通议灵码修改过的。

This commit is contained in:
xsl
2025-09-14 21:52:08 +08:00
parent ef5f391ef5
commit 8e1c574122
2 changed files with 409 additions and 193 deletions
+34 -25
View File
@@ -1,10 +1,10 @@
#pragma once
#pragma once
#include <ktx.h>
#include "api_vulkan_sample.h"
// 顶点结构保持不变,因为背景 quad 可能不需要顶点缓冲区
struct TextureLoadingVertexStructure
{
float pos[3];
@@ -14,7 +14,7 @@ struct TextureLoadingVertexStructure
class TextureLoading : public ApiVulkanSample
{
public:
public:
struct Texture
{
VkSampler sampler;
@@ -26,8 +26,8 @@ class TextureLoading : public ApiVulkanSample
uint32_t mip_levels;
};
Texture texture = {0};
Texture cam_text = {0};
Texture texture = { 0 };
Texture cam_text = { 0 }; // 将由外部函数初始化
std::unique_ptr<vkb::core::BufferC> vertex_buffer;
std::unique_ptr<vkb::core::BufferC> index_buffer;
@@ -45,47 +45,56 @@ class TextureLoading : public ApiVulkanSample
struct
{
VkPipeline solid;
VkPipeline solid; // 原有前景管线
VkPipeline background; // 新增背景管线
} pipelines;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
// 管线布局
VkPipelineLayout pipeline_layout; // 前景管线布局
VkPipelineLayout pipeline_layout_bg; // 背景管线布局
// 描述符集
VkDescriptorSet descriptor_set; // 前景描述符集
VkDescriptorSet descriptor_set_bg; // 背景描述符集
// 描述符集布局
VkDescriptorSetLayout descriptor_set_layout; // 前景描述符集布局
VkDescriptorSetLayout descriptor_set_layout_bg; // 背景描述符集布局 (仅包含 combined image sampler)
static TextureLoading* Get() {
return loadTextIns;
}
static TextureLoading* loadTextIns;
TextureLoading();
~TextureLoading();
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
virtual void request_gpu_features(vkb::PhysicalDevice& gpu) override;
void build_command_buffers() override;
void draw();
void generate_quad();
void generate_quad(); // 生成前景 quad
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set_layout_bg(); // 新增:设置背景描述符集布局
void setup_descriptor_set();
void setup_descriptor_set_bg(); // 新增:设置背景描述符集
void prepare_pipelines();
void prepare_pipeline_bg(); // 新增:准备背景管线
void prepare_uniform_buffers();
void update_uniform_buffers();
bool prepare(const vkb::ApplicationOptions &options) override;
bool prepare(const vkb::ApplicationOptions& options) override;
virtual void render(float delta_time) override;
virtual void view_changed() override;
virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
virtual void on_update_ui_overlay(vkb::Drawer& drawer) override;
void destroy_texture(Texture texture);
public:
// 现有函数保持不变
void processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize, Texture& out_texture);
void createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, int format, Texture& texture);
void updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture);
uint32_t findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
VkCommandBuffer beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool);
void endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer);
void transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout);
void updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture);
uint32_t findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
VkCommandBuffer beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool);
void endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer);
void transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout);
};
std::unique_ptr<vkb::Application> create_texture_loading();
std::unique_ptr<vkb::Application> create_texture_loading();