/* 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 #include #include #include "api_vulkan_sample.h" #include "scene_graph/components/pbr_material.h" class ExtendedDynamicState2 : public ApiVulkanSample { public: typedef struct ModelDynamicParam { bool depth_bias = false; bool rasterizer_discard = false; } ModelDynamicParam; struct { bool tessellation = false; float tess_factor = 1.0f; std::vector objects; int selected_obj = 0; bool selection_active = true; bool time_tick = false; } gui_settings; /* Buffer used in all pipelines */ struct UBOCOMM { glm::mat4 projection; glm::mat4 view; } ubo_common; struct UBOBAS { glm::vec4 ambientLightColor = glm::vec4(1.f, 1.f, 1.f, 0.1f); glm::vec4 lightPosition = glm::vec4(-3.0f, -8.0f, 6.0f, -1.0f); glm::vec4 lightColor = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f); float lightIntensity = 50.0f; } ubo_baseline; struct UBOTESS { float tessellation_factor = 1.0f; } ubo_tess; VkDescriptorPool descriptor_pool{VK_NULL_HANDLE}; struct { VkDescriptorSetLayout baseline{VK_NULL_HANDLE}; VkDescriptorSetLayout tesselation{VK_NULL_HANDLE}; VkDescriptorSetLayout background{VK_NULL_HANDLE}; } descriptor_set_layouts; struct { VkPipelineLayout baseline{VK_NULL_HANDLE}; VkPipelineLayout tesselation{VK_NULL_HANDLE}; VkPipelineLayout background{VK_NULL_HANDLE}; } pipeline_layouts; struct { VkDescriptorSet baseline{VK_NULL_HANDLE}; VkDescriptorSet tesselation{VK_NULL_HANDLE}; VkDescriptorSet background{VK_NULL_HANDLE}; } descriptor_sets; struct { VkPipeline baseline{VK_NULL_HANDLE}; VkPipeline tesselation{VK_NULL_HANDLE}; VkPipeline background{VK_NULL_HANDLE}; } pipeline; struct { std::unique_ptr common; std::unique_ptr baseline; std::unique_ptr tesselation; } uniform_buffers; struct { Texture envmap; } textures; struct { glm::mat4 model_matrix; glm::vec4 color; } push_const_block; struct SceneNode { std::string name; vkb::sg::Node *node; vkb::sg::SubMesh *sub_mesh; }; std::vector scene_elements_baseline; std::vector scene_elements_tess; std::unique_ptr background_model; struct Cube { std::unique_ptr vertices_pos; std::unique_ptr vertices_norm; std::unique_ptr indices; uint32_t index_count; } cube; ExtendedDynamicState2(); ~ExtendedDynamicState2(); void render(float delta_time) override; void build_command_buffers() override; bool prepare(const vkb::ApplicationOptions &options) override; void request_gpu_features(vkb::PhysicalDevice &gpu) override; void on_update_ui_overlay(vkb::Drawer &drawer) override; void update(float delta_time) override; void prepare_uniform_buffers(); void update_uniform_buffers(); void create_pipelines(); void draw(); void load_assets(); void create_descriptor_pool(); void setup_descriptor_set_layout(); void create_descriptor_sets(); glm::vec4 get_changed_alpha(const vkb::sg::PBRMaterial *original_mat); void scene_pipeline_divide(std::vector const &scene_node); void draw_from_scene(VkCommandBuffer command_buffer, std::vector const &scene_node); void draw_created_model(VkCommandBuffer commandBuffer); void model_data_creation(); void cube_animation(float delta_time); }; std::unique_ptr create_extended_dynamic_state2();