/* Copyright (c) 2023-2024, Mobica Limited * * 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. */ #pragma once #include "api_vulkan_sample.h" class FragmentShaderBarycentric : public ApiVulkanSample { public: struct { Texture envmap; Texture cube; } textures; struct UBOVS { glm::mat4 projection; glm::mat4 modelview; } ubo_vs; struct GUI_settings { int selected_effect = 0; /* default interpolation */ const std::vector effect_names = {"Color interpolation", "Perspective vs non-perspective", "Wireframe", "Interpolate to mass center", "Barycoord texture"}; } gui_settings; std::unique_ptr skybox; std::unique_ptr object; std::unique_ptr ubo; struct { VkPipeline object{VK_NULL_HANDLE}; VkPipeline skybox{VK_NULL_HANDLE}; } pipelines; struct { VkDescriptorSet skybox{VK_NULL_HANDLE}; VkDescriptorSet object{VK_NULL_HANDLE}; } descriptor_sets; VkPipelineLayout pipeline_layout{VK_NULL_HANDLE}; VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE}; FragmentShaderBarycentric(); ~FragmentShaderBarycentric() override; bool prepare(const vkb::ApplicationOptions &options) override; void render(float delta_time) override; void build_command_buffers() override; void request_gpu_features(vkb::PhysicalDevice &gpu) override; void on_update_ui_overlay(vkb::Drawer &drawer) override; private: void load_assets(); void prepare_uniform_buffers(); void update_uniform_buffers(); void setup_descriptor_set_layout(); void create_descriptor_sets(); void create_descriptor_pool(); void create_pipeline(); void draw(); }; std::unique_ptr create_fragment_shader_barycentric();