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Vulkan-Samples/samples/api/hpp_texture_loading/hpp_texture_loading.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2021-2024, NVIDIA CORPORATION. All rights reserved.
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Texture loading (and display) example (including mip maps), using vulkan.hpp
*/
#pragma once
#include <hpp_api_vulkan_sample.h>
class HPPTextureLoading : public HPPApiVulkanSample
{
public:
HPPTextureLoading();
~HPPTextureLoading();
private:
// Contains all Vulkan objects that are required to store and use a texture
// Note that this repository contains a texture class (vulkan_texture.h) that encapsulates texture loading functionality in a class that is used in subsequent demos
struct Texture
{
vk::DeviceMemory device_memory;
vk::Image image;
vk::ImageLayout image_layout;
vk::ImageView image_view;
vk::Sampler sampler;
vk::Extent2D extent;
uint32_t mip_levels;
void destroy(vk::Device device)
{
device.destroyImageView(image_view);
device.destroyImage(image);
device.destroySampler(sampler);
device.freeMemory(device_memory);
}
};
// Vertex layout for this example
struct Vertex
{
float pos[3];
float uv[2];
float normal[3];
};
struct VertexShaderData
{
glm::mat4 projection;
glm::mat4 model;
glm::vec4 view_pos;
float lod_bias = 0.0f;
};
private:
// from vkb::Application
bool prepare(const vkb::ApplicationOptions &options) override;
// from vkb::VulkanSample
void request_gpu_features(vkb::core::HPPPhysicalDevice &gpu) override;
// from HPPApiVulkanSample
void build_command_buffers() override;
void on_update_ui_overlay(vkb::Drawer &drawer) override;
void render(float delta_time) override;
void view_changed() override;
vk::DescriptorPool create_descriptor_pool();
vk::DescriptorSetLayout create_descriptor_set_layout();
vk::Pipeline create_pipeline();
void draw();
void generate_quad();
void load_texture();
void prepare_uniform_buffers();
void update_descriptor_set();
void update_uniform_buffers();
private:
vk::DescriptorSet descriptor_set;
vk::DescriptorSetLayout descriptor_set_layout;
std::unique_ptr<vkb::core::BufferCpp> index_buffer;
uint32_t index_count;
vk::Pipeline pipeline;
vk::PipelineLayout pipeline_layout;
Texture texture;
std::unique_ptr<vkb::core::BufferCpp> vertex_buffer;
VertexShaderData vertex_shader_data;
std::unique_ptr<vkb::core::BufferCpp> vertex_shader_data_buffer;
};
std::unique_ptr<vkb::Application> create_hpp_texture_loading();