init
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/* Copyright (c) 2022-2025, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "vertex_dynamic_state.h"
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VertexDynamicState::VertexDynamicState()
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{
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title = "Vertex Dynamic State";
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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add_device_extension(VK_EXT_VERTEX_INPUT_DYNAMIC_STATE_EXTENSION_NAME);
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}
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VertexDynamicState::~VertexDynamicState()
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{
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if (has_device())
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{
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vkDestroySampler(get_device().get_handle(), textures.envmap.sampler, VK_NULL_HANDLE);
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textures = {};
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skybox.reset();
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object.reset();
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ubo.reset();
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vkDestroyPipeline(get_device().get_handle(), model_pipeline, VK_NULL_HANDLE);
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vkDestroyPipeline(get_device().get_handle(), skybox_pipeline, VK_NULL_HANDLE);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, VK_NULL_HANDLE);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, VK_NULL_HANDLE);
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vkDestroyDescriptorPool(get_device().get_handle(), descriptor_pool, VK_NULL_HANDLE);
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}
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}
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/**
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* @fn bool VertexDynamicState::prepare(const vkb::ApplicationOptions &options)
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* @brief Configuring all sample specific settings, creating descriptor sets/pool, pipelines, generating or loading models etc.
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*/
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bool VertexDynamicState::prepare(const vkb::ApplicationOptions &options)
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{
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if (!ApiVulkanSample::prepare(options))
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{
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return false;
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}
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camera.type = vkb::CameraType::LookAt;
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camera.set_position({0.f, 1.0f, -6.0f});
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camera.set_rotation({0.f, 0.f, 0.f});
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camera.set_perspective(60.f, static_cast<float>(width) / static_cast<float>(height), 256.f, 0.1f);
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load_assets();
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prepare_uniform_buffers();
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model_data_creation();
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create_descriptor_pool();
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setup_descriptor_set_layout();
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create_descriptor_sets();
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create_pipeline();
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build_command_buffers();
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prepared = true;
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return true;
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}
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/**
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* @fn void VertexDynamicState::load_assets()
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* @brief Loading extra models, textures from assets
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*/
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void VertexDynamicState::load_assets()
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{
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/* Models */
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skybox = load_model("scenes/cube.gltf");
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object = load_model("scenes/cube.gltf");
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/* Load HDR cube map */
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textures.envmap = load_texture_cubemap("textures/uffizi_rgba16f_cube.ktx", vkb::sg::Image::Color);
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}
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/**
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* @fn void VertexDynamicState::draw()
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* @brief Preparing frame and submitting it to the present queue
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*/
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void VertexDynamicState::draw()
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{
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ApiVulkanSample::prepare_frame();
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
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VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
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ApiVulkanSample::submit_frame();
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}
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/**
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* @fn void VertexDynamicState::render(float delta_time)
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* @brief Drawing frames and/or updating uniform buffers when camera position/rotation was changed
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*/
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void VertexDynamicState::render(float delta_time)
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{
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if (!prepared)
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{
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return;
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}
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draw();
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if (camera.updated)
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{
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update_uniform_buffers();
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}
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}
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/**
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* @fn void VertexDynamicState::prepare_uniform_buffers()
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* @brief Preparing uniform buffer (setting bits) and updating UB data
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*/
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void VertexDynamicState::prepare_uniform_buffers()
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{
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ubo = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubo_vs), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
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update_uniform_buffers();
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}
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/**
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* @fn void VertexDynamicState::update_uniform_buffers()
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* @brief Updating data from application to GPU uniform buffer
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*/
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void VertexDynamicState::update_uniform_buffers()
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{
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ubo_vs.projection = camera.matrices.perspective;
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ubo_vs.modelview = camera.matrices.view * glm::mat4(1.f);
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ubo_vs.inverse_modelview = glm::inverse(camera.matrices.view);
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ubo_vs.skybox_modelview = camera.matrices.view;
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ubo->convert_and_update(ubo_vs);
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}
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/**
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* @fn void VertexDynamicState::create_pipeline()
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* @brief Creating graphical pipeline
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* @details Preparing pipeline structures:
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* - VkPipelineInputAssemblyStateCreateInfo
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* - VkPipelineRasterizationStateCreateInfo
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* - VkPipelineColorBlendAttachmentState
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* - VkPipelineColorBlendStateCreateInfo
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* - VkPipelineDepthStencilStateCreateInfo
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* - VkPipelineViewportStateCreateInfo
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* - VkPipelineMultisampleStateCreateInfo
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* - VkPipelineDynamicStateCreateInfo
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* - VkPipelineShaderStageCreateInfo
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* - VkPipelineRenderingCreateInfoKHR
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* - VkGraphicsPipelineCreateInfo
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*
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* @note Specific settings that were used to implement Vertex Input Dynamic State extension in this sample:
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* - In VkPipelineDynamicStateCreateInfo use "VK_DYNAMIC_STATE_VERTEX_INPUT_EXT" enumeration in config vector.
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* - In VkGraphicsPipelineCreateInfo "pVertexInputState" element is not require to declare (when using vertex input dynamic state)
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*
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*/
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void VertexDynamicState::create_pipeline()
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{
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
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vkb::initializers::pipeline_input_assembly_state_create_info(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blend_attachment_state =
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vkb::initializers::pipeline_color_blend_attachment_state(
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0xf,
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VK_FALSE);
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const auto color_attachment_state = vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo color_blend_state =
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vkb::initializers::pipeline_color_blend_state_create_info(
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1,
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&blend_attachment_state);
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color_blend_state.attachmentCount = 1;
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color_blend_state.pAttachments = &color_attachment_state;
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/* Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept */
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(
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VK_FALSE,
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VK_FALSE,
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VK_COMPARE_OP_GREATER);
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VkPipelineViewportStateCreateInfo viewport_state =
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vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamic_state_enables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR,
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VK_DYNAMIC_STATE_VERTEX_INPUT_EXT};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(
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dynamic_state_enables.data(),
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static_cast<uint32_t>(dynamic_state_enables.size()),
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0);
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
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shader_stages[0] = load_shader("vertex_dynamic_state", "gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("vertex_dynamic_state", "gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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/* Create graphics pipeline for dynamic rendering */
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VkFormat color_rendering_format = get_render_context().get_format();
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/* Provide information for dynamic rendering */
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VkPipelineRenderingCreateInfoKHR pipeline_create{VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR};
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pipeline_create.pNext = VK_NULL_HANDLE;
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pipeline_create.colorAttachmentCount = 1;
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pipeline_create.pColorAttachmentFormats = &color_rendering_format;
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pipeline_create.depthAttachmentFormat = depth_format;
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pipeline_create.stencilAttachmentFormat = depth_format;
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/* Initialize vertex input binding and attributes structures */
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vertex_bindings_description_ext[0] = vkb::initializers::vertex_input_binding_description2ext(
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0,
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sizeof(Vertex),
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VK_VERTEX_INPUT_RATE_VERTEX,
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1);
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vertex_attribute_description_ext[0] = vkb::initializers::vertex_input_attribute_description2ext(
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0,
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0,
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VK_FORMAT_R32G32B32_SFLOAT,
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offsetof(Vertex, pos));
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vertex_attribute_description_ext[1] = vkb::initializers::vertex_input_attribute_description2ext(
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0,
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1,
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VK_FORMAT_R32G32B32_SFLOAT,
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offsetof(Vertex, normal));
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/* Use the pNext to point to the rendering create struct */
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VkGraphicsPipelineCreateInfo graphics_create{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
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graphics_create.pNext = VK_NULL_HANDLE;
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graphics_create.renderPass = VK_NULL_HANDLE;
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graphics_create.pInputAssemblyState = &input_assembly_state;
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graphics_create.pRasterizationState = &rasterization_state;
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graphics_create.pColorBlendState = &color_blend_state;
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graphics_create.pMultisampleState = &multisample_state;
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graphics_create.pViewportState = &viewport_state;
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graphics_create.pDepthStencilState = &depth_stencil_state;
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graphics_create.pDynamicState = &dynamic_state;
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graphics_create.pVertexInputState = VK_NULL_HANDLE;
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graphics_create.stageCount = static_cast<uint32_t>(shader_stages.size());
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graphics_create.pStages = shader_stages.data();
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graphics_create.layout = pipeline_layout;
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/* Skybox pipeline (background cube) */
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VkSpecializationInfo specialization_info;
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std::array<VkSpecializationMapEntry, 1> specialization_map_entries{};
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specialization_map_entries[0] = vkb::initializers::specialization_map_entry(0, 0, sizeof(uint32_t));
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uint32_t shadertype = 0;
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specialization_info = vkb::initializers::specialization_info(1, specialization_map_entries.data(), sizeof(shadertype), &shadertype);
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shader_stages[0].pSpecializationInfo = &specialization_info;
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shader_stages[1].pSpecializationInfo = &specialization_info;
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graphics_create.pNext = VK_NULL_HANDLE;
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graphics_create.renderPass = render_pass;
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vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &graphics_create, VK_NULL_HANDLE, &skybox_pipeline);
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/* Object rendering pipeline */
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shadertype = 1;
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/* Enable depth test and write */
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depth_stencil_state.depthWriteEnable = VK_TRUE;
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depth_stencil_state.depthTestEnable = VK_TRUE;
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/* Flip cull mode */
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rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
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vkCreateGraphicsPipelines(get_device().get_handle(), VK_NULL_HANDLE, 1, &graphics_create, VK_NULL_HANDLE, &model_pipeline);
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}
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/**
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* @fn void VertexDynamicState::build_command_buffers()
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* @brief Creating command buffers and drawing particular elements on window.
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* @details Drawing object list:
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* - Skybox - cube that have background texture attached (easy way to generate background to scene).
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* - Object - cube that was placed in the middle with some reflection shader effect.
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* - Created model - cube that was created on runtime.
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* - UI - some statistic tab
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*
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* @note In case of Vertex Input Dynamic State feature sample need to create model in runtime because of requirement to have different data structure.
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* By default function "load_model" from framework is parsing data from .gltf files and build it every time in declared structure (see Vertex structure in framework files).
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* Before drawing different models (in case of vertex input data structure) "change_vertex_input_data" fuction is called for dynamically change Vertex Input data.
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*/
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void VertexDynamicState::build_command_buffers()
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{
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std::array<VkClearValue, 2> clear_values{};
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clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
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clear_values[1].depthStencil = {0.0f, 0};
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int i = -1;
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for (auto &draw_cmd_buffer : draw_cmd_buffers)
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{
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i++;
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auto command_begin = vkb::initializers::command_buffer_begin_info();
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffer, &command_begin));
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VkImageSubresourceRange range{};
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range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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range.baseMipLevel = 0;
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range.levelCount = VK_REMAINING_MIP_LEVELS;
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range.baseArrayLayer = 0;
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range.layerCount = VK_REMAINING_ARRAY_LAYERS;
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VkImageSubresourceRange depth_range{range};
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depth_range.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.framebuffer = framebuffers[i];
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = static_cast<uint32_t>(clear_values.size());
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render_pass_begin_info.pClearValues = clear_values.data();
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vkCmdBeginRenderPass(draw_cmd_buffer, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffer, 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(static_cast<int>(width), static_cast<int>(height), 0, 0);
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vkCmdSetScissor(draw_cmd_buffer, 0, 1, &scissor);
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/* One descriptor set is used, and the draw type is toggled by a specialization constant */
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vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
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/* skybox */
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/* First set of vertex input dynamic data (Vertex structure) */
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vertex_bindings_description_ext[0].stride = sizeof(Vertex);
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vertex_attribute_description_ext[1].offset = offsetof(Vertex, normal);
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vkCmdSetVertexInputEXT(draw_cmd_buffer,
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static_cast<uint32_t>(vertex_bindings_description_ext.size()),
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vertex_bindings_description_ext.data(),
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static_cast<uint32_t>(vertex_attribute_description_ext.size()),
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vertex_attribute_description_ext.data());
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vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, skybox_pipeline);
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draw_model(skybox, draw_cmd_buffer);
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/* object */
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vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, model_pipeline);
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draw_model(object, draw_cmd_buffer);
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/* Second set of vertex input dynamic data (SampleVertex structure) */
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vertex_bindings_description_ext[0].stride = sizeof(SampleVertex);
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vertex_attribute_description_ext[1].offset = offsetof(SampleVertex, normal);
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vkCmdSetVertexInputEXT(draw_cmd_buffer,
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static_cast<uint32_t>(vertex_bindings_description_ext.size()),
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vertex_bindings_description_ext.data(),
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static_cast<uint32_t>(vertex_attribute_description_ext.size()),
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vertex_attribute_description_ext.data());
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draw_created_model(draw_cmd_buffer);
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/* UI */
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draw_ui(draw_cmd_buffer);
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vkCmdEndRenderPass(draw_cmd_buffer);
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffer));
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}
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||||
}
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||||
/**
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||||
* @fn void VertexDynamicState::create_descriptor_pool()
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* @brief Creating descriptor pool with size adjusted to use uniform buffer and image sampler
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*/
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void VertexDynamicState::create_descriptor_pool()
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{
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std::vector<VkDescriptorPoolSize> pool_sizes = {
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)};
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uint32_t num_descriptor_sets = 4;
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), num_descriptor_sets);
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VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
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}
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||||
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||||
/**
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||||
* @fn void VertexDynamicState::setup_descriptor_set_layout()
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||||
* @brief Creating layout for descriptor sets
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||||
*/
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||||
void VertexDynamicState::setup_descriptor_set_layout()
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||||
{
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||||
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
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||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
|
||||
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
|
||||
};
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
|
||||
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_create_info, 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));
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void VertexDynamicState::create_descriptor_sets()
|
||||
* @brief Creating both descriptor set:
|
||||
* 1. Uniform buffer
|
||||
* 2. Image sampler
|
||||
*/
|
||||
void VertexDynamicState::create_descriptor_sets()
|
||||
{
|
||||
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 matrix_buffer_descriptor = create_descriptor(*ubo);
|
||||
VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.envmap);
|
||||
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
|
||||
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
|
||||
vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &environment_image_descriptor),
|
||||
};
|
||||
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
void VertexDynamicState::request_gpu_features(vkb::PhysicalDevice &gpu)
|
||||
{
|
||||
/* Enable extension features required by this sample
|
||||
These are passed to device creation via a pNext structure chain */
|
||||
REQUEST_REQUIRED_FEATURE(gpu,
|
||||
VkPhysicalDeviceVertexInputDynamicStateFeaturesEXT,
|
||||
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VERTEX_INPUT_DYNAMIC_STATE_FEATURES_EXT,
|
||||
vertexInputDynamicState);
|
||||
|
||||
if (gpu.get_features().samplerAnisotropy)
|
||||
{
|
||||
gpu.get_mutable_requested_features().samplerAnisotropy = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void VertexDynamicState::draw_created_model(VkCommandBuffer commandBuffer)
|
||||
* @brief Drawing created model using indexing buffer
|
||||
*/
|
||||
void VertexDynamicState::draw_created_model(VkCommandBuffer commandBuffer)
|
||||
{
|
||||
VkDeviceSize offsets[1] = {0};
|
||||
vkCmdBindVertexBuffers(commandBuffer, 0, 1, cube.vertices->get(), offsets);
|
||||
vkCmdBindIndexBuffer(commandBuffer, cube.indices->get_handle(), 0, VK_INDEX_TYPE_UINT32);
|
||||
vkCmdDrawIndexed(commandBuffer, cube.index_count, 1, 0, 0, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @fn void VertexDynamicState::model_data_creation()
|
||||
* @brief Generate vertex input data for simple cube (position and normal vectors)
|
||||
*/
|
||||
void VertexDynamicState::model_data_creation()
|
||||
{
|
||||
constexpr uint32_t vertex_count = 8;
|
||||
std::array<SampleVertex, vertex_count> vertices;
|
||||
|
||||
vertices[0].pos = {0.0f, 0.0f, 0.0f};
|
||||
vertices[1].pos = {1.0f, 0.0f, 0.0f};
|
||||
vertices[2].pos = {1.0f, 1.0f, 0.0f};
|
||||
vertices[3].pos = {0.0f, 1.0f, 0.0f};
|
||||
vertices[4].pos = {0.0f, 0.0f, 1.0f};
|
||||
vertices[5].pos = {1.0f, 0.0f, 1.0f};
|
||||
vertices[6].pos = {1.0f, 1.0f, 1.0f};
|
||||
vertices[7].pos = {0.0f, 1.0f, 1.0f};
|
||||
|
||||
/* Normalized normal vectors for each face of cube */
|
||||
glm::vec3 Xp = {1.0, 0.0, 0.0};
|
||||
glm::vec3 Xm = {-1.0, 0.0, 0.0};
|
||||
glm::vec3 Yp = {0.0, 1.0, 0.0};
|
||||
glm::vec3 Ym = {0.0, -1.0, 0.0};
|
||||
glm::vec3 Zp = {0.0, 0.0, 1.0};
|
||||
glm::vec3 Zm = {0.0, 0.0, -1.0};
|
||||
|
||||
/* Normalized normal vectors for each vertex (created by sum of corresponding faces) */
|
||||
vertices[0].normal = glm::normalize(Xm + Ym + Zm);
|
||||
vertices[1].normal = glm::normalize(Xp + Ym + Zm);
|
||||
vertices[2].normal = glm::normalize(Xp + Yp + Zm);
|
||||
vertices[3].normal = glm::normalize(Xm + Yp + Zm);
|
||||
vertices[4].normal = glm::normalize(Xm + Ym + Zp);
|
||||
vertices[5].normal = glm::normalize(Xp + Ym + Zp);
|
||||
vertices[6].normal = glm::normalize(Xp + Yp + Zp);
|
||||
vertices[7].normal = glm::normalize(Xm + Yp + Zp);
|
||||
|
||||
/* Scaling and position transform */
|
||||
for (uint8_t i = 0; i < vertex_count; i++)
|
||||
{
|
||||
vertices[i].pos *= glm::vec3(10.0f, 10.0f, 10.0f);
|
||||
vertices[i].pos -= glm::vec3(5.0f, 20.0f, 5.0f);
|
||||
}
|
||||
|
||||
constexpr uint32_t index_count = 36;
|
||||
uint32_t vertex_buffer_size = vertex_count * sizeof(SampleVertex);
|
||||
uint32_t index_buffer_size = index_count * sizeof(uint32_t);
|
||||
cube.index_count = index_count;
|
||||
|
||||
/* Array with vertices indexes for corresponding triangles */
|
||||
std::array<uint32_t, index_count> indices{0, 4, 3,
|
||||
4, 7, 3,
|
||||
0, 3, 2,
|
||||
0, 2, 1,
|
||||
1, 2, 6,
|
||||
6, 5, 1,
|
||||
5, 6, 7,
|
||||
7, 4, 5,
|
||||
0, 1, 5,
|
||||
5, 4, 0,
|
||||
3, 7, 6,
|
||||
6, 2, 3};
|
||||
|
||||
vkb::core::BufferC vertex_staging = vkb::core::BufferC::create_staging_buffer(get_device(), vertices);
|
||||
vkb::core::BufferC index_staging = vkb::core::BufferC::create_staging_buffer(get_device(), indices);
|
||||
|
||||
cube.vertices = std::make_unique<vkb::core::BufferC>(get_device(),
|
||||
vertex_buffer_size,
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VMA_MEMORY_USAGE_GPU_ONLY);
|
||||
|
||||
cube.indices = std::make_unique<vkb::core::BufferC>(get_device(),
|
||||
index_buffer_size,
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
||||
VMA_MEMORY_USAGE_GPU_ONLY);
|
||||
|
||||
/* Copy from staging buffers */
|
||||
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
||||
|
||||
VkBufferCopy copy_region = {};
|
||||
|
||||
copy_region.size = vertex_buffer_size;
|
||||
vkCmdCopyBuffer(
|
||||
copy_command,
|
||||
vertex_staging.get_handle(),
|
||||
cube.vertices->get_handle(),
|
||||
1,
|
||||
©_region);
|
||||
|
||||
copy_region.size = index_buffer_size;
|
||||
vkCmdCopyBuffer(
|
||||
copy_command,
|
||||
index_staging.get_handle(),
|
||||
cube.indices->get_handle(),
|
||||
1,
|
||||
©_region);
|
||||
|
||||
get_device().flush_command_buffer(copy_command, queue, true);
|
||||
}
|
||||
|
||||
std::unique_ptr<vkb::VulkanSampleC> create_vertex_dynamic_state()
|
||||
{
|
||||
return std::make_unique<VertexDynamicState>();
|
||||
}
|
||||
Reference in New Issue
Block a user