161 lines
4.3 KiB
C++
161 lines
4.3 KiB
C++
/* Copyright (c) 2023-2024, Mobica Limited
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include "api_vulkan_sample.h"
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#include "scene_graph/components/pbr_material.h"
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class ExtendedDynamicState2 : public ApiVulkanSample
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{
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public:
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typedef struct ModelDynamicParam
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{
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bool depth_bias = false;
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bool rasterizer_discard = false;
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} ModelDynamicParam;
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struct
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{
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bool tessellation = false;
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float tess_factor = 1.0f;
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std::vector<ModelDynamicParam> objects;
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int selected_obj = 0;
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bool selection_active = true;
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bool time_tick = false;
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} gui_settings;
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/* Buffer used in all pipelines */
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struct UBOCOMM
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{
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glm::mat4 projection;
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glm::mat4 view;
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} ubo_common;
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struct UBOBAS
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{
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glm::vec4 ambientLightColor = glm::vec4(1.f, 1.f, 1.f, 0.1f);
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glm::vec4 lightPosition = glm::vec4(-3.0f, -8.0f, 6.0f, -1.0f);
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glm::vec4 lightColor = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
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float lightIntensity = 50.0f;
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} ubo_baseline;
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struct UBOTESS
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{
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float tessellation_factor = 1.0f;
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} ubo_tess;
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VkDescriptorPool descriptor_pool{VK_NULL_HANDLE};
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struct
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{
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VkDescriptorSetLayout baseline{VK_NULL_HANDLE};
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VkDescriptorSetLayout tesselation{VK_NULL_HANDLE};
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VkDescriptorSetLayout background{VK_NULL_HANDLE};
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} descriptor_set_layouts;
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struct
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{
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VkPipelineLayout baseline{VK_NULL_HANDLE};
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VkPipelineLayout tesselation{VK_NULL_HANDLE};
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VkPipelineLayout background{VK_NULL_HANDLE};
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} pipeline_layouts;
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struct
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{
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VkDescriptorSet baseline{VK_NULL_HANDLE};
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VkDescriptorSet tesselation{VK_NULL_HANDLE};
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VkDescriptorSet background{VK_NULL_HANDLE};
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} descriptor_sets;
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struct
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{
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VkPipeline baseline{VK_NULL_HANDLE};
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VkPipeline tesselation{VK_NULL_HANDLE};
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VkPipeline background{VK_NULL_HANDLE};
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} pipeline;
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struct
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{
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std::unique_ptr<vkb::core::BufferC> common;
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std::unique_ptr<vkb::core::BufferC> baseline;
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std::unique_ptr<vkb::core::BufferC> tesselation;
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} uniform_buffers;
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struct
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{
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Texture envmap;
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} textures;
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struct
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{
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glm::mat4 model_matrix;
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glm::vec4 color;
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} push_const_block;
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struct SceneNode
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{
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std::string name;
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vkb::sg::Node *node;
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vkb::sg::SubMesh *sub_mesh;
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};
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std::vector<SceneNode> scene_elements_baseline;
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std::vector<SceneNode> scene_elements_tess;
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std::unique_ptr<vkb::sg::SubMesh> background_model;
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struct Cube
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{
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std::unique_ptr<vkb::core::BufferC> vertices_pos;
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std::unique_ptr<vkb::core::BufferC> vertices_norm;
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std::unique_ptr<vkb::core::BufferC> indices;
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uint32_t index_count;
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} cube;
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ExtendedDynamicState2();
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~ExtendedDynamicState2();
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void render(float delta_time) override;
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void build_command_buffers() override;
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bool prepare(const vkb::ApplicationOptions &options) override;
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void request_gpu_features(vkb::PhysicalDevice &gpu) override;
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void on_update_ui_overlay(vkb::Drawer &drawer) override;
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void update(float delta_time) override;
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void prepare_uniform_buffers();
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void update_uniform_buffers();
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void create_pipelines();
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void draw();
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void load_assets();
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void create_descriptor_pool();
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void setup_descriptor_set_layout();
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void create_descriptor_sets();
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glm::vec4 get_changed_alpha(const vkb::sg::PBRMaterial *original_mat);
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void scene_pipeline_divide(std::vector<SceneNode> const &scene_node);
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void draw_from_scene(VkCommandBuffer command_buffer, std::vector<SceneNode> const &scene_node);
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void draw_created_model(VkCommandBuffer commandBuffer);
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void model_data_creation();
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void cube_animation(float delta_time);
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};
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std::unique_ptr<vkb::VulkanSampleC> create_extended_dynamic_state2();
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