, &memAlloc, nullptr, &shadowImageMemory));
            
                VK_CHECK_RESULT(vkBindImageMemory(device, shadowImage, shadowImageMemory, 0));
            
                VkImageViewCreateInfo depthStencilView = {};
                depthStencilView.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
                depthStencilView.viewType = VK_IMAGE_VIEW_TYPE_2D;
                depthStencilView.format = DEPTH_FORMAT;
                depthStencilView.subresourceRange = {};
                depthStencilView.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
                depthStencilView.subresourceRange.baseMipLevel = 0;
                depthStencilView.subresourceRange.levelCount = 1;
                depthStencilView.subresourceRange.baseArrayLayer = 0;
                depthStencilView.subresourceRange.layerCount = 1;
                depthStencilView.image = shadowImage;
                VK_CHECK_RESULT(vkCreateImageView(device, &depthStencilView, nullptr, &shadowImageView));
            
                // Create sampler to sample from to depth attachment 
                // Used to sample in the fragment shader for shadowed rendering
                VkSamplerCreateInfo sampler = {};
                sampler.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
                sampler.magFilter = SHADOWMAP_FILTER;
                sampler.minFilter = SHADOWMAP_FILTER;
                sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
                sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
                sampler.addressModeV = sampler.addressModeU;
                sampler.addressModeW = sampler.addressModeU;
                sampler.mipLodBias = 0.0f;
                sampler.maxAnisotropy = 0;
                sampler.minLod = 0.0f;
                sampler.maxLod = 1.0f;
                sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
                VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &shadowImageSampler));
            
                // Create frame buffer
                VkFramebufferCreateInfo fbufCreateInfo = {};
                fbufCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
                fbufCreateInfo.renderPass = shadowRenderPass;
                fbufCreateInfo.attachmentCount = 1;
                fbufCreateInfo.pAttachments = &shadowImageView;
                fbufCreateInfo.width = shadow_width;
                fbufCreateInfo.height = shadow_height;
                fbufCreateInfo.layers = 1;
            
                VK_CHECK_RESULT(vkCreateFramebuffer(device, &fbufCreateInfo, nullptr, &shadowFramebuffers));
            
            
            }
            
            void VEngine::CreateShadowRenderPass()
            {
                VkAttachmentDescription attachmentDescription = {};
                attachmentDescription.format = DEPTH_FORMAT;
                attachmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
                attachmentDescription.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;                         // Clear depth at beginning of the render pass
                attachmentDescription.storeOp = VK_ATTACHMENT_STORE_OP_STORE;                       // We will read from depth, so it's important to store the depth attachment results
                attachmentDescription.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
                attachmentDescription.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
                attachmentDescription.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;                    // We don't care about initial layout of the attachment
                attachmentDescription.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;// Attachment will be transitioned to shader read at render pass end
            
                VkAttachmentReference depthReference = {};
                depthReference.attachment = 0;
                depthReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;           // Attachment will be used as depth/stencil during render pass
            
                VkSubpassDescription subpass = {};
                subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
                subpass.colorAttachmentCount = 0;                                                   // No color attachments
                subpass.pDepthStencilAttachment = &depthReference;                                  // Reference to our depth attachment
                                                                                                    // Use subpass dependencies for layout transitions
                std::array dependencies;
            
                dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
                dependencies[0].dstSubpass = 0;
                dependencies[0].srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
                dependencies[0].dstStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
                dependencies[0].srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
                dependencies[0].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
                dependencies[0].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
            
                dependencies[1].srcSubpass = 0;
                dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
                dependencies[1].srcStageMask = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
                dependencies[1].dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
                dependencies[1].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
                dependencies[1].dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
                dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
            
                VkRenderPassCreateInfo renderPassCreateInfo = {};
                renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
                renderPassCreateInfo.attachmentCount = 1;
                renderPassCreateInfo.pAttachments = &attachmentDescription;
                renderPassCreateInfo.subpassCount = 1;
                renderPassCreateInfo.pSubpasses = &subpass;
                renderPassCreateInfo.dependencyCount = static_cast(dependencies.size());
                renderPassCreateInfo.pDependencies = dependencies.data();
            
                VK_CHECK_RESULT(vkCreateRenderPass(device, &renderPassCreateInfo, nullptr, &shadowRenderPass));
            }
            
            void VEngine::CreateShadowLayout()
            {
            
                std::vector setLayoutBindings;
            
                VkDescriptorSetLayoutBinding ubo{
                    0,
                    VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
                    1,
                    VK_SHADER_STAGE_VERTEX_BIT,
                    nullptr
                };
            
                setLayoutBindings.push_back(ubo);
            
                VkDescriptorSetLayoutCreateInfo descriptorLayout = {};
                descriptorLayout.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
                descriptorLayout.bindingCount = static_cast(setLayoutBindings.size());
                descriptorLayout.pBindings = setLayoutBindings.data();
            
                VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &shadowDescriptorSetLayout));
            
                VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo = {};
                pPipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
                pPipelineLayoutCreateInfo.setLayoutCount = 1;
                pPipelineLayoutCreateInfo.pSetLayouts = &shadowDescriptorSetLayout;
            
                VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &shadowPipelineLayout));
            
            }
            
            void VEngine::CreateShadowVertexBuffer()
            {
                VkDeviceSize bufferSize = sizeof(shadowVertices[0]) * shadowVertices.size();
            
                VkBuffer stagingBuffer;
                VkDeviceMemory stagingBufferMemory;
                createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory);
            
                void* data;
                VK_CHECK_RESULT(vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data));
                memcpy(data, shadowVertices.data(), (size_t)bufferSize);
                vkUnmapMemory(device, stagingBufferMemory);
            
                createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, shadowVertexBuffer, shadowVertexBufferMemory);
            
                copyBuffer(stagingBuffer, shadowVertexBuffer, bufferSize);
            
                vkDestroyBuffer(device, stagingBuffer, nullptr);
                vkFreeMemory(device, stagingBufferMemory, nullptr);
            
            }
            
            void VEngine::CreateShadowIndexBuffer()
            {
                VkDeviceSize bufferSize = sizeof(shadowIndices[0]) * shadowIndices.size();
            
                VkBuffer stagingBuffer;
                VkDeviceMemory stagingBufferMemory;
                createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory);
            
                void* data;
                VK_CHECK_RESULT(vkMapMemory(device, stagingBufferMemory, 0, bufferSize, 0, &data));
                memcpy(data, shadowIndices.data(), (size_t)bufferSize);
                vkUnmapMemory(device, stagingBufferMemory);
            
                createBuffer(bufferSize, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, shadowIndexBuffer, shadowIndexBufferMemory);
            
                copyBuffer(stagingBuffer, shadowIndexBuffer, bufferSize);
            
                vkDestroyBuffer(device, stagingBuffer, nullptr);
                vkFreeMemory(device, stagingBufferMemory, nullptr);
            
            }
            
            void VEngine::CreateShadowUniformBuffer()
            {
                createBuffer(sizeof(ShadowUBO), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, shadowUniformBuffer, shadowUniformBufferMemory);
            
                UpdateShadowUniformBuffer();
            }
            
            void VEngine::CreateShadowDescriptorPool()
            {
                std::array poolSizes = {};
                poolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
                poolSizes[0].descriptorCount = 1;
            
                VkDescriptorPoolCreateInfo poolInfo = {};
                poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
                poolInfo.poolSizeCount = static_cast(poolSizes.size());
                poolInfo.pPoolSizes = poolSizes.data();
                poolInfo.maxSets = 1;
            
                VK_CHECK_RESULT(vkCreateDescriptorPool(device, &poolInfo, nullptr, &shadowDescriptorPool));
            
            }
            
            void VEngine::CreateShadowDescriptorSet()
            {
                VkDescriptorSetLayout layouts[] = { shadowDescriptorSetLayout };
                VkDescriptorSetAllocateInfo allocInfo = {};
                allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
                allocInfo.descriptorPool = shadowDescriptorPool;
                allocInfo.descriptorSetCount = 1;
                allocInfo.pSetLayouts = layouts;
            
                VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &shadowDescriptorSet));
            
                VkDescriptorBufferInfo matrixBufferInfo = {};
                matrixBufferInfo.buffer = shadowUniformBuffer;
                matrixBufferInfo.offset = 0;
                matrixBufferInfo.range = sizeof(ShadowUBO);
            
                std::array descriptorWrites = {};
            
                descriptorWrites[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
                descriptorWrites[0].dstSet = shadowDescriptorSet;
                descriptorWrites[0].dstBinding = 0;
                descriptorWrites[0].dstArrayElement = 0;
                descriptorWrites[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
                descriptorWrites[0].descriptorCount = 1;
                descriptorWrites[0].pBufferInfo = &matrixBufferInfo;
            
            
                vkUpdateDescriptorSets(device, static_cast(descriptorWrites.size()), descriptorWrites.data(), 0, nullptr);
            }
            
            void VEngine::CreateShadowPipeline()
            {
                auto vertShaderCode = readFile("D:/project/vulkan_engine/media/shaders/shadow/offscreen.vert.spv");
                auto fragShaderCode = readFile("D:/project/vulkan_engine/media/shaders/shadow/offscreen.frag.spv");
            
                VkShaderModule shadowVertShaderModule = createShaderModule(vertShaderCode);
                VkShaderModule shadowFragShaderModule = createShaderModule(fragShaderCode);
            
                VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
                vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
                vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
                vertShaderStageInfo.module = shadowVertShaderModule;
                vertShaderStageInfo.pName = "main";
            
                VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
                fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
                fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
                fragShaderStageInfo.module = shadowFragShaderModule;
                fragShaderStageInfo.pName = "main";
            
                VkPipelineShaderStageCreateInfo shaderStages[] = { vertShaderStageInfo, fragShaderStageInfo };
            
                VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
                vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
            
                auto bindingDescription = ShadowVertex::getBindingDescription();
                auto attributeDescriptions = ShadowVertex::getAttributeDescriptions();
            
                vertexInputInfo.vertexBindingDescriptionCount = 1;
                vertexInputInfo.vertexAttributeDescriptionCount = 1;
                vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
                vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
            
                VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
                inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
                inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
                inputAssembly.primitiveRestartEnable = VK_FALSE;
            
                VkPipelineViewportStateCreateInfo viewportState = {};
                viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
                viewportState.viewportCount = 1;
                viewportState.scissorCount = 1;
            
                VkPipelineRasterizationStateCreateInfo rasterizer = {};
                rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
                rasterizer.depthClampEnable = VK_FALSE;
                rasterizer.rasterizerDiscardEnable = VK_FALSE;
                rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
                rasterizer.lineWidth = 1.0f;
                rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
                rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
                rasterizer.depthBiasEnable = VK_TRUE;
            
                VkPipelineMultisampleStateCreateInfo multisampling = {};
                multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
                multisampling.sampleShadingEnable = VK_FALSE;
                multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
            
                VkPipelineDepthStencilStateCreateInfo depthStencil = {};
                depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
                depthStencil.depthTestEnable = VK_TRUE;
                depthStencil.depthWriteEnable = VK_TRUE;
                depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
                depthStencil.depthBoundsTestEnable = VK_FALSE;
                depthStencil.stencilTestEnable = VK_FALSE;
            
                VkPipelineColorBlendStateCreateInfo colorBlending = {};
                colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
                colorBlending.attachmentCount = 0;
            
                std::vector dynamicStateEnables = {
                    VK_DYNAMIC_STATE_VIEWPORT,
                    VK_DYNAMIC_STATE_SCISSOR,
                    VK_DYNAMIC_STATE_DEPTH_BIAS
                };
            
                VkPipelineDynamicStateCreateInfo dynamicState = {};
                dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
                dynamicState.dynamicStateCount = dynamicStateEnables.size();
                dynamicState.pDynamicStates = dynamicStateEnables.data();
            
                VkGraphicsPipelineCreateInfo pipelineInfo = {};
                pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
                pipelineInfo.stageCount = 2;
                pipelineInfo.pStages = shaderStages;
                pipelineInfo.pVertexInputState = &vertexInputInfo;
                pipelineInfo.pInputAssemblyState = &inputAssembly;
                pipelineInfo.pViewportState = &viewportState;
                pipelineInfo.pRasterizationState = &rasterizer;
                pipelineInfo.pMultisampleState = &multisampling;
                pipelineInfo.pDepthStencilState = &depthStencil;
                pipelineInfo.pColorBlendState = &colorBlending;
                pipelineInfo.layout = shadowPipelineLayout;
                pipelineInfo.renderPass = shadowRenderPass;
                pipelineInfo.pDynamicState = &dynamicState;
            
            
                VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &shadowPipeline)); 
            
            
                vkDestroyShaderModule(device, shadowFragShaderModule, nullptr);
                vkDestroyShaderModule(device, shadowVertShaderModule, nullptr);
            
            }
            
            void VEngine::CreateShadowCommandBuffer()
            {
            
                VkCommandBufferAllocateInfo allocInfo = {};
                allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
                allocInfo.commandPool = commandPool;
                allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
                allocInfo.commandBufferCount = 1;
            
                VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &allocInfo, &shadowCommandbuffer));
            
                VkCommandBufferBeginInfo cmdBufInfo = {};
                cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
                cmdBufInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
            
                VkClearValue clearValues[1];
                clearValues[0].color = {1.0, 0.0, 0.0, 1.0};
                clearValues[0].depthStencil = { 1.0f, 0 };
            
                VkRenderPassBeginInfo renderPassBeginInfo = {};
                renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
                renderPassBeginInfo.renderPass = shadowRenderPass;
                renderPassBeginInfo.framebuffer = shadowFramebuffers;
                renderPassBeginInfo.renderArea.offset.x = 0;
                renderPassBeginInfo.renderArea.offset.y = 0;
                renderPassBeginInfo.renderArea.extent.width = shadow_width;
                renderPassBeginInfo.renderArea.extent.height = shadow_height;
                renderPassBeginInfo.clearValueCount = 1;
                renderPassBeginInfo.pClearValues = clearValues;
            
                VK_CHECK_RESULT(vkBeginCommandBuffer(shadowCommandbuffer, &cmdBufInfo));
            
                VkViewport viewport = {};
                viewport.width = shadow_width;
                viewport.height = shadow_height;
                viewport.minDepth = 0;
                viewport.maxDepth = 1;
            
                vkCmdSetViewport(shadowCommandbuffer, 0, 1, &viewport);
            
                VkRect2D scissor = {};
                scissor.offset.x = 0;
                scissor.offset.y = 0;
                scissor.extent.width = shadow_width;
                scissor.extent.height = shadow_height;
            
                vkCmdSetScissor(shadowCommandbuffer, 0, 1, &scissor);
            
                // Set depth bias (aka "Polygon offset")
                // Required to avoid shadow mapping artefacts
                vkCmdSetDepthBias(
                    shadowCommandbuffer,
                    1.25f,
                    0.0f,
                    1.75f);
            
                vkCmdBeginRenderPass(shadowCommandbuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
            
                vkCmdBindPipeline(shadowCommandbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipeline);
                vkCmdBindDescriptorSets(shadowCommandbuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, shadowPipelineLayout, 0, 1, &shadowDescriptorSet, 0, NULL);
            
                VkDeviceSize offsets[1] = { 0 };
                vkCmdBindVertexBuffers(shadowCommandbuffer, 0, 1, &shadowVertexBuffer, offsets);
                vkCmdBindIndexBuffer(shadowCommandbuffer, shadowIndexBuffer, 0, VK_INDEX_TYPE_UINT32);
            
                vkCmdDrawIndexed(shadowCommandbuffer, static_cast(indices.size()), 1, 0, 0, 0);
            
                vkCmdEndRenderPass(shadowCommandbuffer);
            
                VK_CHECK_RESULT(vkEndCommandBuffer(shadowCommandbuffer));
            
            }
            
            void VEngine::UpdateShadowUniformBuffer()
            {
                void* uboData;
                VK_CHECK_RESULT(vkMapMemory(device, shadowUniformBufferMemory, 0, sizeof(ShadowUBO), 0, &uboData));
                memcpy(uboData, &ubo.depthMVP, sizeof(ShadowUBO));
                vkUnmapMemory(device, shadowUniformBufferMemory);
            }
            
            ...

            ANSWER

            Answered 2018-Apr-30 at 14:19

            In VEngine::drawFrame you create two VkSubmitInfo structures, which are initialised to 0 with VkSubmitInfo ... = {}.

            For the submitInfo you set both .commandBufferCount to 1 and .pCommandBuffers to the command buffer you want to submit, but in shadowSubmitInfo you only set .pCommandBuffers, which leaves .commandBufferCount as the value 0 - meaning no command buffers are submitted.

            If you set shadowSubmitInfo.commandBufferCount to 1 then it should work better (although I can't say if there are any other problems).

            Source https://stackoverflow.com/questions/50099568

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