/* Copyright (c) 2019-2025, Sascha Willems
 *
 * SPDX-License-Identifier: Apache-2.0
 *
 * Licensed under the Apache License, Version 2.0 the "License";
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

 /*
  * Texture loading (and display) example (including mip maps)
  */

#include "texture_loading.h"

TextureLoading::TextureLoading()
{
	zoom = -1.f;
	//rotation = { 0.0f, 15.0f, 0.0f };
	rotation = { 0.0f, 0.0f, 0.0f };
	title = "Texture loading";
	this_instance = this;
}

TextureLoading::~TextureLoading()
{
	if (has_device())
	{
		// Clean up used Vulkan resources
		// Note : Inherited destructor cleans up resources stored in base class

		vkDestroyPipeline(get_device().get_handle(), pipelines.solid, nullptr);
		vkDestroyPipeline(get_device().get_handle(), pipelines.background, nullptr);
		vkDestroyPipeline(get_device().get_handle(), pipelines.point, nullptr);
		vkDestroyPipeline(get_device().get_handle(), pipelines.line, nullptr);

		vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
		vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_bg, nullptr);
		vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_point, nullptr);
		vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_point_line, nullptr);

		vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
		vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_bg, nullptr);
		vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_point, nullptr);
		vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_point_line, nullptr);
		
	}

	destroy_texture(texture);
	destroy_texture(texture_point);
	destroy_texture(texture_point_line);
	destroy_texture(cam_text);

	vertex_buffer.reset();
	index_buffer.reset();
	uniform_buffer_vs.reset();
	uniform_buffer_vs_point.reset();

	
	vertex_buffer_point.reset(); // BufferC 会自动清理
	//stop();
}

// Enable physical device features required for this example
void TextureLoading::request_gpu_features(vkb::PhysicalDevice& gpu)
{
	// Enable anisotropic filtering if supported
	if (gpu.get_features().samplerAnisotropy)
	{
		gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
	}
}



void hslToRgb(float h, float s, float l, uint8_t& r, uint8_t& g, uint8_t& b) {
	float c = (1 - std::abs(2 * l - 1)) * s;
	float x = c * (1 - std::abs(std::fmod(h / 60.0f, 2.0f) - 1));
	float m = l - c / 2.0f;

	float r_, g_, b_;

	if (h < 60) {
		r_ = c; g_ = x; b_ = 0;
	}
	else if (h < 120) {
		r_ = x; g_ = c; b_ = 0;
	}
	else if (h < 180) {
		r_ = 0; g_ = c; b_ = x;
	}
	else if (h < 240) {
		r_ = 0; g_ = x; b_ = c;
	}
	else if (h < 300) {
		r_ = x; g_ = 0; b_ = c;
	}
	else {
		r_ = c; g_ = 0; b_ = x;
	}

	r = static_cast<uint8_t>((r_ + m) * 255);
	g = static_cast<uint8_t>((g_ + m) * 255);
	b = static_cast<uint8_t>((b_ + m) * 255);
}

std::vector<uint8_t> generateSimpleTestImage(int width, int height, int cell_width) {
	std::vector<uint8_t> imageData(width * height * 4);

	int gridCols = (width + cell_width - 1) / cell_width;
	int gridRows = (height + cell_width - 1) / cell_width;

	// 存储每个单元格的颜色
	std::vector<std::vector<std::vector<uint8_t>>> cellColors(
		gridRows,
		std::vector<std::vector<uint8_t>>(
			gridCols,
			std::vector<uint8_t>(4)
		)
	);

	// 为每个单元格生成不同的颜色
	for (int gridY = 0; gridY < gridRows; ++gridY) {
		for (int gridX = 0; gridX < gridCols; ++gridX) {
			// 使用网格坐标生成HSL颜色
			float hue = static_cast<float>(gridX + gridY * gridCols) / (gridCols * gridRows) * 360.0f;
			float saturation = 0.7f + 0.3f * static_cast<float>(gridX % 2);  // 交替饱和度
			float lightness = 0.5f + 0.2f * static_cast<float>(gridY % 2);   // 交替亮度

			uint8_t r, g, b;
			hslToRgb(hue, saturation, lightness, r, g, b);

			cellColors[gridY][gridX][0] = r;
			cellColors[gridY][gridX][1] = g;
			cellColors[gridY][gridX][2] = b;
			cellColors[gridY][gridX][3] = 255;
			if (gridY == 0 && gridX == 0)
			{
				cellColors[gridY][gridX][0] = 0;
				cellColors[gridY][gridX][1] = 0;
				cellColors[gridY][gridX][2] = 0;
				cellColors[gridY][gridX][3] = 255;
			}

			if (gridY == 0 && gridX == gridCols-1)
			{
				cellColors[gridY][gridX][0] = 255;
				cellColors[gridY][gridX][1] = 0;
				cellColors[gridY][gridX][2] = 0;
				cellColors[gridY][gridX][3] = 255;
			}

			if (gridY == gridRows-1 && gridX == 0)
			{
				cellColors[gridY][gridX][0] = 0;
				cellColors[gridY][gridX][1] = 0;
				cellColors[gridY][gridX][2] = 255;
				cellColors[gridY][gridX][3] = 255;
			}

			if (gridY == gridRows - 1 && gridX == gridCols - 1)
			{
				cellColors[gridY][gridX][0] = 255;
				cellColors[gridY][gridX][1] = 255;
				cellColors[gridY][gridX][2] = 255;
				cellColors[gridY][gridX][3] = 255;
			}
		}
	}

	// 填充像素数据
	for (int y = 0; y < height; ++y) {
		int gridY = y / cell_width;

		for (int x = 0; x < width; ++x) {
			int gridX = x / cell_width;

			if (gridY < gridRows && gridX < gridCols) {
				const uint8_t* color = cellColors[gridY][gridX].data();
				int index = (y * width + x) * 4;

				imageData[index] = color[0]/10;
				imageData[index + 1] = color[1]/10;
				imageData[index + 2] = color[2]/10;
				imageData[index + 3] = color[3]/10;
			}
		}
	}

	return imageData;
}

void TextureLoading::load_texture()
{
	// We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
	std::string filename = vkb::fs::path::get(vkb::fs::path::Assets, "textures/metalplate01_rgba.ktx");
	// ktx1 doesn't know whether the content is sRGB or linear, but most tools save in sRGB, so assume that.
	VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;

	ktxTexture* ktx_texture;
	KTX_error_code result;

	result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktx_texture);

	if (ktx_texture == nullptr)
	{
		throw std::runtime_error("Couldn't load texture");
	}

	// assert(!tex2D.empty());

	texture.width = ktx_texture->baseWidth;
	texture.height = ktx_texture->baseHeight;
	texture.mip_levels = ktx_texture->numLevels;

	// We prefer using staging to copy the texture data to a device local optimal image
	VkBool32 use_staging = true;

	// Only use linear tiling if forced
	bool force_linear_tiling = false;
	if (force_linear_tiling)
	{
		// Don't use linear if format is not supported for (linear) shader sampling
		// Get device properties for the requested texture format
		VkFormatProperties format_properties;
		vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), format, &format_properties);
		use_staging = !(format_properties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
	}

	VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info();
	VkMemoryRequirements memory_requirements = {};

	ktx_uint8_t* ktx_image_data = ktx_texture->pData;
	ktx_size_t   ktx_texture_size = ktx_texture->dataSize;

	if (use_staging)
	{
		// Copy data to an optimal tiled image
		// This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device

		// Create a host-visible staging buffer that contains the raw image data
		// This buffer will be the data source for copying texture data to the optimal tiled image on the device
		VkBuffer       staging_buffer;
		VkDeviceMemory staging_memory;

		VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info();
		buffer_create_info.size = ktx_texture_size;
		// This buffer is used as a transfer source for the buffer copy
		buffer_create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
		buffer_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
		VK_CHECK(vkCreateBuffer(get_device().get_handle(), &buffer_create_info, nullptr, &staging_buffer));

		// Get memory requirements for the staging buffer (alignment, memory type bits)
		vkGetBufferMemoryRequirements(get_device().get_handle(), staging_buffer, &memory_requirements);
		memory_allocate_info.allocationSize = memory_requirements.size;
		// Get memory type index for a host visible buffer
		memory_allocate_info.memoryTypeIndex =
			get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
		VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &staging_memory));
		VK_CHECK(vkBindBufferMemory(get_device().get_handle(), staging_buffer, staging_memory, 0));

		// Copy texture data into host local staging buffer

		uint8_t* data;
		VK_CHECK(vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void**)&data));
		memcpy(data, ktx_image_data, ktx_texture_size);
		vkUnmapMemory(get_device().get_handle(), staging_memory);

		// Setup buffer copy regions for each mip level
		std::vector<VkBufferImageCopy> buffer_copy_regions;
		for (uint32_t i = 0; i < texture.mip_levels; i++)
		{
			ktx_size_t        offset;
			KTX_error_code    result = ktxTexture_GetImageOffset(ktx_texture, i, 0, 0, &offset);
			VkBufferImageCopy buffer_copy_region = {};
			buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
			buffer_copy_region.imageSubresource.mipLevel = i;
			buffer_copy_region.imageSubresource.baseArrayLayer = 0;
			buffer_copy_region.imageSubresource.layerCount = 1;
			buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> i;
			buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> i;
			buffer_copy_region.imageExtent.depth = 1;
			buffer_copy_region.bufferOffset = offset;
			buffer_copy_regions.push_back(buffer_copy_region);
		}

		// Create optimal tiled target image on the device
		VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
		image_create_info.imageType = VK_IMAGE_TYPE_2D;
		image_create_info.format = format;
		image_create_info.mipLevels = texture.mip_levels;
		image_create_info.arrayLayers = 1;
		image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
		image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
		image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
		// Set initial layout of the image to undefined
		image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
		image_create_info.extent = { texture.width, texture.height, 1 };
		image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
		VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image));

		vkGetImageMemoryRequirements(get_device().get_handle(), texture.image, &memory_requirements);
		memory_allocate_info.allocationSize = memory_requirements.size;
		memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
		VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &texture.device_memory));
		VK_CHECK(vkBindImageMemory(get_device().get_handle(), texture.image, texture.device_memory, 0));

		VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);

		// Image memory barriers for the texture image

		// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
		VkImageSubresourceRange subresource_range = {};
		// Image only contains color data
		subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
		// Start at first mip level
		subresource_range.baseMipLevel = 0;
		// We will transition on all mip levels
		subresource_range.levelCount = texture.mip_levels;
		// The 2D texture only has one layer
		subresource_range.layerCount = 1;

		// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
		VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();

		image_memory_barrier.image = texture.image;
		image_memory_barrier.subresourceRange = subresource_range;
		image_memory_barrier.srcAccessMask = 0;
		image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;

		// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
		// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
		// Destination pipeline stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
		vkCmdPipelineBarrier(
			copy_command,
			VK_PIPELINE_STAGE_HOST_BIT,
			VK_PIPELINE_STAGE_TRANSFER_BIT,
			0,
			0, nullptr,
			0, nullptr,
			1, &image_memory_barrier);

		// Copy mip levels from staging buffer
		vkCmdCopyBufferToImage(
			copy_command,
			staging_buffer,
			texture.image,
			VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
			static_cast<uint32_t>(buffer_copy_regions.size()),
			buffer_copy_regions.data());

		// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
		image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
		image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

		// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
		// Source pipeline stage stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
		// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
		vkCmdPipelineBarrier(
			copy_command,
			VK_PIPELINE_STAGE_TRANSFER_BIT,
			VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
			0,
			0, nullptr,
			0, nullptr,
			1, &image_memory_barrier);

		// Store current layout for later reuse
		texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

		get_device().flush_command_buffer(copy_command, queue, true);

		// Clean up staging resources
		vkDestroyBuffer(get_device().get_handle(), staging_buffer, nullptr);
		vkFreeMemory(get_device().get_handle(), staging_memory, nullptr);
	}
	else
	{
		// Copy data to a linear tiled image

		VkImage        mappable_image;
		VkDeviceMemory mappable_memory;

		// Load mip map level 0 to linear tiling image
		VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
		image_create_info.imageType = VK_IMAGE_TYPE_2D;
		image_create_info.format = format;
		image_create_info.mipLevels = 1;
		image_create_info.arrayLayers = 1;
		image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
		image_create_info.tiling = VK_IMAGE_TILING_LINEAR;
		image_create_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
		image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
		image_create_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
		image_create_info.extent = { texture.width, texture.height, 1 };
		VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &mappable_image));

		// Get memory requirements for this image like size and alignment
		vkGetImageMemoryRequirements(get_device().get_handle(), mappable_image, &memory_requirements);
		// Set memory allocation size to required memory size
		memory_allocate_info.allocationSize = memory_requirements.size;
		// Get memory type that can be mapped to host memory
		memory_allocate_info.memoryTypeIndex =
			get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
		VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &mappable_memory));
		VK_CHECK(vkBindImageMemory(get_device().get_handle(), mappable_image, mappable_memory, 0));

		// Map image memory
		void* data;
		ktx_size_t ktx_image_size = ktxTexture_GetImageSize(ktx_texture, 0);
		VK_CHECK(vkMapMemory(get_device().get_handle(), mappable_memory, 0, memory_requirements.size, 0, &data));
		// Copy image data of the first mip level into memory
		memcpy(data, ktx_image_data, ktx_image_size);
		vkUnmapMemory(get_device().get_handle(), mappable_memory);

		// Linear tiled images don't need to be staged and can be directly used as textures
		texture.image = mappable_image;
		texture.device_memory = mappable_memory;
		texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

		// Setup image memory barrier transfer image to shader read layout
		VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);

		// The sub resource range describes the regions of the image we will be transition
		VkImageSubresourceRange subresource_range = {};
		subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
		subresource_range.baseMipLevel = 0;
		subresource_range.levelCount = 1;
		subresource_range.layerCount = 1;

		// Transition the texture image layout to shader read, so it can be sampled from
		VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
		;
		image_memory_barrier.image = texture.image;
		image_memory_barrier.subresourceRange = subresource_range;
		image_memory_barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
		image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
		image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
		image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;

		// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
		// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
		// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
		vkCmdPipelineBarrier(
			copy_command,
			VK_PIPELINE_STAGE_HOST_BIT,
			VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
			0,
			0, nullptr,
			0, nullptr,
			1, &image_memory_barrier);

		get_device().flush_command_buffer(copy_command, queue, true);
	}

	// now, the ktx_texture can be destroyed
	ktxTexture_Destroy(ktx_texture);

	// Calculate valid filter and mipmap modes
	VkFilter            filter = VK_FILTER_LINEAR;
	VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
	vkb::make_filters_valid(get_device().get_gpu().get_handle(), format, &filter, &mipmap_mode);

	// Create a texture sampler
	// In Vulkan textures are accessed by samplers
	// This separates all the sampling information from the texture data. This means you could have multiple sampler objects for the same texture with different settings
	// Note: Similar to the samplers available with OpenGL 3.3
	VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
	sampler.magFilter = filter;
	sampler.minFilter = filter;
	sampler.mipmapMode = mipmap_mode;
	sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
	sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
	sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
	sampler.mipLodBias = 0.0f;
	sampler.compareOp = VK_COMPARE_OP_NEVER;
	sampler.minLod = 0.0f;
	// Set max level-of-detail to mip level count of the texture
	sampler.maxLod = (use_staging) ? static_cast<float>(texture.mip_levels) : 0.0f;
	// Enable anisotropic filtering
	// This feature is optional, so we must check if it's supported on the device
	if (get_device().get_gpu().get_features().samplerAnisotropy)
	{
		// Use max. level of anisotropy for this example
		sampler.maxAnisotropy = get_device().get_gpu().get_properties().limits.maxSamplerAnisotropy;
		sampler.anisotropyEnable = VK_TRUE;
	}
	else
	{
		// The device does not support anisotropic filtering
		sampler.maxAnisotropy = 1.0;
		sampler.anisotropyEnable = VK_FALSE;
	}
	sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
	VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &texture.sampler));

	// Create image view
	// Textures are not directly accessed by the shaders and
	// are abstracted by image views containing additional
	// information and sub resource ranges
	VkImageViewCreateInfo view = vkb::initializers::image_view_create_info();
	view.viewType = VK_IMAGE_VIEW_TYPE_2D;
	view.format = format;
	view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
	// The subresource range describes the set of mip levels (and array layers) that can be accessed through this image view
	// It's possible to create multiple image views for a single image referring to different (and/or overlapping) ranges of the image
	view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
	view.subresourceRange.baseMipLevel = 0;
	view.subresourceRange.baseArrayLayer = 0;
	view.subresourceRange.layerCount = 1;
	// Linear tiling usually won't support mip maps
	// Only set mip map count if optimal tiling is used
	view.subresourceRange.levelCount = (use_staging) ? texture.mip_levels : 1;
	// The view will be based on the texture's image
	view.image = texture.image;
	VK_CHECK(vkCreateImageView(get_device().get_handle(), &view, nullptr, &texture.view));
}

// Free all Vulkan resources used by a texture object
void TextureLoading::destroy_texture(Texture texture)
{
	vkDestroyImageView(get_device().get_handle(), texture.view, nullptr);
	vkDestroyImage(get_device().get_handle(), texture.image, nullptr);
	vkDestroySampler(get_device().get_handle(), texture.sampler, nullptr);
	vkFreeMemory(get_device().get_handle(), texture.device_memory, nullptr);
}



void TextureLoading::build_command_buffers()
{
	VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();

	VkClearValue clear_values[2];
	clear_values[0].color = default_clear_color;
	clear_values[1].depthStencil = { 0.0f, 0 };

	VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
	render_pass_begin_info.renderPass = render_pass;
	render_pass_begin_info.renderArea.offset.x = 0;
	render_pass_begin_info.renderArea.offset.y = 0;
	render_pass_begin_info.renderArea.extent.width = width;
	render_pass_begin_info.renderArea.extent.height = height;
	render_pass_begin_info.clearValueCount = 2;
	render_pass_begin_info.pClearValues = clear_values;

	for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
	{
		// Set target frame buffer
		render_pass_begin_info.framebuffer = framebuffers[i];

		VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));

		vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);

		VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
		vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);

		VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
		vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);

		vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_bg, 0, 1, &descriptor_set_bg, 0, NULL);
		vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.background);
		vkCmdDraw(draw_cmd_buffers[i], 6, 1, 0, 0);

		//vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, NULL);
		//vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);

		//VkDeviceSize offsets[1] = { 0 };
		//vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets);
		//vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);

		//vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0);

		draw_point_cloud(draw_cmd_buffers[i]);
		draw_point_cloud_line(draw_cmd_buffers[i]);

		//draw_ui(draw_cmd_buffers[i]);

		vkCmdEndRenderPass(draw_cmd_buffers[i]);

		VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
	}
}

void TextureLoading::draw()
{
	std::unique_lock<std::mutex> lock(mtx);
	std::unique_lock<std::mutex> lock_point(mtx_point);
	std::lock_guard<std::mutex> lock_line(mtx_point_line);
	std::unique_lock<std::mutex> lock_mvp(mtx_mvp);
	ApiVulkanSample::prepare_frame();

	// --- 新增：在命令缓冲区中绘制点云 ---
	// 在 build_command_buffers 中已经构建了命令缓冲区，但点数据是动态的。
	// 因此，我们在这里重新记录命令缓冲区。
	// 注意：更高效的做法是使用动态顶点缓冲区或间接绘制，但对于 Demo 来说，重新记录是可以接受的。
	build_command_buffers(); // 重新构建所有命令缓冲区以包含最新的点云

	// Command buffer to be submitted to the queue
	submit_info.commandBufferCount = 1;
	submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];

	// Submit to queue
	VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));

	ApiVulkanSample::submit_frame();
}

void TextureLoading::generate_quad()
{
	// Setup vertices for a single uv-mapped quad made from two triangles
	//std::vector<TextureLoadingVertexStructure> vertices =
	//{
	//	{{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
	//	{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
	//	{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
	//	{{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}} };
	std::vector<TextureLoadingVertexStructure> vertices =
	{
		{{0.3f, 0.3f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
		{{-0.3f, 0.3f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
		{{-0.3f, -0.3f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
		{{0.3f, -0.3f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}} };

	// Setup indices
	std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0 };
	index_count = static_cast<uint32_t>(indices.size());

	auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(TextureLoadingVertexStructure));
	auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));

	// Create buffers
	// For the sake of simplicity we won't stage the vertex data to the gpu memory
	// Vertex buffer
	vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
		vertex_buffer_size,
		VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
		VMA_MEMORY_USAGE_CPU_TO_GPU);
	vertex_buffer->update(vertices.data(), vertex_buffer_size);

	index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
		index_buffer_size,
		VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
		VMA_MEMORY_USAGE_CPU_TO_GPU);

	index_buffer->update(indices.data(), index_buffer_size);
}

void TextureLoading::setup_descriptor_pool()
{
	// Example uses one ubo and one image sampler
	std::vector<VkDescriptorPoolSize> pool_sizes =
	{
		vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
		vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6) };

	VkDescriptorPoolCreateInfo descriptor_pool_create_info =
		vkb::initializers::descriptor_pool_create_info(
			static_cast<uint32_t>(pool_sizes.size()),
			pool_sizes.data(),
			6);

	VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}




void TextureLoading::setup_descriptor_set_layout()
{
	std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			VK_SHADER_STAGE_VERTEX_BIT,
			0),
		// Binding 1 : Fragment shader image sampler
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
			VK_SHADER_STAGE_FRAGMENT_BIT,
			1) };

	VkDescriptorSetLayoutCreateInfo descriptor_layout =
		vkb::initializers::descriptor_set_layout_create_info(
			set_layout_bindings.data(),
			static_cast<uint32_t>(set_layout_bindings.size()));

	VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout));

	VkPipelineLayoutCreateInfo pipeline_layout_create_info =
		vkb::initializers::pipeline_layout_create_info(
			&descriptor_set_layout,
			1);

	VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
}

void TextureLoading::setup_descriptor_set()
{
	VkDescriptorSetAllocateInfo alloc_info =
		vkb::initializers::descriptor_set_allocate_info(
			descriptor_pool,
			&descriptor_set_layout,
			1);

	VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));

	VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs);

	// Setup a descriptor image info for the current texture to be used as a combined image sampler
	VkDescriptorImageInfo image_descriptor;
	image_descriptor.imageView = texture.view;                // The image's view (images are never directly accessed by the shader, but rather through views defining subresources)
	image_descriptor.sampler = texture.sampler;             // The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.)
	image_descriptor.imageLayout = texture.image_layout;        // The current layout of the image (Note: Should always fit the actual use, e.g. shader read)

	std::vector<VkWriteDescriptorSet> write_descriptor_sets =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::write_descriptor_set(
			descriptor_set,
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			0,
			&buffer_descriptor),
		// Binding 1 : Fragment shader texture sampler
		//	Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
		vkb::initializers::write_descriptor_set(
			descriptor_set,
			VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,        // The descriptor set will use a combined image sampler (sampler and image could be split)
			1,                                                // Shader binding point 1
			&image_descriptor)                                // Pointer to the descriptor image for our texture
	};

	vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}

void TextureLoading::setup_descriptor_set_layout_bg()
{
	std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
	{
		// Binding 1 : Fragment shader image sampler
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
			VK_SHADER_STAGE_FRAGMENT_BIT,
			0) };

	VkDescriptorSetLayoutCreateInfo descriptor_layout =
		vkb::initializers::descriptor_set_layout_create_info(
			set_layout_bindings.data(),
			static_cast<uint32_t>(set_layout_bindings.size()));

	VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_bg));

	VkPipelineLayoutCreateInfo pipeline_layout_create_info =
		vkb::initializers::pipeline_layout_create_info(
			&descriptor_set_layout_bg,
			1);

	VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_bg));
}

void TextureLoading::setup_descriptor_set_bg()
{
	VkDescriptorSetAllocateInfo alloc_info =
		vkb::initializers::descriptor_set_allocate_info(
			descriptor_pool,
			&descriptor_set_layout_bg,
			1);

	VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_bg));



	VkDescriptorImageInfo image_descriptor;
	image_descriptor.imageView = cam_text.view;
	image_descriptor.sampler = cam_text.sampler;
	image_descriptor.imageLayout = cam_text.image_layout;

	std::vector<VkWriteDescriptorSet> write_descriptor_sets =
	{
			vkb::initializers::write_descriptor_set(
				descriptor_set_bg,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				0,
				&image_descriptor)
	};

	vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}


void TextureLoading::setup_descriptor_set_layout_point()
{
	std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			VK_SHADER_STAGE_VERTEX_BIT,
			0),
		// Binding 1 : Fragment shader image sampler
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
			VK_SHADER_STAGE_FRAGMENT_BIT,
			1)
	};

	VkDescriptorSetLayoutCreateInfo descriptor_layout =
		vkb::initializers::descriptor_set_layout_create_info(
			set_layout_bindings.data(),
			static_cast<uint32_t>(set_layout_bindings.size()));

	VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_point));

	VkPipelineLayoutCreateInfo pipeline_layout_create_info =
		vkb::initializers::pipeline_layout_create_info(
			&descriptor_set_layout_point,
			1);

	VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_point));
}


void TextureLoading::setup_descriptor_set_point()
{
	VkDescriptorSetAllocateInfo alloc_info =
		vkb::initializers::descriptor_set_allocate_info(
			descriptor_pool,
			&descriptor_set_layout_point,
			1);

	VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_point));

	VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs_point);


	VkDescriptorImageInfo image_descriptor;
	image_descriptor.imageView = texture_point.view;               
	image_descriptor.sampler = texture_point.sampler;            
	image_descriptor.imageLayout = texture_point.image_layout;       

	std::vector<VkWriteDescriptorSet> write_descriptor_sets =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::write_descriptor_set(
			descriptor_set_point,
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			0,
			&buffer_descriptor),
		// Binding 1 : Fragment shader texture sampler
		//	Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
		vkb::initializers::write_descriptor_set(
			descriptor_set_point,
			VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,        // The descriptor set will use a combined image sampler (sampler and image could be split)
			1,                                                // Shader binding point 1
			&image_descriptor)                                // Pointer to the descriptor image for our texture
	};

	vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}


void TextureLoading::setup_descriptor_set_layout_point_line()
{
	std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::descriptor_set_layout_binding(
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			VK_SHADER_STAGE_VERTEX_BIT,
			0),
			// Binding 1 : Fragment shader image sampler
			vkb::initializers::descriptor_set_layout_binding(
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
				VK_SHADER_STAGE_FRAGMENT_BIT,
				1)
	};

	VkDescriptorSetLayoutCreateInfo descriptor_layout =
		vkb::initializers::descriptor_set_layout_create_info(
			set_layout_bindings.data(),
			static_cast<uint32_t>(set_layout_bindings.size()));

	VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_point_line));

	VkPipelineLayoutCreateInfo pipeline_layout_create_info =
		vkb::initializers::pipeline_layout_create_info(
			&descriptor_set_layout_point_line,
			1);

	VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_point_line));
}


void TextureLoading::setup_descriptor_set_point_line()
{
	VkDescriptorSetAllocateInfo alloc_info =
		vkb::initializers::descriptor_set_allocate_info(
			descriptor_pool,
			&descriptor_set_layout_point_line,
			1);

	VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_point_line));

	VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs_point);


	VkDescriptorImageInfo image_descriptor;
	image_descriptor.imageView = texture_point_line.view;
	image_descriptor.sampler = texture_point_line.sampler;
	image_descriptor.imageLayout = texture_point_line.image_layout;

	std::vector<VkWriteDescriptorSet> write_descriptor_sets =
	{
		// Binding 0 : Vertex shader uniform buffer
		vkb::initializers::write_descriptor_set(
			descriptor_set_point_line,
			VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
			0,
			&buffer_descriptor),
			// Binding 1 : Fragment shader texture sampler
			//	Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
			vkb::initializers::write_descriptor_set(
				descriptor_set_point_line,
				VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,        // The descriptor set will use a combined image sampler (sampler and image could be split)
				1,                                                // Shader binding point 1
				&image_descriptor)                                // Pointer to the descriptor image for our texture
	};

	vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}

// Prepare and initialize uniform buffer containing shader uniforms
void TextureLoading::prepare_uniform_buffers()
{
	// Vertex shader uniform buffer block
	uniform_buffer_vs = std::make_unique<vkb::core::BufferC>(get_device(),
		sizeof(ubo_vs),
		VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
		VMA_MEMORY_USAGE_CPU_TO_GPU);

	update_uniform_buffers();
}

void TextureLoading::update_uniform_buffers()
{
	// Vertex shader
	ubo_vs.projection = glm::perspective(glm::radians(60.0f), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);
	glm::mat4 view_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));

	ubo_vs.model = view_matrix * glm::translate(glm::mat4(1.0f), camera_pos);
	ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
	ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
	ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));

	ubo_vs.view_pos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);

	uniform_buffer_vs->convert_and_update(ubo_vs);
}


void TextureLoading::prepare_uniform_buffers_point()
{
	uniform_buffer_vs_point = std::make_unique<vkb::core::BufferC>(get_device(),
		sizeof(ubo_vs_point),
		VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
		VMA_MEMORY_USAGE_CPU_TO_GPU);
}


void global_update_mvp(float fov, float x, float y, float z, float sx, float sy, float sz, float rotx, float roty, float rotz, float camx, float camy, float camz)
{
	TextureLoading* self = TextureLoading::Get();
	if (self != nullptr)
	{
		self->update_uniform_buffers_point(fov, x, y, z, sx, sy, sz, rotx, roty, rotz, camx, camy, camz);
	}
}

void TextureLoading::update_uniform_buffers_point(float fov, float x, float y, float z, float sx, float sy, float sz, float rotx, float roty, float rotz, float camx, float camy, float camz)
{
	if (!prepared)
	{
		return;
	}

	std::unique_lock<std::mutex> lock(mtx_mvp);
	ubo_vs_point.projection = glm::perspective(glm::radians(fov), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);

	//glm::vec3 cameraPos = glm::vec3(camx, camy, camz);
	//glm::vec3 cameraTarget = glm::vec3(0, 0, 0);
	//glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
	//ubo_vs_point.view = glm::lookAt(cameraPos, cameraTarget, cameraUp);

	ubo_vs_point.view = glm::translate(glm::mat4(1.0f), glm::vec3(camx, camy, camz));

	glm::mat4 model = glm::mat4(1.0f); // 单位矩阵

	// 1. 先平移
	model = glm::translate(model, glm::vec3(x, y, z));

	// 2. 然后旋转（注意顺序：通常Z->Y->X或按需求）
	model = glm::rotate(model, glm::radians(rotz), glm::vec3(0.0f, 0.0f, 1.0f)); // Z轴旋转
	model = glm::rotate(model, glm::radians(roty), glm::vec3(0.0f, 1.0f, 0.0f)); // Y轴旋转
	model = glm::rotate(model, glm::radians(rotx), glm::vec3(1.0f, 0.0f, 0.0f)); // X轴旋转

	// 3. 最后缩放
	model = glm::scale(model, glm::vec3(sx, sy, sz));
	ubo_vs_point.model = model;

	uniform_buffer_vs_point->convert_and_update(ubo_vs_point);
}


void TextureLoading::prepare_pipelines()
{
	VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
		vkb::initializers::pipeline_input_assembly_state_create_info(
			VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
			0,
			VK_FALSE);

	VkPipelineRasterizationStateCreateInfo rasterization_state =
		vkb::initializers::pipeline_rasterization_state_create_info(
			VK_POLYGON_MODE_FILL,
			VK_CULL_MODE_NONE,
			VK_FRONT_FACE_COUNTER_CLOCKWISE,
			0);

	VkPipelineColorBlendAttachmentState blend_attachment_state =
		vkb::initializers::pipeline_color_blend_attachment_state(
			0xf,
			VK_FALSE);

	VkPipelineColorBlendStateCreateInfo color_blend_state =
		vkb::initializers::pipeline_color_blend_state_create_info(
			1,
			&blend_attachment_state);

	// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
	VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
		vkb::initializers::pipeline_depth_stencil_state_create_info(
			VK_TRUE,
			VK_TRUE,
			VK_COMPARE_OP_GREATER);

	VkPipelineViewportStateCreateInfo viewport_state =
		vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);

	VkPipelineMultisampleStateCreateInfo multisample_state =
		vkb::initializers::pipeline_multisample_state_create_info(
			VK_SAMPLE_COUNT_1_BIT,
			0);

	std::vector<VkDynamicState> dynamic_state_enables = {
		VK_DYNAMIC_STATE_VIEWPORT,
		VK_DYNAMIC_STATE_SCISSOR };

	VkPipelineDynamicStateCreateInfo dynamic_state =
		vkb::initializers::pipeline_dynamic_state_create_info(
			dynamic_state_enables.data(),
			static_cast<uint32_t>(dynamic_state_enables.size()),
			0);

	// Load shaders
	std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;

	shader_stages[0] = load_shader("texture_loading", "texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
	shader_stages[1] = load_shader("texture_loading", "texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

	// Vertex bindings and attributes
	const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
		vkb::initializers::vertex_input_binding_description(0, sizeof(TextureLoadingVertexStructure), VK_VERTEX_INPUT_RATE_VERTEX),
	};
	const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
		vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, pos)),
		vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(TextureLoadingVertexStructure, uv)),
		vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, normal)),
	};
	VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
	vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
	vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
	vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
	vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();

	VkGraphicsPipelineCreateInfo pipeline_create_info =
		vkb::initializers::pipeline_create_info(
			pipeline_layout,
			render_pass,
			0);

	pipeline_create_info.pVertexInputState = &vertex_input_state;
	pipeline_create_info.pInputAssemblyState = &input_assembly_state;
	pipeline_create_info.pRasterizationState = &rasterization_state;
	pipeline_create_info.pColorBlendState = &color_blend_state;
	pipeline_create_info.pMultisampleState = &multisample_state;
	pipeline_create_info.pViewportState = &viewport_state;
	pipeline_create_info.pDepthStencilState = &depth_stencil_state;
	pipeline_create_info.pDynamicState = &dynamic_state;
	pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
	pipeline_create_info.pStages = shader_stages.data();

	VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.solid));
}

void TextureLoading::prepare_pipeline_bg()
{
	VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
		vkb::initializers::pipeline_input_assembly_state_create_info(
			VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
			0,
			VK_FALSE);

	VkPipelineRasterizationStateCreateInfo rasterization_state =
		vkb::initializers::pipeline_rasterization_state_create_info(
			VK_POLYGON_MODE_FILL,
			VK_CULL_MODE_NONE,
			VK_FRONT_FACE_COUNTER_CLOCKWISE,
			0);

	VkPipelineColorBlendAttachmentState blend_attachment_state =
		vkb::initializers::pipeline_color_blend_attachment_state(
			0xf,
			VK_FALSE);

	VkPipelineColorBlendStateCreateInfo color_blend_state =
		vkb::initializers::pipeline_color_blend_state_create_info(
			1,
			&blend_attachment_state);

	VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
		vkb::initializers::pipeline_depth_stencil_state_create_info(
			VK_FALSE,
			VK_FALSE,
			VK_COMPARE_OP_GREATER);

	VkPipelineViewportStateCreateInfo viewport_state =
		vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);

	VkPipelineMultisampleStateCreateInfo multisample_state =
		vkb::initializers::pipeline_multisample_state_create_info(
			VK_SAMPLE_COUNT_1_BIT,
			0);

	std::vector<VkDynamicState> dynamic_state_enables = {
		VK_DYNAMIC_STATE_VIEWPORT,
		VK_DYNAMIC_STATE_SCISSOR };

	VkPipelineDynamicStateCreateInfo dynamic_state =
		vkb::initializers::pipeline_dynamic_state_create_info(
			dynamic_state_enables.data(),
			static_cast<uint32_t>(dynamic_state_enables.size()),
			0);

	std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
	shader_stages[0] = load_shader("texture_loading", "bg.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
	shader_stages[1] = load_shader("texture_loading", "bg.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

	VkPipelineVertexInputStateCreateInfo vertex_input_state_bg = vkb::initializers::pipeline_vertex_input_state_create_info();

	VkGraphicsPipelineCreateInfo pipeline_create_info =
		vkb::initializers::pipeline_create_info(
			pipeline_layout_bg,
			render_pass,
			0);

	pipeline_create_info.pVertexInputState = &vertex_input_state_bg;
	pipeline_create_info.pInputAssemblyState = &input_assembly_state;
	pipeline_create_info.pRasterizationState = &rasterization_state;
	pipeline_create_info.pColorBlendState = &color_blend_state;
	pipeline_create_info.pMultisampleState = &multisample_state;
	pipeline_create_info.pViewportState = &viewport_state;
	pipeline_create_info.pDepthStencilState = &depth_stencil_state;
	pipeline_create_info.pDynamicState = &dynamic_state;
	pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
	pipeline_create_info.pStages = shader_stages.data();

	VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.background));
}


void TextureLoading::prepare_pipeline_point()
{

	// 顶点输入绑定描述 (告诉 Vulkan 顶点数据的格式)
	VkVertexInputBindingDescription vertex_input_binding_description{};
	vertex_input_binding_description.binding = 0; // 绑定点
	vertex_input_binding_description.stride = sizeof(PointVertex); // 每个顶点的字节大小
	vertex_input_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;

	// 顶点输入属性描述 (告诉 Vulkan 每个属性在顶点结构中的位置)
	std::array<VkVertexInputAttributeDescription, 2> vertex_input_attributes = {
		VkVertexInputAttributeDescription{0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, x)}, // 位置
		VkVertexInputAttributeDescription{1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, r)}  // 颜色
	};

	VkPipelineVertexInputStateCreateInfo vertex_input_state{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
	vertex_input_state.vertexBindingDescriptionCount = 1;
	vertex_input_state.pVertexBindingDescriptions = &vertex_input_binding_description;
	vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
	vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();

	// 输入装配 (绘制点列表)
	VkPipelineInputAssemblyStateCreateInfo input_assembly_state{ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
	input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST; // 关键：绘制点
	input_assembly_state.primitiveRestartEnable = VK_FALSE;

	// 光栅化
	VkPipelineRasterizationStateCreateInfo rasterization_state{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
	rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
	rasterization_state.cullMode = VK_CULL_MODE_NONE; // 通常不对点进行剔除
	rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
	rasterization_state.lineWidth = 1.0f; // 可以通过 VkPhysicalDeviceFeatures::wideLines 扩展来支持更宽的线

	// 视口和裁剪
	VkPipelineViewportStateCreateInfo viewport_state{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
	viewport_state.viewportCount = 1;
	viewport_state.scissorCount = 1;


	// 多重采样
	VkPipelineMultisampleStateCreateInfo multisample_state{ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
	multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;

	// 深度和模板测试 (通常对点云启用深度测试)
	VkPipelineDepthStencilStateCreateInfo depth_stencil_state{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
	depth_stencil_state.depthTestEnable = VK_FALSE;
	depth_stencil_state.depthWriteEnable = VK_FALSE;
	depth_stencil_state.depthCompareOp = VK_COMPARE_OP_ALWAYS; // 或 VK_COMPARE_OP_LESS
	depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
	depth_stencil_state.stencilTestEnable = VK_FALSE;

	// 颜色混合 (点通常不需要混合)
	VkPipelineColorBlendAttachmentState blend_attachment_state{};
	blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
	blend_attachment_state.blendEnable = VK_FALSE;

	VkPipelineColorBlendStateCreateInfo color_blend_state{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
	color_blend_state.attachmentCount = 1;
	color_blend_state.pAttachments = &blend_attachment_state;

	// 动态状态 (视口和裁剪矩形将在命令缓冲区中设置)
	std::vector<VkDynamicState> dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
	VkPipelineDynamicStateCreateInfo dynamic_state{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
	dynamic_state.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size());
	dynamic_state.pDynamicStates = dynamic_state_enables.data();

	// 加载着色器
	std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
	shader_stages[0] = load_shader("texture_loading", "pointcloud.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
	shader_stages[1] = load_shader("texture_loading", "pointcloud.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

	// 创建图形管线
	VkGraphicsPipelineCreateInfo pipeline_create_info{ VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
	pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
	pipeline_create_info.pStages = shader_stages.data();
	pipeline_create_info.pVertexInputState = &vertex_input_state;
	pipeline_create_info.pInputAssemblyState = &input_assembly_state;
	pipeline_create_info.pViewportState = &viewport_state;
	pipeline_create_info.pRasterizationState = &rasterization_state;
	pipeline_create_info.pMultisampleState = &multisample_state;
	pipeline_create_info.pDepthStencilState = &depth_stencil_state;
	pipeline_create_info.pColorBlendState = &color_blend_state;
	pipeline_create_info.pDynamicState = &dynamic_state;
	pipeline_create_info.layout = pipeline_layout_point;
	pipeline_create_info.renderPass = render_pass; // 使用主渲染通道
	pipeline_create_info.subpass = 0; // 主子通道

	VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.point));
}


void TextureLoading::prepare_pipeline_point_line()
{

	// 顶点输入绑定描述 (告诉 Vulkan 顶点数据的格式)
	VkVertexInputBindingDescription vertex_input_binding_description{};
	vertex_input_binding_description.binding = 0; // 绑定点
	vertex_input_binding_description.stride = sizeof(PointVertex); // 每个顶点的字节大小
	vertex_input_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;

	// 顶点输入属性描述 (告诉 Vulkan 每个属性在顶点结构中的位置)
	std::array<VkVertexInputAttributeDescription, 2> vertex_input_attributes = {
		VkVertexInputAttributeDescription{0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, x)}, // 位置
		VkVertexInputAttributeDescription{1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, r)}  // 颜色
	};

	VkPipelineVertexInputStateCreateInfo vertex_input_state{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
	vertex_input_state.vertexBindingDescriptionCount = 1;
	vertex_input_state.pVertexBindingDescriptions = &vertex_input_binding_description;
	vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
	vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();

	// 输入装配 (绘制点列表)
	VkPipelineInputAssemblyStateCreateInfo input_assembly_state{ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
	input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
	input_assembly_state.primitiveRestartEnable = VK_FALSE;

	// 光栅化
	VkPipelineRasterizationStateCreateInfo rasterization_state{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
	rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
	rasterization_state.cullMode = VK_CULL_MODE_NONE; // 通常不对点进行剔除
	rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
	rasterization_state.lineWidth = 1.0f; // 可以通过 VkPhysicalDeviceFeatures::wideLines 扩展来支持更宽的线

	// 视口和裁剪
	VkPipelineViewportStateCreateInfo viewport_state{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
	viewport_state.viewportCount = 1;
	viewport_state.scissorCount = 1;


	// 多重采样
	VkPipelineMultisampleStateCreateInfo multisample_state{ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
	multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;

	// 深度和模板测试 (通常对点云启用深度测试)
	VkPipelineDepthStencilStateCreateInfo depth_stencil_state{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
	depth_stencil_state.depthTestEnable = VK_FALSE;
	depth_stencil_state.depthWriteEnable = VK_FALSE;
	depth_stencil_state.depthCompareOp = VK_COMPARE_OP_ALWAYS; // 或 VK_COMPARE_OP_LESS
	depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
	depth_stencil_state.stencilTestEnable = VK_FALSE;

	// 颜色混合 (点通常不需要混合)
	VkPipelineColorBlendAttachmentState blend_attachment_state{};
	blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
	blend_attachment_state.blendEnable = VK_FALSE;

	VkPipelineColorBlendStateCreateInfo color_blend_state{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
	color_blend_state.attachmentCount = 1;
	color_blend_state.pAttachments = &blend_attachment_state;

	// 动态状态 (视口和裁剪矩形将在命令缓冲区中设置)
	std::vector<VkDynamicState> dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
	VkPipelineDynamicStateCreateInfo dynamic_state{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
	dynamic_state.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size());
	dynamic_state.pDynamicStates = dynamic_state_enables.data();

	// 加载着色器
	std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
	shader_stages[0] = load_shader("texture_loading", "point_line.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
	shader_stages[1] = load_shader("texture_loading", "point_line.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);

	// 创建图形管线
	VkGraphicsPipelineCreateInfo pipeline_create_info{ VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
	pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
	pipeline_create_info.pStages = shader_stages.data();
	pipeline_create_info.pVertexInputState = &vertex_input_state;
	pipeline_create_info.pInputAssemblyState = &input_assembly_state;
	pipeline_create_info.pViewportState = &viewport_state;
	pipeline_create_info.pRasterizationState = &rasterization_state;
	pipeline_create_info.pMultisampleState = &multisample_state;
	pipeline_create_info.pDepthStencilState = &depth_stencil_state;
	pipeline_create_info.pColorBlendState = &color_blend_state;
	pipeline_create_info.pDynamicState = &dynamic_state;
	pipeline_create_info.layout = pipeline_layout_point_line;
	pipeline_create_info.renderPass = render_pass; // 使用主渲染通道
	pipeline_create_info.subpass = 0; // 主子通道

	VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.line));
}



bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
{
	if (!ApiVulkanSample::prepare(options))
	{
		return false;
	}

	// --- 加载前景纹理 (示例) ---
	int    width = 640;
	int    height = 480;
	int    rowStride = width*4;
	auto   testImage = generateSimpleTestImage(width, height, 80);
	size_t dataSize = testImage.size();
	processWithVulkan(testImage.data(), width, height, rowStride, dataSize, cam_text);

	width = 256;
	height = 256;
	rowStride = width * 4;
	auto arrowImage = generateSimpleTestImage(width, height, 80);
	dataSize = arrowImage.size();
	processWithVulkan(arrowImage.data(), width, height, rowStride, dataSize, texture_point);

	width = 256;
	height = 256;
	rowStride = width * 4;
	auto lineImage = generateSimpleTestImage(width, height, 80);
	dataSize = lineImage.size();
	processWithVulkan(lineImage.data(), width, height, rowStride, dataSize, texture_point_line);

	load_texture();
	generate_quad();

	prepare_uniform_buffers();
	prepare_uniform_buffers_point();


	setup_descriptor_pool();

	setup_descriptor_set_layout();
	setup_descriptor_set();

	setup_descriptor_set_layout_bg();
	setup_descriptor_set_bg();


	setup_descriptor_set_layout_point_line();
	setup_descriptor_set_point_line();

	setup_descriptor_set_layout_point();
	setup_descriptor_set_point();

	prepare_pipelines();
	prepare_pipeline_bg();
	prepare_pipeline_point_line();
	prepare_pipeline_point();
	

	float z = -2.0f;
	float testPoint[] = {
		0,0,z,
		0.05,0.05,z,
		0.1,0.1,z,
		0.2,0.2,z,
		0.3,0.3,z,
		0,0.5,z,
		1,1,z,
	};

	float testPoint_line[] = {
		0,0,z,
		0.05 + 0.1,0.05,z,
		0.1 + 0.1,0.1,z,
		0.2 + 0.1,0.2,z,
		0.3 + 0.1,0.3,z,
		0 + 0.1,0.5,z,
		1 + 0.1,1,z,
	};

	//update_point_vertex_buffer(testPoint, sizeof(testPoint) / (3 * 4));
	update_point_vertex_buffer_line(testPoint_line, sizeof(testPoint_line) / (3 * 4), 1, 0, 0);
	
	prepared = true;

	update_uniform_buffers_point(50, -0.5, -0.5, 0, 1, 1, 1, 0, 0, 0, 0, 0, -1);
	//start();
	return true;
}

//void TextureLoading::updateTexture()
//{
//	std::unique_lock<std::mutex> lock(mtx);
//	std::cout << "Working in thread: " << std::this_thread::get_id() << std::endl;
//	int    width = 640;
//	int    height = 480;
//	int    rowStride;
//	auto   testImage = generateSimpleTestImage(width, height, &rowStride);
//	size_t dataSize = testImage.size();
//	processWithVulkan(testImage.data(), width, height, rowStride, dataSize, cam_text);
//}
//
//void TextureLoading::run() {
//	std::this_thread::sleep_for(std::chrono::milliseconds(5000));
//	while (running) 
//	{
//		updateTexture();
//		std::this_thread::sleep_for(std::chrono::milliseconds(100));
//	}
//}
//
//void TextureLoading::start() {
//	running = true;
//	// 启动线程执行 run 方法
//	workerThread = std::thread(&TextureLoading::run, this);
//}
//
//void TextureLoading::stop() {
//	running = false;
//	if (workerThread.joinable()) {
//		workerThread.join();
//	}
//}

void TextureLoading::render(float delta_time)
{
	if (!prepared)
	{
		return;
	}

	draw();
}

void TextureLoading::view_changed()
{
	update_uniform_buffers();
}

void TextureLoading::on_update_ui_overlay(vkb::Drawer& drawer)
{
	if (drawer.header("Settings"))
	{
		if (drawer.slider_float("LOD bias", &ubo_vs.lod_bias, 0.0f, static_cast<float>(texture.mip_levels)))
		{
			update_uniform_buffers();
		}
	}
}

std::unique_ptr<vkb::Application> create_texture_loading()
{
	return std::make_unique<TextureLoading>();
}

TextureLoading* TextureLoading::this_instance = nullptr;

void TextureLoadProcessWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize)
{
	TextureLoading::Texture& cam_tex = TextureLoading::Get()->cam_text;
	TextureLoading::Get()->processWithVulkan(data, width, height, rowStride, dataSize, cam_tex);
}

void update_face_round_line_point(float* pos);
void ReceiveFacePoint(float* pos, int pointCount, int width, int height)
{
	//for (int i = 0; i < pointCount; i++) {
	//	float x = pos[i * 3];
	//	float y = pos[i * 3 + 1];
	//	float z = pos[i * 3 + 2];
	//}
    TextureLoading* self = TextureLoading::Get();
    if(self != nullptr)
    {
        //TextureLoading::Get()->update_point_vertex_buffer(pos, pointCount);
        //update_face_round_line_point(pos);
		self->demo1(pos);
    }

}

void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture)
{
	std::unique_lock<std::mutex> lock(mtx);
	VkDevice& device = get_device().get_handle();
	const VkPhysicalDevice& physicalDevice = get_device().get_gpu().get_handle();
	if (out_texture.image == VK_NULL_HANDLE)
	{
		createTexture(device, physicalDevice, width, height, out_texture);

	}

	const VkCommandPool& commandPool = get_device().get_command_pool().get_handle();
	updateTexture(device, physicalDevice, commandPool, queue, data, width, height,
		rowStride, dataSize, out_texture);
	// 如果纹理被更新，并且管线已经准备好，可能需要重建命令缓冲区
	// 这取决于你的应用逻辑。简单起见，在外部函数中处理。
}

// --- 以下函数保持不变 ---
void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, Texture& texture)
{
	texture.width = width;
	texture.height = height;
	texture.mip_levels = 1;

	VkImageCreateInfo imageInfo = {};
	imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
	imageInfo.imageType = VK_IMAGE_TYPE_2D;
	imageInfo.format = VK_FORMAT_R8G8B8A8_UNORM;        // RGBA_8888
	imageInfo.extent.width = width;
	imageInfo.extent.height = height;
	imageInfo.extent.depth = 1;
	imageInfo.mipLevels = 1;
	imageInfo.arrayLayers = 1;
	imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
	imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
	imageInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
	imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
	imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;

	if (vkCreateImage(device, &imageInfo, nullptr, &texture.image) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create image!");
	}

	VkMemoryRequirements memRequirements;
	vkGetImageMemoryRequirements(device, texture.image, &memRequirements);

	VkMemoryAllocateInfo allocInfo = {};
	allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
	allocInfo.allocationSize = memRequirements.size;
	allocInfo.memoryTypeIndex = findMemoryType(physicalDevice,
		memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);

	if (vkAllocateMemory(device, &allocInfo, nullptr, &texture.device_memory) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to allocate image memory!");
	}

	vkBindImageMemory(device, texture.image, texture.device_memory, 0);

	VkImageViewCreateInfo viewInfo = {};
	viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
	viewInfo.image = texture.image;
	viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
	viewInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
	viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
	viewInfo.subresourceRange.baseMipLevel = 0;
	viewInfo.subresourceRange.levelCount = 1;
	viewInfo.subresourceRange.baseArrayLayer = 0;
	viewInfo.subresourceRange.layerCount = 1;

	if (vkCreateImageView(device, &viewInfo, nullptr, &texture.view) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create texture image view!");
	}

	VkSamplerCreateInfo samplerInfo = {};
	samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
	samplerInfo.magFilter = VK_FILTER_LINEAR;
	samplerInfo.minFilter = VK_FILTER_LINEAR;
	samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
	samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
	samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
	samplerInfo.anisotropyEnable = VK_FALSE;
	samplerInfo.maxAnisotropy = 1.0f;
	samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
	samplerInfo.unnormalizedCoordinates = VK_FALSE;
	samplerInfo.compareEnable = VK_FALSE;
	samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
	samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
	samplerInfo.mipLodBias = 0.0f;
	samplerInfo.minLod = 0.0f;
	samplerInfo.maxLod = 0.0f;

	if (vkCreateSampler(device, &samplerInfo, nullptr, &texture.sampler) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create texture sampler!");
	}

	texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}

void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDevice,
	VkCommandPool commandPool, VkQueue queue,
	uint8_t* data, int width, int height,
	int rowStride, size_t dataSize, Texture& texture)
{
	VkBuffer       stagingBuffer;
	VkDeviceMemory stagingBufferMemory;

	VkBufferCreateInfo bufferInfo = {};
	bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
	bufferInfo.size = dataSize;
	bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
	bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;

	if (vkCreateBuffer(device, &bufferInfo, nullptr, &stagingBuffer) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create staging buffer!");
	}

	VkMemoryRequirements memRequirements;
	vkGetBufferMemoryRequirements(device, stagingBuffer, &memRequirements);

	VkMemoryAllocateInfo allocInfo = {};
	allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
	allocInfo.allocationSize = memRequirements.size;
	allocInfo.memoryTypeIndex = findMemoryType(physicalDevice,
		memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);

	if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to allocate staging buffer memory!");
	}

	vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);

	void* mappedData;
	vkMapMemory(device, stagingBufferMemory, 0, dataSize, 0, &mappedData);

	if (rowStride == width * 4)
	{
		memcpy(mappedData, data, dataSize);
	}
	else
	{
		uint8_t* dst = static_cast<uint8_t*>(mappedData);
		const uint8_t* src = data;
		size_t         dstRowStride = width * 4;

		for (int y = 0; y < height; y++)
		{
			memcpy(dst, src, dstRowStride);
			dst += dstRowStride;
			src += rowStride;
		}
	}

	vkUnmapMemory(device, stagingBufferMemory);

	VkCommandBuffer commandBuffer = beginSingleTimeCommands(device, commandPool);

	transitionImageLayout(commandBuffer, texture.image,
		VK_IMAGE_LAYOUT_UNDEFINED,
		VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);

	VkBufferImageCopy region = {};
	region.bufferOffset = 0;
	region.bufferRowLength = 0;
	region.bufferImageHeight = 0;
	region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
	region.imageSubresource.mipLevel = 0;
	region.imageSubresource.baseArrayLayer = 0;
	region.imageSubresource.layerCount = 1;
	region.imageOffset = { 0, 0, 0 };
	region.imageExtent = { static_cast<uint32_t>(width),
											  static_cast<uint32_t>(height), 1 };

	vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, texture.image,
		VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);

	transitionImageLayout(commandBuffer, texture.image,
		VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
		VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);

	endSingleTimeCommands(device, commandPool, queue, commandBuffer);

	vkDestroyBuffer(device, stagingBuffer, nullptr);
	vkFreeMemory(device, stagingBufferMemory, nullptr);

	texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}

uint32_t TextureLoading::findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter,
	VkMemoryPropertyFlags properties)
{
	VkPhysicalDeviceMemoryProperties memProperties;
	vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);

	for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
	{
		if ((typeFilter & (1 << i)) &&
			(memProperties.memoryTypes[i].propertyFlags & properties) == properties)
		{
			return i;
		}
	}

	throw std::runtime_error("Failed to find suitable memory type!");
}

VkCommandBuffer TextureLoading::beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool)
{
	VkCommandBufferAllocateInfo allocInfo = {};
	allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
	allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
	allocInfo.commandPool = commandPool;
	allocInfo.commandBufferCount = 1;

	VkCommandBuffer commandBuffer;
	vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);

	VkCommandBufferBeginInfo beginInfo = {};
	beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
	beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;

	vkBeginCommandBuffer(commandBuffer, &beginInfo);

	return commandBuffer;
}

void TextureLoading::endSingleTimeCommands(VkDevice device, VkCommandPool commandPool,
	VkQueue queue, VkCommandBuffer commandBuffer)
{
	vkEndCommandBuffer(commandBuffer);

	VkSubmitInfo submitInfo = {};
	submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
	submitInfo.commandBufferCount = 1;
	submitInfo.pCommandBuffers = &commandBuffer;

	vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
	vkQueueWaitIdle(queue);

	vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}

void TextureLoading::transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image,
	VkImageLayout oldLayout, VkImageLayout newLayout)
{
	VkImageMemoryBarrier barrier = {};
	barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
	barrier.oldLayout = oldLayout;
	barrier.newLayout = newLayout;
	barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
	barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
	barrier.image = image;
	barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
	barrier.subresourceRange.baseMipLevel = 0;
	barrier.subresourceRange.levelCount = 1;
	barrier.subresourceRange.baseArrayLayer = 0;
	barrier.subresourceRange.layerCount = 1;

	VkPipelineStageFlags sourceStage;
	VkPipelineStageFlags destinationStage;

	if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED &&
		newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
	{
		barrier.srcAccessMask = 0;
		barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;

		sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
		destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
	}
	else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL &&
		newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
	{
		barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
		barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;

		sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
		destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
	}
	else
	{
		throw std::invalid_argument("Unsupported layout transition!");
	}

	vkCmdPipelineBarrier(commandBuffer, sourceStage, destinationStage, 0,
		0, nullptr, 0, nullptr, 1, &barrier);
}

//void TextureLoading::setup_point_descriptor_set_layout()
//{
//	// --- 修改：为点云 UBO 创建描述符集布局绑定，指向 binding 0 ---
//	VkDescriptorSetLayoutBinding ubo_layout_binding{};
//	ubo_layout_binding.binding = 0; // 与着色器中的 layout(binding = 0) 匹配
//	ubo_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
//	ubo_layout_binding.descriptorCount = 1;
//	ubo_layout_binding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; // 仅在顶点着色器中使用
//	ubo_layout_binding.pImmutableSamplers = nullptr;
//
//	VkDescriptorSetLayoutCreateInfo layout_info{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
//	layout_info.bindingCount = 1;
//	layout_info.pBindings = &ubo_layout_binding; // 指向我们的 UBO 绑定
//
//	VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &layout_info, nullptr, &point_descriptor_set_layout));
//	// --- 修改结束 ---
//}
//
//void TextureLoading::setup_point_descriptor_set()
//{
//	// --- 修改：分配点云描述符集 ---
//	VkDescriptorSetAllocateInfo alloc_info{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };
//	alloc_info.descriptorPool = descriptor_pool; // 使用您已有的描述符池
//	alloc_info.descriptorSetCount = 1;
//	alloc_info.pSetLayouts = &point_descriptor_set_layout;
//
//	VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &point_descriptor_set));
//	// --- 修改结束 ---
//
//	// --- 新增：更新点云描述符集，指向已有的 uniform_buffer_vs ---
//	update_point_descriptor_set(); // 调用辅助函数进行更新
//	// --- 新增结束 ---
//}




void TextureLoading::update_point_vertex_buffer(float* pos, int pointCount)
{
	std::lock_guard<std::mutex> lock(mtx_point);
	if (pointCount <= 0) {
		point_count = 0;
		return; // 没有点数据，无需更新
	}

	point_count = pointCount;

	// 1. 准备顶点数据
	std::vector<PointVertex> vertices(point_count);
	// 假设 pos 数组是 [x0,y0,z0,x1,y1,z1,...]
	// 为了可视化，这里简单地将坐标映射为颜色 (0-1范围)
	float min_x = std::numeric_limits<float>::max(), max_x = std::numeric_limits<float>::lowest();
	float min_y = std::numeric_limits<float>::max(), max_y = std::numeric_limits<float>::lowest();
	float min_z = std::numeric_limits<float>::max(), max_z = std::numeric_limits<float>::lowest();

	for (int i = 0; i < point_count; ++i) {
		float x = pos[i * 3 + 0];
		float y = pos[i * 3 + 1];
		float z = pos[i * 3 + 2];
		min_x = std::min(min_x, x); max_x = std::max(max_x, x);
		min_y = std::min(min_y, y); max_y = std::max(max_y, y);
		min_z = std::min(min_z, z); max_z = std::max(max_z, z);
	}
	float range_x = max_x - min_x;
	float range_y = max_y - min_y;
	float range_z = max_z - min_z;
	if (range_x == 0) range_x = 1.0f; // 防止除零
	if (range_y == 0) range_y = 1.0f;
	if (range_z == 0) range_z = 1.0f;

	for (int i = 0; i < point_count; ++i) {
		vertices[i].x = pos[i * 3 + 0];
		vertices[i].y = pos[i * 3 + 1];
		vertices[i].z = pos[i * 3 + 2];
		// 简单颜色映射
		vertices[i].r = (vertices[i].x - min_x) / range_x;
		vertices[i].g = (vertices[i].y - min_y) / range_y;
		vertices[i].b = (vertices[i].z - min_z) / range_z;
	}

	// 2. 更新或创建顶点缓冲区
	VkDeviceSize buffer_size = sizeof(PointVertex) * point_count;

	if (!vertex_buffer_point || vertex_buffer_point->get_size() < buffer_size) {
		// 如果缓冲区不存在或太小，则重新创建
		vertex_buffer_point.reset();
		vertex_buffer_point = std::make_unique<vkb::core::BufferC>(get_device(),
			buffer_size,
			VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
			VMA_MEMORY_USAGE_CPU_TO_GPU // CPU 可写，GPU 可读
		);
	}

	// 3. 将数据复制到缓冲区
	void* mapped_data = vertex_buffer_point->map();
	if (mapped_data) {
		memcpy(mapped_data, vertices.data(), buffer_size);
		vertex_buffer_point->unmap();
	}
	else {
		LOGE("Failed to map point vertex buffer for update.");
	}
}

int point_index = 0;
void add_point(float* src, float* dest, int index)
{
	dest[point_index * 3] = src[index * 3];
	dest[point_index * 3 + 1] = src[index * 3 + 1];
	dest[point_index * 3 + 2] = src[index * 3 + 2];
	point_index++;
}
void TextureLoading::demo1(float* pos)
{
	point_index = 0;
	std::vector<int> pointIndex= { 233,232,231,230,229,118,36,49,209,217,188,233};
	float points[100 * 3];
	for (int i = 0; i < pointIndex.size(); ++i)
	{
		add_point(pos, points, pointIndex[i]);
	}
	update_point_vertex_buffer_line(points, point_index, 0.9f, 0.9f, 0.9f);
}

void update_face_round_line_point(float* pos)
{
	point_index = 0;
	float points[100 * 3];
	add_point(pos, points, 152);
	add_point(pos, points, 176);
	add_point(pos, points, 150);
	add_point(pos, points, 172);
	add_point(pos, points, 58);
	add_point(pos, points, 132);
	add_point(pos, points, 234);
	add_point(pos, points, 162);
	add_point(pos, points, 21);
	add_point(pos, points, 54);
	add_point(pos, points, 103);
	add_point(pos, points, 67);
	add_point(pos, points, 109);
	add_point(pos, points, 338);
	add_point(pos, points, 297);
	add_point(pos, points, 332);
	add_point(pos, points, 284);
	add_point(pos, points, 251);
	add_point(pos, points, 389);
	add_point(pos, points, 454);
	add_point(pos, points, 323);
	add_point(pos, points, 361);
	add_point(pos, points, 435);
	add_point(pos, points, 288);
	add_point(pos, points, 397);
	add_point(pos, points, 365);
	add_point(pos, points, 379);
	add_point(pos, points, 378);
	add_point(pos, points, 400);
	add_point(pos, points, 377);
	add_point(pos, points, 152);
	TextureLoading* self = TextureLoading::Get();
	if (self != nullptr)
	{
		self->update_point_vertex_buffer_line(points, point_index, 0.9f, 0.9f, 0.9f);
	}
}

void TextureLoading::update_point_vertex_buffer_line(float* pos, int count, float r, float g, float b)
{
	std::lock_guard<std::mutex> lock(mtx_point_line);
	if (count <= 0) {
		point_count_line = 0;
		return; // 没有点数据，无需更新
	}

	point_count_line = count;

	// 1. 准备顶点数据
	std::vector<PointVertex> vertices(point_count_line);
	// 假设 pos 数组是 [x0,y0,z0,x1,y1,z1,...]
	// 为了可视化，这里简单地将坐标映射为颜色 (0-1范围)
	//float min_x = std::numeric_limits<float>::max(), max_x = std::numeric_limits<float>::lowest();
	//float min_y = std::numeric_limits<float>::max(), max_y = std::numeric_limits<float>::lowest();
	//float min_z = std::numeric_limits<float>::max(), max_z = std::numeric_limits<float>::lowest();

	//for (int i = 0; i < point_count_line; ++i) {
	//	float x = pos[i * 3 + 0];
	//	float y = pos[i * 3 + 1];
	//	float z = pos[i * 3 + 2];
	//	min_x = std::min(min_x, x); max_x = std::max(max_x, x);
	//	min_y = std::min(min_y, y); max_y = std::max(max_y, y);
	//	min_z = std::min(min_z, z); max_z = std::max(max_z, z);
	//}
	//float range_x = max_x - min_x;
	//float range_y = max_y - min_y;
	//float range_z = max_z - min_z;
	//if (range_x == 0) range_x = 1.0f; // 防止除零
	//if (range_y == 0) range_y = 1.0f;
	//if (range_z == 0) range_z = 1.0f;

	for (int i = 0; i < point_count_line; ++i) {
		vertices[i].x = pos[i * 3 + 0];
		vertices[i].y = pos[i * 3 + 1];
		vertices[i].z = pos[i * 3 + 2];
		// 简单颜色映射
		/*vertices[i].r = (vertices[i].x - min_x) / range_x;
		vertices[i].g = (vertices[i].y - min_y) / range_y;
		vertices[i].b = (vertices[i].z - min_z) / range_z;*/
		vertices[i].r = r;
		vertices[i].g = g;
		vertices[i].b = b;
	}

	// 2. 更新或创建顶点缓冲区
	VkDeviceSize buffer_size = sizeof(PointVertex) * point_count_line;

	if (!vertex_buffer_point_line || vertex_buffer_point_line->get_size() < buffer_size) {
		// 如果缓冲区不存在或太小，则重新创建
		vertex_buffer_point_line.reset();
		vertex_buffer_point_line = std::make_unique<vkb::core::BufferC>(get_device(),
			buffer_size,
			VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
			VMA_MEMORY_USAGE_CPU_TO_GPU // CPU 可写，GPU 可读
		);
	}

	// 3. 将数据复制到缓冲区
	void* mapped_data = vertex_buffer_point_line->map();
	if (mapped_data) {
		memcpy(mapped_data, vertices.data(), buffer_size);
		vertex_buffer_point_line->unmap();
	}
	else {
		LOGE("Failed to map point vertex buffer for update.");
	}
}

void TextureLoading::draw_point_cloud(VkCommandBuffer command_buffer)
{
	if (point_count == 0 || !vertex_buffer_point) {
		return; // 没有点或缓冲区未准备好
	}

	vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.point);
	vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_point, 0, 1, &descriptor_set_point, 0, nullptr);

	VkDeviceSize offsets[] = { 0 };
	vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffer_point->get(), offsets);

	vkCmdDraw(command_buffer, point_count, 1, 0, 0); // 绘制 point_count 个顶点
}

void TextureLoading::draw_point_cloud_line(VkCommandBuffer command_buffer)
{
	if (point_count_line == 0 || !vertex_buffer_point_line) {
		return; // 没有点或缓冲区未准备好
	}

	vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.line);
	vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_point_line, 0, 1, &descriptor_set_point_line, 0, nullptr);

	VkDeviceSize offsets[] = { 0 };
	vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffer_point_line->get(), offsets);

	vkCmdDraw(command_buffer, point_count_line, 1, 0, 0); // 绘制 point_count 个顶点
}

