406 lines
16 KiB
C++
406 lines
16 KiB
C++
/* Copyright (c) 2023-2025, 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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#include "fragment_shader_barycentric.h"
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FragmentShaderBarycentric::FragmentShaderBarycentric()
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{
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title = "Fragment shader barycentric";
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add_instance_extension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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add_device_extension(VK_KHR_FRAGMENT_SHADER_BARYCENTRIC_EXTENSION_NAME);
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}
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FragmentShaderBarycentric::~FragmentShaderBarycentric()
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{
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if (has_device())
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{
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vkDestroySampler(get_device().get_handle(), textures.envmap.sampler, VK_NULL_HANDLE);
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vkDestroySampler(get_device().get_handle(), textures.cube.sampler, VK_NULL_HANDLE);
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textures = {};
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skybox.reset();
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object.reset();
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ubo.reset();
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vkDestroyPipeline(get_device().get_handle(), pipelines.object, VK_NULL_HANDLE);
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vkDestroyPipeline(get_device().get_handle(), pipelines.skybox, VK_NULL_HANDLE);
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vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, VK_NULL_HANDLE);
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vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, VK_NULL_HANDLE);
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}
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}
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/**
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* @fn bool FragmentShaderBarycentric::prepare(const vkb::ApplicationOptions &options)
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* @brief Configuring all sample specific settings, creating descriptor sets/pool, pipelines, generating or loading models etc.
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*/
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bool FragmentShaderBarycentric::prepare(const vkb::ApplicationOptions &options)
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{
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if (!ApiVulkanSample::prepare(options))
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{
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return false;
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}
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/* Set up camera properties */
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camera.type = vkb::CameraType::LookAt;
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camera.set_position({0.f, 1.0f, -6.0f});
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camera.set_rotation({0.f, 0.f, 0.f});
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camera.set_perspective(60.f, static_cast<float>(width) / static_cast<float>(height), 256.f, 0.1f);
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load_assets();
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prepare_uniform_buffers();
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create_descriptor_pool();
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setup_descriptor_set_layout();
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create_descriptor_sets();
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create_pipeline();
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build_command_buffers();
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prepared = true;
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return true;
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}
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/**
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* @fn void FragmentShaderBarycentric::load_assets()
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* @brief Loading extra models, textures from assets
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*/
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void FragmentShaderBarycentric::load_assets()
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{
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// Loading models
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skybox = load_model("scenes/cube.gltf"); // background
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object = load_model("scenes/textured_unit_cube.gltf"); // cube in the center of the scene
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// Loading textures
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textures.envmap = load_texture_cubemap("textures/uffizi_rgba16f_cube.ktx", vkb::sg::Image::Color);
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textures.cube = load_texture("textures/checkerboard_rgba.ktx", vkb::sg::Image::Color);
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}
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/**
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* @fn void FragmentShaderBarycentric::prepare_uniform_buffers()
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* @brief Preparing uniform buffer and updating UB data
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*/
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void FragmentShaderBarycentric::prepare_uniform_buffers()
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{
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ubo = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(ubo_vs), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
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update_uniform_buffers();
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}
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/**
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* @fn void FragmentShaderBarycentric::create_descriptor_pool()
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* @brief Creating descriptor pool with size adjusted to use uniform buffer and image sampler
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*/
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void FragmentShaderBarycentric::create_descriptor_pool()
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{
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std::vector<VkDescriptorPoolSize> pool_sizes = {
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)};
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VkDescriptorPoolCreateInfo descriptor_pool_create_info =
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vkb::initializers::descriptor_pool_create_info(static_cast<uint32_t>(pool_sizes.size()), pool_sizes.data(), 2);
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VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
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}
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/**
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* @fn void FragmentShaderBarycentric::update_uniform_buffers()
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* @brief Updating data from application to GPU uniform buffer
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*/
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void FragmentShaderBarycentric::update_uniform_buffers()
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{
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ubo_vs.projection = camera.matrices.perspective;
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ubo_vs.modelview = camera.matrices.view;
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ubo->convert_and_update(ubo_vs);
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}
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/**
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* @fn void FragmentShaderBarycentric::setup_descriptor_set_layout()
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* @brief Creating layout for descriptor sets
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*/
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void FragmentShaderBarycentric::setup_descriptor_set_layout()
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{
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std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings = {
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vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1),
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};
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VkDescriptorSetLayoutCreateInfo descriptor_layout_create_info =
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vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
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VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout_create_info, nullptr, &descriptor_set_layout));
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VkPipelineLayoutCreateInfo pipeline_layout_create_info =
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vkb::initializers::pipeline_layout_create_info(
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&descriptor_set_layout,
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1);
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// Pass selected effect information via push constants
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VkPushConstantRange push_constant_range =
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vkb::initializers::push_constant_range(VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(gui_settings.selected_effect), 0);
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pipeline_layout_create_info.pushConstantRangeCount = 1;
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pipeline_layout_create_info.pPushConstantRanges = &push_constant_range;
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VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
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}
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/**
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* @fn void FragmentShaderBarycentric::create_descriptor_sets()
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* @brief Creating descriptor sets for two models
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*/
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void FragmentShaderBarycentric::create_descriptor_sets()
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{
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VkDescriptorSetAllocateInfo alloc_info =
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vkb::initializers::descriptor_set_allocate_info(
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descriptor_pool,
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&descriptor_set_layout,
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1);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.skybox));
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VkDescriptorBufferInfo matrix_buffer_descriptor = create_descriptor(*ubo);
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VkDescriptorImageInfo environment_image_descriptor = create_descriptor(textures.envmap);
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std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
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vkb::initializers::write_descriptor_set(descriptor_sets.skybox, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
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vkb::initializers::write_descriptor_set(descriptor_sets.skybox, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &environment_image_descriptor)};
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vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
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VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_sets.object));
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VkDescriptorImageInfo cube_image_descriptor = create_descriptor(textures.cube);
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write_descriptor_sets = {
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vkb::initializers::write_descriptor_set(descriptor_sets.object, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &matrix_buffer_descriptor),
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vkb::initializers::write_descriptor_set(descriptor_sets.object, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &cube_image_descriptor)};
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vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, nullptr);
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}
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/**
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* @fn void FragmentShaderBarycentric::create_pipeline()
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* @brief Creating graphical pipeline
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*/
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void FragmentShaderBarycentric::create_pipeline()
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{
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VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
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vkb::initializers::pipeline_input_assembly_state_create_info(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0,
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VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterization_state =
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vkb::initializers::pipeline_rasterization_state_create_info(
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VK_POLYGON_MODE_FILL,
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VK_CULL_MODE_BACK_BIT,
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VK_FRONT_FACE_COUNTER_CLOCKWISE,
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0);
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VkPipelineColorBlendAttachmentState blend_attachment_state =
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vkb::initializers::pipeline_color_blend_attachment_state(
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0xf,
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VK_FALSE);
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VkPipelineColorBlendStateCreateInfo color_blend_state =
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vkb::initializers::pipeline_color_blend_state_create_info(
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1,
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&blend_attachment_state);
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// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
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VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
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vkb::initializers::pipeline_depth_stencil_state_create_info(
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VK_FALSE,
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VK_FALSE,
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VK_COMPARE_OP_GREATER);
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VkPipelineViewportStateCreateInfo viewport_state =
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vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisample_state =
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vkb::initializers::pipeline_multisample_state_create_info(
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VK_SAMPLE_COUNT_1_BIT,
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0);
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std::vector<VkDynamicState> dynamic_state_enables = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic_state =
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vkb::initializers::pipeline_dynamic_state_create_info(
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dynamic_state_enables.data(),
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static_cast<uint32_t>(dynamic_state_enables.size()),
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0);
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// Vertex bindings an attributes for model rendering
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// Binding description
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std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
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vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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// Attribute descriptions
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std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
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vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0) // Position
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};
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VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
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vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
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vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
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vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
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vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
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shader_stages[0] = load_shader("fragment_shader_barycentric/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("fragment_shader_barycentric/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Use the pNext to point to the rendering create struct
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VkGraphicsPipelineCreateInfo graphics_create{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
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graphics_create.pNext = VK_NULL_HANDLE;
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graphics_create.renderPass = render_pass;
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graphics_create.pInputAssemblyState = &input_assembly_state;
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graphics_create.pRasterizationState = &rasterization_state;
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graphics_create.pColorBlendState = &color_blend_state;
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graphics_create.pMultisampleState = &multisample_state;
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graphics_create.pViewportState = &viewport_state;
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graphics_create.pDepthStencilState = &depth_stencil_state;
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graphics_create.pDynamicState = &dynamic_state;
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graphics_create.pVertexInputState = &vertex_input_state;
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graphics_create.stageCount = static_cast<uint32_t>(shader_stages.size());
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graphics_create.pStages = shader_stages.data();
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graphics_create.layout = pipeline_layout;
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// Skybox pipeline (background cube)
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &graphics_create, VK_NULL_HANDLE, &pipelines.skybox));
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// Object pipeline
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shader_stages[0] = load_shader("fragment_shader_barycentric/object.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shader_stages[1] = load_shader("fragment_shader_barycentric/object.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Flip cull mode
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rasterization_state.cullMode = VK_CULL_MODE_FRONT_BIT;
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VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &graphics_create, VK_NULL_HANDLE, &pipelines.object));
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}
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/**
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* @fn void FragmentShaderBarycentric::draw()
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* @brief Preparing frame and submitting it to the present queue
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*/
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void FragmentShaderBarycentric::draw()
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{
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ApiVulkanSample::prepare_frame();
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submit_info.commandBufferCount = 1;
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submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
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VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
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ApiVulkanSample::submit_frame();
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}
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/**
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* @fn void FragmentShaderBarycentric::build_command_buffers()
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* @brief Creating command buffers and drawing background and model on window
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*/
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void FragmentShaderBarycentric::build_command_buffers()
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{
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std::array<VkClearValue, 2> clear_values{};
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clear_values[0].color = {{0.0f, 0.0f, 0.0f, 0.0f}};
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clear_values[1].depthStencil = {0.0f, 0};
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int i = -1;
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for (auto &draw_cmd_buffer : draw_cmd_buffers)
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{
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i++;
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auto command_begin = vkb::initializers::command_buffer_begin_info();
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VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffer, &command_begin));
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VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
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render_pass_begin_info.renderPass = render_pass;
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render_pass_begin_info.framebuffer = framebuffers[i];
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render_pass_begin_info.renderArea.extent.width = width;
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render_pass_begin_info.renderArea.extent.height = height;
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render_pass_begin_info.clearValueCount = static_cast<uint32_t>(clear_values.size());
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render_pass_begin_info.pClearValues = clear_values.data();
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vkCmdBeginRenderPass(draw_cmd_buffer, &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
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vkCmdSetViewport(draw_cmd_buffer, 0, 1, &viewport);
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VkRect2D scissor = vkb::initializers::rect2D(static_cast<int>(width), static_cast<int>(height), 0, 0);
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vkCmdSetScissor(draw_cmd_buffer, 0, 1, &scissor);
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vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.skybox, 0, nullptr);
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// skybox
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vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.skybox);
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draw_model(skybox, draw_cmd_buffer);
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// object
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vkCmdBindDescriptorSets(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_sets.object, 0, nullptr);
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vkCmdPushConstants(draw_cmd_buffer, pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(gui_settings.selected_effect), &gui_settings.selected_effect);
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vkCmdBindPipeline(draw_cmd_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.object);
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draw_model(object, draw_cmd_buffer);
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// UI
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draw_ui(draw_cmd_buffer);
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vkCmdEndRenderPass(draw_cmd_buffer);
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VK_CHECK(vkEndCommandBuffer(draw_cmd_buffer));
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}
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}
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/**
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* @fn void FragmentShaderBarycentric::render(float delta_time)
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* @brief Drawing frames and/or updating uniform buffers when camera position/rotation was changed
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*/
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void FragmentShaderBarycentric::render(float delta_time)
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{
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if (!prepared)
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{
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return;
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}
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draw();
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if (camera.updated)
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{
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update_uniform_buffers();
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}
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}
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/**
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* @fn void FragmentShaderBarycentric::on_update_ui_overlay(vkb::Drawer &drawer)
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* @brief Projecting GUI and transferring data between GUI and application
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*/
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void FragmentShaderBarycentric::on_update_ui_overlay(vkb::Drawer &drawer)
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{
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if (drawer.header("Settings"))
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{
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if (drawer.combo_box("Effects", &gui_settings.selected_effect, gui_settings.effect_names))
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{
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rebuild_command_buffers();
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}
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}
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}
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/**
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* @fn void FragmentShaderBarycentric::request_gpu_features(vkb::PhysicalDevice &gpu)
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* @brief Enabling features related to Vulkan extensions
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*/
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void FragmentShaderBarycentric::request_gpu_features(vkb::PhysicalDevice &gpu)
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{
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REQUEST_REQUIRED_FEATURE(gpu,
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VkPhysicalDeviceFragmentShaderBarycentricFeaturesKHR,
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_BARYCENTRIC_FEATURES_KHR,
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fragmentShaderBarycentric);
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if (gpu.get_features().samplerAnisotropy)
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{
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gpu.get_mutable_requested_features().samplerAnisotropy = true;
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}
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}
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std::unique_ptr<vkb::VulkanSampleC> create_fragment_shader_barycentric()
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{
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return std::make_unique<FragmentShaderBarycentric>();
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}
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