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Vulkan-Samples/samples/api/texture_loading/texture_loading.h
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/* Copyright (c) 2019-2024, Sascha Willems
*
* 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.
*/
/*
* Texture loading (and display) example (including mip maps)
*/
#pragma once
#include <ktx.h>
#include "api_vulkan_sample.h"
#include <thread>
#include <mutex>
// Vertex layout for this example
struct TextureLoadingVertexStructure
{
float pos[3];
float uv[2];
float normal[3];
};
class TextureLoading : public ApiVulkanSample
{
public:
// --- 新增:用于点云渲染的结构 ---
struct PointVertex {
float x, y, z; // 位置
float r, g, b; // 颜色 (可以根据需要修改)
};
std::unique_ptr<vkb::core::BufferC> point_vertex_buffer;
uint32_t point_count = 0;
VkPipeline point_pipeline;
VkPipelineLayout point_pipeline_layout;
VkDescriptorSetLayout point_descriptor_set_layout;
VkDescriptorSet point_descriptor_set;
void setup_point_descriptor_set_layout();
void setup_point_descriptor_set();
void prepare_point_pipeline();
void update_point_vertex_buffer(float* pos, int pointCount);
void draw_point_cloud(VkCommandBuffer command_buffer);
void update_point_descriptor_set();
struct Texture
{
VkSampler sampler;
VkImage image;
VkImageLayout image_layout;
VkDeviceMemory device_memory;
VkImageView view;
uint32_t width, height;
uint32_t mip_levels;
};
Texture texture = { 0 };
Texture cam_text = { 0 };
std::unique_ptr<vkb::core::BufferC> vertex_buffer;
std::unique_ptr<vkb::core::BufferC> index_buffer;
uint32_t index_count;
std::unique_ptr<vkb::core::BufferC> uniform_buffer_vs;
struct
{
glm::mat4 projection;
glm::mat4 model;
glm::vec4 view_pos;
float lod_bias = 0.0f;
} ubo_vs;
struct
{
VkPipeline solid;
VkPipeline background;
} pipelines;
VkPipelineLayout pipeline_layout;
VkPipelineLayout pipeline_layout_bg;
VkDescriptorSet descriptor_set;
VkDescriptorSet descriptor_set_bg;
VkDescriptorSetLayout descriptor_set_layout;
VkDescriptorSetLayout descriptor_set_layout_bg;
static TextureLoading* Get() {
return this_instance;
}
static TextureLoading* this_instance;
TextureLoading();
~TextureLoading();
virtual void request_gpu_features(vkb::PhysicalDevice& gpu) override;
void load_texture();
void destroy_texture(Texture texture);
void build_command_buffers() override;
void draw();
void generate_quad();
void setup_descriptor_pool();
void setup_descriptor_set_layout();
void setup_descriptor_set_layout_bg();
void setup_descriptor_set();
void setup_descriptor_set_bg();
void prepare_pipelines();
void prepare_uniform_buffers();
void update_uniform_buffers();
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;
void processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture);
void createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, 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);
public:
void prepare_pipeline_bg();
private:
std::thread workerThread;
bool running = false;
public:
//void run();
//void start();
std::mutex mtx;
std::mutex mtx_point;
//void stop();
//void updateTexture();
};
std::unique_ptr<vkb::Application> create_texture_loading();