234 lines
7.4 KiB
C++
234 lines
7.4 KiB
C++
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#pragma once
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#include <ktx.h>
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#include "api_vulkan_sample.h"
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#include <thread>
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#include <mutex>
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#include <chrono>
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#include <ctime>
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// Vertex layout for this example
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struct TextureLoadingVertexStructure
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{
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float pos[3];
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float uv[2];
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float normal[3];
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};
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struct PointVertex {
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float x, y, z; // 位置
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float r, g, b; // 颜色 (可以根据需要修改)
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};
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struct LineVertex {
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glm::vec3 position; // 顶点自身位置
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glm::vec3 color;
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glm::vec3 lineStart; // 该顶点所属线段的起点
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glm::vec3 lineEnd; // 该顶点所属线段的终点
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};
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// 最简单的结构体 - 只有一个 float
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struct PushConstants {
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float myValue;
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};
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class TextureLoading : public ApiVulkanSample
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{
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public:
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struct Texture
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{
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VkSampler sampler;
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VkImage image;
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VkImageLayout image_layout;
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VkDeviceMemory device_memory;
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VkImageView view;
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uint32_t width, height;
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uint32_t mip_levels;
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};
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Texture texture = { 0 };
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Texture tex_demo1 = { 0 };
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Texture tex_demo2 = { 0 };
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Texture tex_demo3 = { 0 };
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Texture tex_demo4 = { 0 };
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Texture texture_point = { 0 };
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Texture texture_point_line = { 0 };
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Texture cam_text = { 0 };
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std::string cur_texture = "texture";
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// 更新纹理的方法
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void update_texture(Texture& new_texture);
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std::unique_ptr<vkb::core::BufferC> vertex_buffer;
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std::unique_ptr<vkb::core::BufferC> index_buffer;
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uint32_t index_count;
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std::unique_ptr<vkb::core::BufferC> vertex_buffer_point;
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uint32_t point_count = 0;
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std::unique_ptr<vkb::core::BufferC> vertex_buffer_point_line;
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uint32_t point_count_line = 0;
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struct
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{
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 view_pos;
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float lod_bias = 0.0f;
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} ubo_vs;
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struct
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{
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glm::mat4 projection;
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glm::mat4 model;
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glm::mat4 view;
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} ubo_vs_point;
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// 确保内存布局与GLSL中的std140一致
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struct DashParameters {
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alignas(4) float dashSize = 5.0f; // 实线长度(像素)
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alignas(4) float gapSize = 3.0f; // 间隙长度(像素)
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alignas(4) float dashOffset = 0.0f; // 虚线偏移
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alignas(4) float uAASize = 1.5f; // 抗锯齿过渡区大小
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alignas(4) int useWorldSpace = 0; // 0:屏幕空间,1:世界空间
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// 添加padding以确保大小为16字节的倍数(std140要求)
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alignas(8) glm::vec2 padding; // 可选,确保16字节对齐
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}_DashParameters;
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static_assert(sizeof(DashParameters) == 32, "DashParameters size must match GLSL layout");
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std::unique_ptr<vkb::core::BufferC> uniform_buffer_vs;
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std::unique_ptr<vkb::core::BufferC> uniform_buffer_vs_point;
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std::unique_ptr<vkb::core::BufferC> uniform_buffer_DashParameters;
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//glm::vec3 camear_pos_point = {0, 0, -2.f};
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//glm::vec3 face_pos_point;
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struct
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{
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VkPipeline solid;
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VkPipeline background;
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VkPipeline point;
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VkPipeline line;
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} pipelines;
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VkPipelineLayout pipeline_layout;
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VkPipelineLayout pipeline_layout_bg;
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VkPipelineLayout pipeline_layout_point;
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VkPipelineLayout pipeline_layout_point_line;
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VkDescriptorSet descriptor_set;
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VkDescriptorSet descriptor_set_bg;
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VkDescriptorSet descriptor_set_point;
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VkDescriptorSet descriptor_set_point_line;
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VkDescriptorSetLayout descriptor_set_layout;
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VkDescriptorSetLayout descriptor_set_layout_bg;
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VkDescriptorSetLayout descriptor_set_layout_point;
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VkDescriptorSetLayout descriptor_set_layout_point_line;
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static TextureLoading* Get() {
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return this_instance;
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}
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static TextureLoading* this_instance;
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TextureLoading();
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~TextureLoading();
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virtual void request_gpu_features(vkb::PhysicalDevice& gpu) override;
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void destroy_texture(Texture texture);
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void build_command_buffers() override;
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void draw();
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void draw_point_cloud(VkCommandBuffer command_buffer);
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void draw_point_cloud_line(VkCommandBuffer command_buffer);
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void generate_quad();
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void setup_descriptor_pool();
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void setup_descriptor_set_layout();
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void setup_descriptor_set();
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void setup_descriptor_set_layout_bg();
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void setup_descriptor_set_bg();
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void setup_descriptor_set_layout_point();
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void setup_descriptor_set_point();
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void setup_descriptor_set_layout_point_line();
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void setup_descriptor_set_point_line();
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void prepare_uniform_buffers();
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void update_uniform_buffers();
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void prepare_uniform_buffers_point();
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void update_uniform_buffers_point(float fov, float x, float y, float z, float sx, float sy, float sz, float rotx, float roty, float rotz, float camx, float camy, float camz);
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void prepare_uniform_buffers_DashParameters();
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void update_uniform_buffers_DashParameters(float dashSize, float gapSize, float dashOffset, float uAASize, int useWorldSpace);
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void prepare_pipelines();
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void prepare_pipeline_bg();
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void prepare_pipeline_point();
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void prepare_pipeline_point_line();
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bool prepare(const vkb::ApplicationOptions& options) override;
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virtual void render(float delta_time) override;
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virtual void view_changed() override;
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virtual void on_update_ui_overlay(vkb::Drawer& drawer) override;
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void processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture, bool srgb);
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void createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, Texture& texture, bool srgb);
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void updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture);
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uint32_t findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
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VkCommandBuffer beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool);
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void endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer);
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void transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout);
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public:
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void update_point_vertex_buffer(float* pos, int pointCount);
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void extendPoint(float* pos, int start_id, int end_id, float rate = 1);
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void update_face_vertex_buffer(float* pos, int pointCount);
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void update_point_vertex_buffer_line(float* pos, int pointCount_line, float r, float g, float b, std::vector<LineVertex>& vertices);
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void update_point_vertex_buffer_line_save(std::vector<LineVertex>& vertices);
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bool LoadOBJ(const std::string& filename,std::vector<TextureLoadingVertexStructure>& vertices,std::vector<uint32_t>& indices);
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bool LoadOBJ_test(const std::string& filename, std::vector<float>& positions);
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private:
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std::vector<TextureLoadingVertexStructure> obj_vertices;
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std::vector<uint32_t> obj_indices;
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std::map<int, int> obj_vertices_map;
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std::thread workerThread;
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bool running = false;
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long long getCurrentTimeMillis() {
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auto now = std::chrono::system_clock::now();
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auto duration = now.time_since_epoch();
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return std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();
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}
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long long last_update_time;
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public:
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//void run();
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//void start();
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std::mutex mtx;
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std::mutex mtx_point;
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std::mutex mtx_point_line;
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std::mutex mtx_mvp;
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//void stop();
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//void updateTexture();
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float myFloatValue = 1.5f;
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void demo1(float* pos);
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virtual void input_event(const vkb::InputEvent& input_event) override;
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};
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std::unique_ptr<vkb::Application> create_texture_loading();
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