467 lines
14 KiB
C++
467 lines
14 KiB
C++
/* Copyright (c) 2019-2025, Sascha Willems
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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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#ifdef _WIN32
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# pragma comment(linker, "/subsystem:windows")
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# include <ShellScalingAPI.h>
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# include <fcntl.h>
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# include <io.h>
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# include <windows.h>
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#endif
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#include <chrono>
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#include <iostream>
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#include <random>
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#include <sys/stat.h>
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#include "camera.h"
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#include "common/vk_common.h"
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#include "common/vk_initializers.h"
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#include "core/buffer.h"
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#include "core/swapchain.h"
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#include "gui.h"
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#include "platform/platform.h"
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#include "rendering/render_context.h"
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#include "scene_graph/components/image.h"
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#include "scene_graph/components/sampler.h"
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#include "scene_graph/components/texture.h"
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#include "vulkan_sample.h"
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/**
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* @brief A swapchain buffer
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*/
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struct SwapchainBuffer
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{
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VkImage image;
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VkImageView view;
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};
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/**
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* @brief A texture wrapper that owns its image data and links it with a sampler
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*/
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struct Texture
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{
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std::unique_ptr<vkb::sg::Image> image;
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VkSampler sampler;
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};
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/**
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* @brief The structure of a vertex
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*/
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struct Vertex
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{
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glm::vec3 pos;
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glm::vec3 normal;
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glm::vec2 uv;
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glm::vec4 joint0;
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glm::vec4 weight0;
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glm::vec3 color;
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};
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/**
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* @brief The structure of a vertex for storage buffer
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* Simplified to position and normal for easier alignment
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*/
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struct AlignedVertex
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{
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glm::vec4 pos;
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glm::vec4 normal;
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};
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/**
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* @brief The structure of a meshlet for mesh shader
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*/
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struct Meshlet
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{
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uint32_t vertices[64];
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uint32_t indices[126];
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uint32_t vertex_count;
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uint32_t index_count;
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};
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/**
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* @brief Sascha Willems base class for use in his ported samples into the framework
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*
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* See vkb::VulkanSample for documentation
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*/
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class ApiVulkanSample : public vkb::VulkanSampleC
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{
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public:
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ApiVulkanSample() = default;
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virtual ~ApiVulkanSample();
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virtual bool prepare(const vkb::ApplicationOptions &options) override;
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virtual void input_event(const vkb::InputEvent &input_event) override;
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virtual void update(float delta_time) override;
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virtual bool resize(const uint32_t width, const uint32_t height) override;
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virtual void render(float delta_time) = 0;
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enum RenderPassCreateFlags
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{
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ColorAttachmentLoad = 0x00000001
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};
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protected:
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/// Stores the swapchain image buffers
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std::vector<SwapchainBuffer> swapchain_buffers;
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virtual void create_render_context() override;
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// Handle to the device graphics queue that command buffers are submitted to
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VkQueue queue;
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// Depth buffer format (selected during Vulkan initialization)
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VkFormat depth_format;
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// Command buffer pool
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VkCommandPool cmd_pool;
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/** @brief Pipeline stages used to wait at for graphics queue submissions */
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VkPipelineStageFlags submit_pipeline_stages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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// Contains command buffers and semaphores to be presented to the queue
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VkSubmitInfo submit_info;
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// Command buffers used for rendering
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std::vector<VkCommandBuffer> draw_cmd_buffers;
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// Global render pass for frame buffer writes
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VkRenderPass render_pass;
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// List of available frame buffers (same as number of swap chain images)
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std::vector<VkFramebuffer> framebuffers;
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// Active frame buffer index
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uint32_t current_buffer = 0;
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// Descriptor set pool
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VkDescriptorPool descriptor_pool = VK_NULL_HANDLE;
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// List of shader modules created (stored for cleanup)
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std::vector<VkShaderModule> shader_modules;
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// Pipeline cache object
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VkPipelineCache pipeline_cache;
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// Synchronization semaphores
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struct
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{
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// Swap chain image presentation
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VkSemaphore acquired_image_ready;
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// Command buffer submission and execution
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VkSemaphore render_complete;
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} semaphores;
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// Synchronization fences
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std::vector<VkFence> wait_fences;
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/**
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* @brief Populates the swapchain_buffers vector with the image and imageviews
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*/
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void create_swapchain_buffers();
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/**
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* @brief Updates the swapchains image usage, if a swapchain exists and recreates all resources based on swapchain images
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* @param image_usage_flags The usage flags the new swapchain images will have
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*/
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void update_swapchain_image_usage_flags(std::set<VkImageUsageFlagBits> image_usage_flags);
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/**
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* @brief Handles changes to the surface, e.g. on resize
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*/
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void handle_surface_changes();
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/**
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* @brief Creates a buffer descriptor
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* @param buffer The buffer from which to create the descriptor from
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* @param size The size of the descriptor (default: VK_WHOLE_SIZE)
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* @param offset The offset of the descriptor (default: 0)
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*/
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VkDescriptorBufferInfo create_descriptor(vkb::core::BufferC &buffer, VkDeviceSize size = VK_WHOLE_SIZE, VkDeviceSize offset = 0);
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/**
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* @brief Creates an image descriptor
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* @param texture The texture from which to create the descriptor from
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* @param descriptor_type The type of image descriptor (default: VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER)
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*/
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VkDescriptorImageInfo create_descriptor(Texture &texture, VkDescriptorType descriptor_type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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/**
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* @brief Loads in a ktx 2D texture
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* @param file The filename of the texture to load
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* @param content_type The type of content in the image file
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*/
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Texture load_texture(const std::string &file, vkb::sg::Image::ContentType content_type);
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/**
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* @brief Loads in a ktx 2D texture array
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* @param file The filename of the texture to load
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* @param content_type The type of content in the image file
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*/
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Texture load_texture_array(const std::string &file, vkb::sg::Image::ContentType content_type);
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/**
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* @brief Loads in a ktx 2D texture cubemap
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* @param file The filename of the texture to load
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* @param content_type The type of content in the image file
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*/
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Texture load_texture_cubemap(const std::string &file, vkb::sg::Image::ContentType content_type);
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/**
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* @brief Loads in a single model from a GLTF file
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* @param file The filename of the model to load
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* @param index The index of the model to load from the GLTF file (default: 0)
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* @param storage_buffer Set true to store model in SSBO
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* @param additional_buffer_usage_flags Additional buffer usage flags to be applied to vertex and index buffers
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*/
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std::unique_ptr<vkb::sg::SubMesh> load_model(const std::string &file, uint32_t index = 0, bool storage_buffer = false, VkBufferUsageFlags additional_buffer_usage_flags = 0);
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/**
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* @brief Records the necessary drawing commands to a command buffer
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* @param model The model to draw
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* @param command_buffer The command buffer to record to
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* @param instance_count The number of instances (default: 1)
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*/
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void draw_model(std::unique_ptr<vkb::sg::SubMesh> &model, VkCommandBuffer command_buffer, uint32_t instance_count = 1);
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/**
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* @brief Synchronously execute a block code within a command buffer, then submit the command buffer and wait for completion.
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* @param f a block of code which is passed a command buffer which is already in the begin state.
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* @param signalSemaphore An optional semaphore to signal when the commands have completed execution.
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*/
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void with_command_buffer(const std::function<void(VkCommandBuffer command_buffer)> &f, VkSemaphore signalSemaphore = VK_NULL_HANDLE);
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/**
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* @brief Synchronously execute a block code within a command buffer vkb wrapper, then submit the command buffer and wait for completion.
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* @param f a block of code which is passed a command buffer which is already in the begin state.
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*/
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void with_vkb_command_buffer(const std::function<void(vkb::core::CommandBufferC &command_buffer)> &f);
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public:
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/**
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* @brief Called when a view change occurs, can be overriden in derived samples to handle updating uniforms
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*/
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virtual void view_changed();
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/**
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* @brief Called after the mouse cursor is moved and before internal events (like camera rotation) is handled
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* @param x The width from the origin
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* @param y The height from the origin
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* @param handled Whether the event was handled
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*/
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virtual void mouse_moved(double x, double y, bool &handled);
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/**
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* @brief To be overridden by the derived class. Records the relevant commands to the rendering command buffers
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* Called when the framebuffers need to be rebuilt
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*/
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virtual void build_command_buffers() = 0;
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/**
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* @brief Rebuild the command buffers by first resetting the corresponding command pool and then building the command buffers.
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*/
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void rebuild_command_buffers();
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/**
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* @brief Creates the fences for rendering
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*/
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void create_synchronization_primitives();
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/**
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* @brief Creates a new (graphics) command pool object storing command buffers
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*/
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void create_command_pool();
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/**
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* @brief Setup default depth and stencil views
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*/
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virtual void setup_depth_stencil();
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/**
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* @brief Create framebuffers for all requested swap chain images
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* Can be overriden in derived class to setup a custom framebuffer (e.g. for MSAA)
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*/
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virtual void setup_framebuffer();
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/**
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* @brief Setup a default render pass
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* Can be overriden in derived class to setup a custom render pass (e.g. for MSAA)
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*/
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virtual void setup_render_pass();
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/**
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* @brief Update flags for the default render pass and recreate it
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* @param flags Optional flags for render pass creation
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*/
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void update_render_pass_flags(uint32_t flags = 0);
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/**
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* @brief Check if command buffers are valid (!= VK_NULL_HANDLE)
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*/
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bool check_command_buffers();
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/**
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* @brief Create command buffers for drawing commands
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*/
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void create_command_buffers();
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/**
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* @brief Destroy all command buffers, may be necessary during runtime if options are toggled
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*/
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void destroy_command_buffers();
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/**
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* @brief Recreate the current command buffer draw_cmd_buffer[current_buffer]
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*/
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void recreate_current_command_buffer();
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/**
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* @brief Create a cache pool for rendering pipelines
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*/
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void create_pipeline_cache();
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/**
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* @brief Load a SPIR-V shader
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* @param file The file location of the shader relative to the shaders folder
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* @param stage The shader stage
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*/
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VkPipelineShaderStageCreateInfo load_shader(const std::string &file, VkShaderStageFlagBits stage);
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/**
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* @brief Load a SPIR-V shader based on current shader language selection
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* @param sample_folder_name Base folder where the shaders are located (without GLSL/HLSL sub folder)
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* @param shader_filename Base name of the shader file
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* @param stage The shader stage
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*/
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VkPipelineShaderStageCreateInfo load_shader(const std::string &sample_folder_name, const std::string &shader_filename, VkShaderStageFlagBits stage);
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/**
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* @brief Updates the overlay
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* @param delta_time The time taken since the last frame
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* @param additional_ui Function that implements an additional Gui
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*/
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void update_overlay(float delta_time, const std::function<void()> &additional_ui) override;
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/**
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* @brief If the gui is enabled, then record the drawing commands to a command buffer
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* @param command_buffer A valid command buffer that is ready to be recorded to
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*/
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void draw_ui(const VkCommandBuffer command_buffer);
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/**
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* @brief Prepare the frame for workload submission, acquires the next image from the swap chain and
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* sets the default wait and signal semaphores
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*/
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void prepare_frame();
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/**
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* @brief Submit the frames' workload
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*/
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void submit_frame();
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/**
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* @brief Called when the UI overlay is updating, can be used to add custom elements to the overlay
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* @param drawer The drawer from the gui to draw certain elements
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*/
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virtual void on_update_ui_overlay(vkb::Drawer &drawer);
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/**
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* @brief Initializes the UI. Can be overridden to customize the way it is displayed.
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*/
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virtual void prepare_gui();
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private:
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/** brief Indicates that the view (position, rotation) has changed and buffers containing camera matrices need to be updated */
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bool view_updated = false;
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// Destination dimensions for resizing the window
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uint32_t dest_width;
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uint32_t dest_height;
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bool resizing = false;
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void handle_mouse_move(int32_t x, int32_t y);
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#if defined(VKB_DEBUG) || defined(VKB_VALIDATION_LAYERS)
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/// The debug report callback
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VkDebugReportCallbackEXT debug_report_callback{VK_NULL_HANDLE};
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#endif
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public:
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bool prepared = false;
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uint32_t width = 1280;
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uint32_t height = 720;
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VkClearColorValue default_clear_color = {{0.002f, 0.002f, 0.002f, 1.0f}};
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float zoom = 0;
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// Defines a frame rate independent timer value clamped from -1.0...1.0
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// For use in animations, rotations, etc.
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float timer = 0.0f;
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// Multiplier for speeding up (or slowing down) the global timer
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float timer_speed = 0.0025f;
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bool paused = false;
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// Use to adjust mouse rotation speed
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float rotation_speed = 1.0f;
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// Use to adjust mouse zoom speed
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float zoom_speed = 1.0f;
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vkb::Camera camera;
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glm::vec3 rotation = glm::vec3();
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glm::vec3 camera_pos = glm::vec3();
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glm::vec2 mouse_pos;
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std::string title = "Vulkan Example";
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std::string name = "vulkanExample";
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struct ImageData
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{
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VkImage image{VK_NULL_HANDLE};
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VkDeviceMemory mem{VK_NULL_HANDLE};
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VkImageView view{VK_NULL_HANDLE};
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} depth_stencil;
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struct
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{
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bool left = false;
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bool right = false;
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bool middle = false;
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} mouse_buttons;
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struct TouchPos
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{
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int32_t x;
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int32_t y;
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} touch_pos;
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bool touch_down = false;
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double touch_timer = 0.0;
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uint32_t frame_count = 0;
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float accumulated_time = 0.0f;
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uint32_t fps = 1; // to prevent division by zero on first frame
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};
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