/* Copyright (c) 2021-2025, NVIDIA CORPORATION. All rights reserved. * * 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 #include #include #include #include "vulkan_sample.h" /** * @brief A swapchain buffer */ struct HPPSwapchainBuffer { vk::Image image; vk::ImageView view; }; /** * @brief A texture wrapper that owns its image data and links it with a sampler */ struct HPPTexture { std::unique_ptr image; vk::Sampler sampler; }; /** * @brief The structure of a vertex */ struct HPPVertex { glm::vec3 pos; glm::vec3 normal; glm::vec2 uv; glm::vec4 joint0; glm::vec4 weight0; glm::vec3 color; }; /** * @brief vulkan.hpp version of the vkb::ApiVulkanSample class * * See vkb::ApiVulkanSample for documentation */ class HPPApiVulkanSample : public vkb::VulkanSampleCpp { public: HPPApiVulkanSample() = default; virtual ~HPPApiVulkanSample(); bool prepare(const vkb::ApplicationOptions &options) override; void input_event(const vkb::InputEvent &input_event) override; void update(float delta_time) override; bool resize(const uint32_t width, const uint32_t height) override; virtual void render(float delta_time) = 0; enum RenderPassCreateFlags { ColorAttachmentLoad = 0x00000001 }; protected: /// Stores the swapchain image buffers std::vector swapchain_buffers; void create_render_context() override; void prepare_render_context() override; // Handle to the device graphics queue that command buffers are submitted to vk::Queue queue; // Depth buffer format (selected during Vulkan initialization) vk::Format depth_format; // Command buffer pool vk::CommandPool cmd_pool; /** @brief Pipeline stages used to wait at for graphics queue submissions */ vk::PipelineStageFlags submit_pipeline_stages = vk::PipelineStageFlagBits::eColorAttachmentOutput; // Contains command buffers and semaphores to be presented to the queue vk::SubmitInfo submit_info; // Command buffers used for rendering std::vector draw_cmd_buffers; // Global render pass for frame buffer writes vk::RenderPass render_pass; // List of available frame buffers (same as number of swap chain images) std::vector framebuffers; // Active frame buffer index uint32_t current_buffer = 0; // Descriptor set pool vk::DescriptorPool descriptor_pool; // List of shader modules created (stored for cleanup) std::vector shader_modules; // Pipeline cache object vk::PipelineCache pipeline_cache; // Synchronization semaphores struct { // Swap chain image presentation vk::Semaphore acquired_image_ready; // Command buffer submission and execution vk::Semaphore render_complete; } semaphores; // Synchronization fences std::vector wait_fences; /** * @brief Creates a vulkan sampler * @param address_mode The samplers address mode * @param mipmaps_count The samplers mipmaps count * @param format The image format that will be sampled * @returns A valid vk::Sampler */ vk::Sampler create_default_sampler(vk::SamplerAddressMode address_mode, size_t mipmaps_count, vk::Format format); /** * @brief Populates the swapchain_buffers vector with the image and imageviews */ void create_swapchain_buffers(); /** * @brief Updates the swapchains image usage, if a swapchain exists and recreates all resources based on swapchain images * @param image_usage_flags The usage flags the new swapchain images will have */ void update_swapchain_image_usage_flags(std::set const &image_usage_flags); /** * @brief Handles changes to the surface, e.g. on resize */ void handle_surface_changes(); /** * @brief Determine a vk::ImageLayout out of a vk::DescriptorType * @param descriptor_type vk::DescriptorType to translate * @param format vk::Format to use if descriptor_type is vk::DescriptorType::eCombinedImageSampler or vk::DescriptorType::eInputAttachment */ vk::ImageLayout descriptor_type_to_image_layout(vk::DescriptorType descriptor_type, vk::Format format) const; /** * @brief Loads in a ktx 2D texture * @param file The filename of the texture to load * @param content_type The type of content in the image file * @param address_mode The address mode to use in u-, v-, and w-direction. Defaults to /c vk::SamplerAddressMode::eRepeat. */ HPPTexture load_texture(const std::string &file, vkb::scene_graph::components::HPPImage::ContentType content_type, vk::SamplerAddressMode address_mode = vk::SamplerAddressMode::eRepeat); /** * @brief Loads in a ktx 2D texture array * @param file The filename of the texture to load * @param content_type The type of content in the image file * @param address_mode The address mode to use in u-, v-, and w-direction. Defaults to /c vk::SamplerAddressMode::eClampToEdge. */ HPPTexture load_texture_array(const std::string &file, vkb::scene_graph::components::HPPImage::ContentType content_type, vk::SamplerAddressMode address_mode = vk::SamplerAddressMode::eClampToEdge); /** * @brief Loads in a ktx 2D texture cubemap * @param file The filename of the texture to load * @param content_type The type of content in the image file */ HPPTexture load_texture_cubemap(const std::string &file, vkb::scene_graph::components::HPPImage::ContentType content_type); /** * @brief Loads in a single model from a GLTF file * @param file The filename of the model to load * @param index The index of the model to load from the GLTF file (default: 0) * @param storage_buffer Set true to store model in SSBO * @param additional_buffer_usage_flags Additional buffer usage flags to be applied to vertex and index buffers */ std::unique_ptr load_model( const std::string &file, uint32_t index = 0, bool storage_buffer = false, vk::BufferUsageFlags additional_buffer_usage_flags = {}); /** * @brief Records the necessary drawing commands to a command buffer * @param model The model to draw * @param command_buffer The command buffer to record to * @param instance_count The number of instances (default: 1) */ void draw_model(std::unique_ptr &model, vk::CommandBuffer command_buffer, uint32_t instance_count = 1); /** * @brief Synchronously execute a block code within a command buffer, then submit the command buffer and wait for completion. * @param f a block of code which is passed a command buffer which is already in the begin state. * @param signalSemaphore An optional semaphore to signal when the commands have completed execution. */ void with_command_buffer(const std::function &f, vk::Semaphore signalSemaphore = nullptr); public: /** * @brief Called when a view change occurs, can be overriden in derived samples to handle updating uniforms */ virtual void view_changed(); /** * @brief Called after the mouse cursor is moved and before internal events (like camera rotation) is handled * @param x The width from the origin * @param y The height from the origin * @param handled Whether the event was handled */ virtual void mouse_moved(double x, double y, bool &handled); /** * @brief To be overridden by the derived class. Records the relevant commands to the rendering command buffers * Called when the framebuffers need to be rebuilt */ virtual void build_command_buffers() = 0; /** * @brief Rebuild the command buffers by first resetting the corresponding command pool and then building the command buffers. */ void rebuild_command_buffers(); /** * @brief Creates the fences for rendering */ void create_synchronization_primitives(); /** * @brief Creates a new (graphics) command pool object storing command buffers */ void create_command_pool(); /** * @brief Setup default depth and stencil views */ virtual void setup_depth_stencil(); /** * @brief Create framebuffers for all requested swap chain images * Can be overriden in derived class to setup a custom framebuffer (e.g. for MSAA) */ virtual void setup_framebuffer(); /** * @brief Setup a default render pass * Can be overriden in derived class to setup a custom render pass (e.g. for MSAA) */ virtual void setup_render_pass(); /** * @brief Update flags for the default render pass and recreate it * @param flags Optional flags for render pass creation */ void update_render_pass_flags(RenderPassCreateFlags flags = {}); /** * @brief Check if command buffers are valid (!= VK_NULL_HANDLE) */ bool check_command_buffers(); /** * @brief Create command buffers for drawing commands */ void create_command_buffers(); /** * @brief Destroy all command buffers, may be necessary during runtime if options are toggled */ void destroy_command_buffers(); /** * @brief Create a cache pool for rendering pipelines */ void create_pipeline_cache(); /** * @brief Load a SPIR-V shader * @param file The file location of the shader relative to the shaders folder * @param stage The shader stage */ vk::PipelineShaderStageCreateInfo load_shader(const std::string &file, vk::ShaderStageFlagBits stage); /** * @brief Load a SPIR-V shader based on current shader language selection * @param sample_folder_name Base folder where the shaders are located (without GLSL/HLSL sub folder) * @param shader_filename Base name of the shader file * @param stage The shader stage */ vk::PipelineShaderStageCreateInfo load_shader(const std::string &sample_folder_name, const std::string &shader_filename, vk::ShaderStageFlagBits stage); /** * @brief Updates the overlay * @param delta_time The time taken since the last frame * @param additional_ui Function that implements an additional Gui */ void update_overlay(float delta_time, const std::function &additional_ui) override; /** * @brief If the gui is enabled, then record the drawing commands to a command buffer * @param command_buffer A valid command buffer that is ready to be recorded to */ void draw_ui(const vk::CommandBuffer command_buffer); /** * @brief Prepare the frame for workload submission, acquires the next image from the swap chain and * sets the default wait and signal semaphores */ void prepare_frame(); /** * @brief Submit the frames' workload */ void submit_frame(); /** * @brief Called when the UI overlay is updating, can be used to add custom elements to the overlay * @param drawer The drawer from the gui to draw certain elements */ virtual void on_update_ui_overlay(vkb::Drawer &drawer); /** * @brief Initializes the UI. Can be overridden to customize the way it is displayed. */ virtual void prepare_gui(); private: /** brief Indicates that the view (position, rotation) has changed and buffers containing camera matrices need to be updated */ bool view_updated = false; // Destination dimensions for resizing the window vk::Extent2D dest_extent; bool resizing = false; void handle_mouse_move(int32_t x, int32_t y); #if defined(VKB_DEBUG) || defined(VKB_VALIDATION_LAYERS) /// The debug report callback vk::DebugReportCallbackEXT debug_report_callback; #endif public: bool prepared = false; vk::Extent2D extent{1280, 720}; vk::ClearColorValue default_clear_color = std::array({{0.002f, 0.002f, 0.002f, 1.0f}}); float zoom = 0; // Defines a frame rate independent timer value clamped from -1.0...1.0 // For use in animations, rotations, etc. float timer = 0.0f; // Multiplier for speeding up (or slowing down) the global timer float timer_speed = 0.0025f; bool paused = false; // Use to adjust mouse rotation speed float rotation_speed = 1.0f; // Use to adjust mouse zoom speed float zoom_speed = 1.0f; vkb::Camera camera; glm::vec3 rotation = glm::vec3(); glm::vec3 camera_pos = glm::vec3(); glm::vec2 mouse_pos; std::string title = "HPP Vulkan API Example"; std::string name = "HPPAPIVulkanExample"; struct { vk::Image image; vk::DeviceMemory mem; vk::ImageView view; } depth_stencil; struct { bool left = false; bool right = false; bool middle = false; } mouse_buttons; // true if application has focused, false if moved to background bool focused = false; struct TouchPos { int32_t x; int32_t y; } touch_pos; bool touch_down = false; double touch_timer = 0.0; uint32_t frame_count = 0; float accumulated_time = 0.0f; uint32_t fps = 1; // to prevent division by zero on first frame };