画线的代码写完
This commit is contained in:
@@ -32,6 +32,8 @@ add_sample_with_tags(
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"texture_loading/glsl/bg.frag"
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"texture_loading/glsl/pointcloud.vert"
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"texture_loading/glsl/pointcloud.frag"
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"texture_loading/glsl/point_line.vert"
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"texture_loading/glsl/point_line.frag"
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SHADER_FILES_HLSL
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"texture_loading/hlsl/texture.vert.hlsl"
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"texture_loading/hlsl/texture.frag.hlsl")
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@@ -40,19 +40,23 @@ TextureLoading::~TextureLoading()
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vkDestroyPipeline(get_device().get_handle(), pipelines.solid, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.background, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.point, nullptr);
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vkDestroyPipeline(get_device().get_handle(), pipelines.line, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_bg, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_point, nullptr);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_point_line, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_bg, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_point, nullptr);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_point_line, nullptr);
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}
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destroy_texture(texture);
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destroy_texture(texture_point);
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destroy_texture(texture_point_line);
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destroy_texture(cam_text);
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vertex_buffer.reset();
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@@ -580,7 +584,8 @@ void TextureLoading::build_command_buffers()
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//vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0);
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draw_point_cloud(draw_cmd_buffers[i]);
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//draw_point_cloud(draw_cmd_buffers[i]);
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draw_point_cloud_line(draw_cmd_buffers[i]);
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//draw_ui(draw_cmd_buffers[i]);
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@@ -658,8 +663,8 @@ void TextureLoading::setup_descriptor_pool()
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// Example uses one ubo and one image sampler
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std::vector<VkDescriptorPoolSize> pool_sizes =
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{
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4) };
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 6),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 6) };
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(
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@@ -866,6 +871,77 @@ void TextureLoading::setup_descriptor_set_point()
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vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
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}
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void TextureLoading::setup_descriptor_set_layout_point_line()
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{
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_VERTEX_BIT,
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0),
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// Binding 1 : Fragment shader image sampler
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vkb::initializers::descriptor_set_layout_binding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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1)
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};
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VkDescriptorSetLayoutCreateInfo descriptor_layout =
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vkb::initializers::descriptor_set_layout_create_info(
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set_layout_bindings.data(),
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static_cast<uint32_t>(set_layout_bindings.size()));
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_point_line));
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VkPipelineLayoutCreateInfo pipeline_layout_create_info =
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vkb::initializers::pipeline_layout_create_info(
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&descriptor_set_layout_point_line,
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1);
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_point_line));
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}
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void TextureLoading::setup_descriptor_set_point_line()
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{
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VkDescriptorSetAllocateInfo alloc_info =
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vkb::initializers::descriptor_set_allocate_info(
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descriptor_pool,
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&descriptor_set_layout_point_line,
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1);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_point_line));
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VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs_point);
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VkDescriptorImageInfo image_descriptor;
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image_descriptor.imageView = texture_point_line.view;
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image_descriptor.sampler = texture_point_line.sampler;
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image_descriptor.imageLayout = texture_point_line.image_layout;
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std::vector<VkWriteDescriptorSet> write_descriptor_sets =
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{
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// Binding 0 : Vertex shader uniform buffer
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vkb::initializers::write_descriptor_set(
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descriptor_set_point,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&buffer_descriptor),
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// Binding 1 : Fragment shader texture sampler
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// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
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vkb::initializers::write_descriptor_set(
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descriptor_set_point,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split)
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1, // Shader binding point 1
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&image_descriptor) // Pointer to the descriptor image for our texture
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};
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vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void TextureLoading::prepare_uniform_buffers()
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{
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@@ -901,8 +977,6 @@ void TextureLoading::prepare_uniform_buffers_point()
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sizeof(ubo_vs_point),
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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update_uniform_buffers_point(60, -0.5, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2);
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}
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@@ -1208,6 +1282,95 @@ void TextureLoading::prepare_pipeline_point()
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}
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void TextureLoading::prepare_pipeline_point_line()
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{
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VkVertexInputBindingDescription vertex_input_binding_description{};
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vertex_input_binding_description.binding = 0;
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vertex_input_binding_description.stride = sizeof(PointVertex);
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vertex_input_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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std::array<VkVertexInputAttributeDescription, 2> vertex_input_attributes = {
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VkVertexInputAttributeDescription{0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, x)},
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VkVertexInputAttributeDescription{1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, r)}
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};
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VkPipelineVertexInputStateCreateInfo vertex_input_state{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
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vertex_input_state.vertexBindingDescriptionCount = 1;
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vertex_input_state.pVertexBindingDescriptions = &vertex_input_binding_description;
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vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
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vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state{ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
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input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
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input_assembly_state.primitiveRestartEnable = VK_FALSE;
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// 光栅化
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VkPipelineRasterizationStateCreateInfo rasterization_state{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
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rasterization_state.cullMode = VK_CULL_MODE_NONE; // 通常不对点进行剔除
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rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterization_state.lineWidth = 1.0f; // 可以通过 VkPhysicalDeviceFeatures::wideLines 扩展来支持更宽的线
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// 视口和裁剪
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VkPipelineViewportStateCreateInfo viewport_state{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
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viewport_state.viewportCount = 1;
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viewport_state.scissorCount = 1;
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// 多重采样
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VkPipelineMultisampleStateCreateInfo multisample_state{ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
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multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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// 深度和模板测试 (通常对点云启用深度测试)
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
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depth_stencil_state.depthTestEnable = VK_FALSE;
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depth_stencil_state.depthWriteEnable = VK_FALSE;
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depth_stencil_state.depthCompareOp = VK_COMPARE_OP_ALWAYS; // 或 VK_COMPARE_OP_LESS
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depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
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depth_stencil_state.stencilTestEnable = VK_FALSE;
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// 颜色混合 (点通常不需要混合)
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VkPipelineColorBlendAttachmentState blend_attachment_state{};
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blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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blend_attachment_state.blendEnable = VK_FALSE;
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VkPipelineColorBlendStateCreateInfo color_blend_state{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
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color_blend_state.attachmentCount = 1;
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color_blend_state.pAttachments = &blend_attachment_state;
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// 动态状态 (视口和裁剪矩形将在命令缓冲区中设置)
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std::vector<VkDynamicState> dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamic_state{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
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dynamic_state.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size());
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dynamic_state.pDynamicStates = dynamic_state_enables.data();
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// 加载着色器
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
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shader_stages[0] = load_shader("texture_loading", "point_line.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("texture_loading", "point_line.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// 创建图形管线
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VkGraphicsPipelineCreateInfo pipeline_create_info{ VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
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pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
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pipeline_create_info.pStages = shader_stages.data();
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pipeline_create_info.pVertexInputState = &vertex_input_state;
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pipeline_create_info.pInputAssemblyState = &input_assembly_state;
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pipeline_create_info.pViewportState = &viewport_state;
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pipeline_create_info.pRasterizationState = &rasterization_state;
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pipeline_create_info.pMultisampleState = &multisample_state;
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pipeline_create_info.pDepthStencilState = &depth_stencil_state;
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pipeline_create_info.pColorBlendState = &color_blend_state;
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pipeline_create_info.pDynamicState = &dynamic_state;
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pipeline_create_info.layout = pipeline_layout_point_line;
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pipeline_create_info.renderPass = render_pass; // 使用主渲染通道
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pipeline_create_info.subpass = 0; // 主子通道
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.line));
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}
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bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
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{
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@@ -1231,12 +1394,20 @@ bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
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dataSize = arrowImage.size();
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processWithVulkan(arrowImage.data(), width, height, rowStride, dataSize, texture_point);
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width = 256;
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height = 256;
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rowStride = width * 4;
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auto lineImage = generateSimpleTestImage(width, height, 80);
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dataSize = lineImage.size();
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processWithVulkan(lineImage.data(), width, height, rowStride, dataSize, texture_point_line);
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load_texture();
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generate_quad();
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prepare_uniform_buffers();
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prepare_uniform_buffers_point();
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setup_descriptor_pool();
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setup_descriptor_set_layout();
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@@ -1248,9 +1419,13 @@ bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
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setup_descriptor_set_layout_point();
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setup_descriptor_set_point();
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setup_descriptor_set_layout_point_line();
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setup_descriptor_set_point_line();
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prepare_pipelines();
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prepare_pipeline_bg();
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prepare_pipeline_point();
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prepare_pipeline_point_line();
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float z = -2.0f;
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float testPoint[] = {
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@@ -1259,13 +1434,17 @@ bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
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0.1,0.1,z,
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0.2,0.2,z,
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0.3,0.3,z,
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0.5,0.5,z,
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0,0.5,z,
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1,1,z,
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};
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int pointCount = sizeof(testPoint) / (3*4);
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update_point_vertex_buffer(testPoint, pointCount);
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update_point_vertex_buffer_line(testPoint, pointCount);
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prepared = true;
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update_uniform_buffers_point(50, -0.5, -0.5, 0, 1, 1, 1, 0, 0, 0, 0, 0, -1);
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//start();
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return true;
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}
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@@ -1751,6 +1930,72 @@ void TextureLoading::update_point_vertex_buffer(float* pos, int pointCount)
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}
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}
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void TextureLoading::update_point_vertex_buffer_line(float* pos, int count)
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{
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std::lock_guard<std::mutex> lock(mtx_point_line);
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if (count <= 0) {
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point_count_line = 0;
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return; // 没有点数据,无需更新
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}
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point_count_line = count;
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// 1. 准备顶点数据
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std::vector<PointVertex> vertices(point_count);
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float min_x = std::numeric_limits<float>::max(), max_x = std::numeric_limits<float>::lowest();
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float min_y = std::numeric_limits<float>::max(), max_y = std::numeric_limits<float>::lowest();
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float min_z = std::numeric_limits<float>::max(), max_z = std::numeric_limits<float>::lowest();
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for (int i = 0; i < point_count; ++i) {
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float x = pos[i * 3 + 0];
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float y = pos[i * 3 + 1];
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float z = pos[i * 3 + 2];
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min_x = std::min(min_x, x); max_x = std::max(max_x, x);
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min_y = std::min(min_y, y); max_y = std::max(max_y, y);
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min_z = std::min(min_z, z); max_z = std::max(max_z, z);
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}
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float range_x = max_x - min_x;
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float range_y = max_y - min_y;
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float range_z = max_z - min_z;
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if (range_x == 0) range_x = 1.0f; // 防止除零
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if (range_y == 0) range_y = 1.0f;
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if (range_z == 0) range_z = 1.0f;
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for (int i = 0; i < point_count; ++i) {
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vertices[i].x = pos[i * 3 + 0];
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vertices[i].y = pos[i * 3 + 1];
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vertices[i].z = pos[i * 3 + 2];
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// 简单颜色映射
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vertices[i].r = (vertices[i].x - min_x) / range_x;
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vertices[i].g = (vertices[i].y - min_y) / range_y;
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vertices[i].b = (vertices[i].z - min_z) / range_z;
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}
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// 2. 更新或创建顶点缓冲区
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VkDeviceSize buffer_size = sizeof(PointVertex) * point_count;
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if (!vertex_buffer_point_line || vertex_buffer_point_line->get_size() < buffer_size) {
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// 如果缓冲区不存在或太小,则重新创建
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vertex_buffer_point_line.reset();
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vertex_buffer_point_line = std::make_unique<vkb::core::BufferC>(get_device(),
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buffer_size,
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU // CPU 可写,GPU 可读
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);
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}
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// 3. 将数据复制到缓冲区
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void* mapped_data = vertex_buffer_point_line->map();
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if (mapped_data) {
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memcpy(mapped_data, vertices.data(), buffer_size);
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vertex_buffer_point->unmap();
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}
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else {
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LOGE("Failed to map point vertex buffer for update.");
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}
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}
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void TextureLoading::draw_point_cloud(VkCommandBuffer command_buffer)
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{
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if (point_count == 0 || !vertex_buffer_point) {
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@@ -1766,3 +2011,18 @@ void TextureLoading::draw_point_cloud(VkCommandBuffer command_buffer)
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vkCmdDraw(command_buffer, point_count, 1, 0, 0); // 绘制 point_count 个顶点
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}
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void TextureLoading::draw_point_cloud_line(VkCommandBuffer command_buffer)
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{
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if (point_count_line == 0 || !vertex_buffer_point_line) {
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return; // 没有点或缓冲区未准备好
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}
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||||
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.line);
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_point_line, 0, 1, &descriptor_set_point_line, 0, nullptr);
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||||
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
@@ -56,6 +56,7 @@ public:
|
||||
|
||||
Texture texture = { 0 };
|
||||
Texture texture_point = { 0 };
|
||||
Texture texture_point_line = { 0 };
|
||||
Texture cam_text = { 0 };
|
||||
|
||||
std::unique_ptr<vkb::core::BufferC> vertex_buffer;
|
||||
@@ -65,6 +66,9 @@ public:
|
||||
std::unique_ptr<vkb::core::BufferC> vertex_buffer_point;
|
||||
uint32_t point_count = 0;
|
||||
|
||||
std::unique_ptr<vkb::core::BufferC> vertex_buffer_point_line;
|
||||
uint32_t point_count_line = 0;
|
||||
|
||||
struct
|
||||
{
|
||||
glm::mat4 projection;
|
||||
@@ -92,20 +96,24 @@ public:
|
||||
VkPipeline solid;
|
||||
VkPipeline background;
|
||||
VkPipeline point;
|
||||
VkPipeline line;
|
||||
} pipelines;
|
||||
|
||||
|
||||
VkPipelineLayout pipeline_layout;
|
||||
VkPipelineLayout pipeline_layout_bg;
|
||||
VkPipelineLayout pipeline_layout_point;
|
||||
VkPipelineLayout pipeline_layout_point_line;
|
||||
|
||||
VkDescriptorSet descriptor_set;
|
||||
VkDescriptorSet descriptor_set_bg;
|
||||
VkDescriptorSet descriptor_set_point;
|
||||
VkDescriptorSet descriptor_set_point_line;
|
||||
|
||||
VkDescriptorSetLayout descriptor_set_layout;
|
||||
VkDescriptorSetLayout descriptor_set_layout_bg;
|
||||
VkDescriptorSetLayout descriptor_set_layout_point;
|
||||
VkDescriptorSetLayout descriptor_set_layout_point_line;
|
||||
|
||||
static TextureLoading* Get() {
|
||||
return this_instance;
|
||||
@@ -122,6 +130,7 @@ public:
|
||||
|
||||
void draw();
|
||||
void draw_point_cloud(VkCommandBuffer command_buffer);
|
||||
void draw_point_cloud_line(VkCommandBuffer command_buffer);
|
||||
void generate_quad();
|
||||
|
||||
void setup_descriptor_pool();
|
||||
@@ -135,6 +144,9 @@ public:
|
||||
void setup_descriptor_set_layout_point();
|
||||
void setup_descriptor_set_point();
|
||||
|
||||
void setup_descriptor_set_layout_point_line();
|
||||
void setup_descriptor_set_point_line();
|
||||
|
||||
void prepare_uniform_buffers();
|
||||
void update_uniform_buffers();
|
||||
|
||||
@@ -145,6 +157,7 @@ public:
|
||||
void prepare_pipelines();
|
||||
void prepare_pipeline_bg();
|
||||
void prepare_pipeline_point();
|
||||
void prepare_pipeline_point_line();
|
||||
|
||||
|
||||
bool prepare(const vkb::ApplicationOptions& options) override;
|
||||
@@ -163,6 +176,7 @@ public:
|
||||
public:
|
||||
|
||||
void update_point_vertex_buffer(float* pos, int pointCount);
|
||||
void update_point_vertex_buffer_line(float* pos, int pointCount_line);
|
||||
private:
|
||||
std::thread workerThread;
|
||||
bool running = false;
|
||||
@@ -172,6 +186,7 @@ public:
|
||||
//void start();
|
||||
std::mutex mtx;
|
||||
std::mutex mtx_point;
|
||||
std::mutex mtx_point_line;
|
||||
std::mutex mtx_mvp;
|
||||
//void stop();
|
||||
//void updateTexture();
|
||||
|
||||
Reference in New Issue
Block a user