Files
Vulkan-Samples/samples/api/texture_loading/texture_loading.cpp
T
2025-09-20 23:14:15 +08:00

1769 lines
66 KiB
C++

/* Copyright (c) 2019-2025, Sascha Willems
*
* 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)
*/
#include "texture_loading.h"
TextureLoading::TextureLoading()
{
zoom = -1.f;
//rotation = { 0.0f, 15.0f, 0.0f };
rotation = { 0.0f, 0.0f, 0.0f };
title = "Texture loading";
this_instance = this;
}
TextureLoading::~TextureLoading()
{
if (has_device())
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(get_device().get_handle(), pipelines.solid, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.background, nullptr);
vkDestroyPipeline(get_device().get_handle(), pipelines.point, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_bg, nullptr);
vkDestroyPipelineLayout(get_device().get_handle(), pipeline_layout_point, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_bg, nullptr);
vkDestroyDescriptorSetLayout(get_device().get_handle(), descriptor_set_layout_point, nullptr);
}
destroy_texture(texture);
destroy_texture(texture_point);
destroy_texture(cam_text);
vertex_buffer.reset();
index_buffer.reset();
uniform_buffer_vs.reset();
uniform_buffer_vs_point.reset();
vertex_buffer_point.reset(); // BufferC 会自动清理
//stop();
}
// Enable physical device features required for this example
void TextureLoading::request_gpu_features(vkb::PhysicalDevice& gpu)
{
// Enable anisotropic filtering if supported
if (gpu.get_features().samplerAnisotropy)
{
gpu.get_mutable_requested_features().samplerAnisotropy = VK_TRUE;
}
}
void hslToRgb(float h, float s, float l, uint8_t& r, uint8_t& g, uint8_t& b) {
float c = (1 - std::abs(2 * l - 1)) * s;
float x = c * (1 - std::abs(std::fmod(h / 60.0f, 2.0f) - 1));
float m = l - c / 2.0f;
float r_, g_, b_;
if (h < 60) {
r_ = c; g_ = x; b_ = 0;
}
else if (h < 120) {
r_ = x; g_ = c; b_ = 0;
}
else if (h < 180) {
r_ = 0; g_ = c; b_ = x;
}
else if (h < 240) {
r_ = 0; g_ = x; b_ = c;
}
else if (h < 300) {
r_ = x; g_ = 0; b_ = c;
}
else {
r_ = c; g_ = 0; b_ = x;
}
r = static_cast<uint8_t>((r_ + m) * 255);
g = static_cast<uint8_t>((g_ + m) * 255);
b = static_cast<uint8_t>((b_ + m) * 255);
}
std::vector<uint8_t> generateSimpleTestImage(int width, int height, int cell_width) {
std::vector<uint8_t> imageData(width * height * 4);
int gridCols = (width + cell_width - 1) / cell_width;
int gridRows = (height + cell_width - 1) / cell_width;
// 存储每个单元格的颜色
std::vector<std::vector<std::vector<uint8_t>>> cellColors(
gridRows,
std::vector<std::vector<uint8_t>>(
gridCols,
std::vector<uint8_t>(4)
)
);
// 为每个单元格生成不同的颜色
for (int gridY = 0; gridY < gridRows; ++gridY) {
for (int gridX = 0; gridX < gridCols; ++gridX) {
// 使用网格坐标生成HSL颜色
float hue = static_cast<float>(gridX + gridY * gridCols) / (gridCols * gridRows) * 360.0f;
float saturation = 0.7f + 0.3f * static_cast<float>(gridX % 2); // 交替饱和度
float lightness = 0.5f + 0.2f * static_cast<float>(gridY % 2); // 交替亮度
uint8_t r, g, b;
hslToRgb(hue, saturation, lightness, r, g, b);
cellColors[gridY][gridX][0] = r;
cellColors[gridY][gridX][1] = g;
cellColors[gridY][gridX][2] = b;
cellColors[gridY][gridX][3] = 255;
if (gridY == 0 && gridX == 0)
{
cellColors[gridY][gridX][0] = 0;
cellColors[gridY][gridX][1] = 0;
cellColors[gridY][gridX][2] = 0;
cellColors[gridY][gridX][3] = 255;
}
if (gridY == 0 && gridX == gridCols-1)
{
cellColors[gridY][gridX][0] = 255;
cellColors[gridY][gridX][1] = 0;
cellColors[gridY][gridX][2] = 0;
cellColors[gridY][gridX][3] = 255;
}
if (gridY == gridRows-1 && gridX == 0)
{
cellColors[gridY][gridX][0] = 0;
cellColors[gridY][gridX][1] = 0;
cellColors[gridY][gridX][2] = 255;
cellColors[gridY][gridX][3] = 255;
}
if (gridY == gridRows - 1 && gridX == gridCols - 1)
{
cellColors[gridY][gridX][0] = 255;
cellColors[gridY][gridX][1] = 255;
cellColors[gridY][gridX][2] = 255;
cellColors[gridY][gridX][3] = 255;
}
}
}
// 填充像素数据
for (int y = 0; y < height; ++y) {
int gridY = y / cell_width;
for (int x = 0; x < width; ++x) {
int gridX = x / cell_width;
if (gridY < gridRows && gridX < gridCols) {
const uint8_t* color = cellColors[gridY][gridX].data();
int index = (y * width + x) * 4;
imageData[index] = color[0]/10;
imageData[index + 1] = color[1]/10;
imageData[index + 2] = color[2]/10;
imageData[index + 3] = color[3]/10;
}
}
}
return imageData;
}
void TextureLoading::load_texture()
{
// We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
std::string filename = vkb::fs::path::get(vkb::fs::path::Assets, "textures/metalplate01_rgba.ktx");
// ktx1 doesn't know whether the content is sRGB or linear, but most tools save in sRGB, so assume that.
VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;
ktxTexture* ktx_texture;
KTX_error_code result;
result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktx_texture);
if (ktx_texture == nullptr)
{
throw std::runtime_error("Couldn't load texture");
}
// assert(!tex2D.empty());
texture.width = ktx_texture->baseWidth;
texture.height = ktx_texture->baseHeight;
texture.mip_levels = ktx_texture->numLevels;
// We prefer using staging to copy the texture data to a device local optimal image
VkBool32 use_staging = true;
// Only use linear tiling if forced
bool force_linear_tiling = false;
if (force_linear_tiling)
{
// Don't use linear if format is not supported for (linear) shader sampling
// Get device properties for the requested texture format
VkFormatProperties format_properties;
vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), format, &format_properties);
use_staging = !(format_properties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
}
VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info();
VkMemoryRequirements memory_requirements = {};
ktx_uint8_t* ktx_image_data = ktx_texture->pData;
ktx_size_t ktx_texture_size = ktx_texture->dataSize;
if (use_staging)
{
// Copy data to an optimal tiled image
// This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device
// Create a host-visible staging buffer that contains the raw image data
// This buffer will be the data source for copying texture data to the optimal tiled image on the device
VkBuffer staging_buffer;
VkDeviceMemory staging_memory;
VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info();
buffer_create_info.size = ktx_texture_size;
// This buffer is used as a transfer source for the buffer copy
buffer_create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
buffer_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VK_CHECK(vkCreateBuffer(get_device().get_handle(), &buffer_create_info, nullptr, &staging_buffer));
// Get memory requirements for the staging buffer (alignment, memory type bits)
vkGetBufferMemoryRequirements(get_device().get_handle(), staging_buffer, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
// Get memory type index for a host visible buffer
memory_allocate_info.memoryTypeIndex =
get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &staging_memory));
VK_CHECK(vkBindBufferMemory(get_device().get_handle(), staging_buffer, staging_memory, 0));
// Copy texture data into host local staging buffer
uint8_t* data;
VK_CHECK(vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void**)&data));
memcpy(data, ktx_image_data, ktx_texture_size);
vkUnmapMemory(get_device().get_handle(), staging_memory);
// Setup buffer copy regions for each mip level
std::vector<VkBufferImageCopy> buffer_copy_regions;
for (uint32_t i = 0; i < texture.mip_levels; i++)
{
ktx_size_t offset;
KTX_error_code result = ktxTexture_GetImageOffset(ktx_texture, i, 0, 0, &offset);
VkBufferImageCopy buffer_copy_region = {};
buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
buffer_copy_region.imageSubresource.mipLevel = i;
buffer_copy_region.imageSubresource.baseArrayLayer = 0;
buffer_copy_region.imageSubresource.layerCount = 1;
buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> i;
buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> i;
buffer_copy_region.imageExtent.depth = 1;
buffer_copy_region.bufferOffset = offset;
buffer_copy_regions.push_back(buffer_copy_region);
}
// Create optimal tiled target image on the device
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = texture.mip_levels;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Set initial layout of the image to undefined
image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_create_info.extent = { texture.width, texture.height, 1 };
image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image));
vkGetImageMemoryRequirements(get_device().get_handle(), texture.image, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &texture.device_memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), texture.image, texture.device_memory, 0));
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Image memory barriers for the texture image
// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
VkImageSubresourceRange subresource_range = {};
// Image only contains color data
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
// Start at first mip level
subresource_range.baseMipLevel = 0;
// We will transition on all mip levels
subresource_range.levelCount = texture.mip_levels;
// The 2D texture only has one layer
subresource_range.layerCount = 1;
// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
image_memory_barrier.image = texture.image;
image_memory_barrier.subresourceRange = subresource_range;
image_memory_barrier.srcAccessMask = 0;
image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
// Copy mip levels from staging buffer
vkCmdCopyBufferToImage(
copy_command,
staging_buffer,
texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(buffer_copy_regions.size()),
buffer_copy_regions.data());
// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
// Store current layout for later reuse
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
get_device().flush_command_buffer(copy_command, queue, true);
// Clean up staging resources
vkDestroyBuffer(get_device().get_handle(), staging_buffer, nullptr);
vkFreeMemory(get_device().get_handle(), staging_memory, nullptr);
}
else
{
// Copy data to a linear tiled image
VkImage mappable_image;
VkDeviceMemory mappable_memory;
// Load mip map level 0 to linear tiling image
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = 1;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_LINEAR;
image_create_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_create_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
image_create_info.extent = { texture.width, texture.height, 1 };
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &mappable_image));
// Get memory requirements for this image like size and alignment
vkGetImageMemoryRequirements(get_device().get_handle(), mappable_image, &memory_requirements);
// Set memory allocation size to required memory size
memory_allocate_info.allocationSize = memory_requirements.size;
// Get memory type that can be mapped to host memory
memory_allocate_info.memoryTypeIndex =
get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &mappable_memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), mappable_image, mappable_memory, 0));
// Map image memory
void* data;
ktx_size_t ktx_image_size = ktxTexture_GetImageSize(ktx_texture, 0);
VK_CHECK(vkMapMemory(get_device().get_handle(), mappable_memory, 0, memory_requirements.size, 0, &data));
// Copy image data of the first mip level into memory
memcpy(data, ktx_image_data, ktx_image_size);
vkUnmapMemory(get_device().get_handle(), mappable_memory);
// Linear tiled images don't need to be staged and can be directly used as textures
texture.image = mappable_image;
texture.device_memory = mappable_memory;
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Setup image memory barrier transfer image to shader read layout
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// The sub resource range describes the regions of the image we will be transition
VkImageSubresourceRange subresource_range = {};
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresource_range.baseMipLevel = 0;
subresource_range.levelCount = 1;
subresource_range.layerCount = 1;
// Transition the texture image layout to shader read, so it can be sampled from
VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
;
image_memory_barrier.image = texture.image;
image_memory_barrier.subresourceRange = subresource_range;
image_memory_barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
get_device().flush_command_buffer(copy_command, queue, true);
}
// now, the ktx_texture can be destroyed
ktxTexture_Destroy(ktx_texture);
// Calculate valid filter and mipmap modes
VkFilter filter = VK_FILTER_LINEAR;
VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkb::make_filters_valid(get_device().get_gpu().get_handle(), format, &filter, &mipmap_mode);
// Create a texture sampler
// In Vulkan textures are accessed by samplers
// This separates all the sampling information from the texture data. This means you could have multiple sampler objects for the same texture with different settings
// Note: Similar to the samplers available with OpenGL 3.3
VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
sampler.magFilter = filter;
sampler.minFilter = filter;
sampler.mipmapMode = mipmap_mode;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.mipLodBias = 0.0f;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
// Set max level-of-detail to mip level count of the texture
sampler.maxLod = (use_staging) ? static_cast<float>(texture.mip_levels) : 0.0f;
// Enable anisotropic filtering
// This feature is optional, so we must check if it's supported on the device
if (get_device().get_gpu().get_features().samplerAnisotropy)
{
// Use max. level of anisotropy for this example
sampler.maxAnisotropy = get_device().get_gpu().get_properties().limits.maxSamplerAnisotropy;
sampler.anisotropyEnable = VK_TRUE;
}
else
{
// The device does not support anisotropic filtering
sampler.maxAnisotropy = 1.0;
sampler.anisotropyEnable = VK_FALSE;
}
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &texture.sampler));
// Create image view
// Textures are not directly accessed by the shaders and
// are abstracted by image views containing additional
// information and sub resource ranges
VkImageViewCreateInfo view = vkb::initializers::image_view_create_info();
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
// The subresource range describes the set of mip levels (and array layers) that can be accessed through this image view
// It's possible to create multiple image views for a single image referring to different (and/or overlapping) ranges of the image
view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view.subresourceRange.baseMipLevel = 0;
view.subresourceRange.baseArrayLayer = 0;
view.subresourceRange.layerCount = 1;
// Linear tiling usually won't support mip maps
// Only set mip map count if optimal tiling is used
view.subresourceRange.levelCount = (use_staging) ? texture.mip_levels : 1;
// The view will be based on the texture's image
view.image = texture.image;
VK_CHECK(vkCreateImageView(get_device().get_handle(), &view, nullptr, &texture.view));
}
// Free all Vulkan resources used by a texture object
void TextureLoading::destroy_texture(Texture texture)
{
vkDestroyImageView(get_device().get_handle(), texture.view, nullptr);
vkDestroyImage(get_device().get_handle(), texture.image, nullptr);
vkDestroySampler(get_device().get_handle(), texture.sampler, nullptr);
vkFreeMemory(get_device().get_handle(), texture.device_memory, nullptr);
}
void TextureLoading::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = default_clear_color;
clear_values[1].depthStencil = { 0.0f, 0 };
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.renderArea.offset.x = 0;
render_pass_begin_info.renderArea.offset.y = 0;
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.clearValueCount = 2;
render_pass_begin_info.pClearValues = clear_values;
for (int32_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
// Set target frame buffer
render_pass_begin_info.framebuffer = framebuffers[i];
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(width, height, 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_bg, 0, 1, &descriptor_set_bg, 0, NULL);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.background);
vkCmdDraw(draw_cmd_buffers[i], 6, 1, 0, 0);
//vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, NULL);
//vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
//VkDeviceSize offsets[1] = { 0 };
//vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets);
//vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
//vkCmdDrawIndexed(draw_cmd_buffers[i], index_count, 1, 0, 0, 0);
draw_point_cloud(draw_cmd_buffers[i]);
//draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
void TextureLoading::draw()
{
std::unique_lock<std::mutex> lock(mtx);
std::unique_lock<std::mutex> lock_point(mtx_point);
std::unique_lock<std::mutex> lock_mvp(mtx_mvp);
ApiVulkanSample::prepare_frame();
// --- 新增:在命令缓冲区中绘制点云 ---
// 在 build_command_buffers 中已经构建了命令缓冲区,但点数据是动态的。
// 因此,我们在这里重新记录命令缓冲区。
// 注意:更高效的做法是使用动态顶点缓冲区或间接绘制,但对于 Demo 来说,重新记录是可以接受的。
build_command_buffers(); // 重新构建所有命令缓冲区以包含最新的点云
// Command buffer to be submitted to the queue
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
// Submit to queue
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
ApiVulkanSample::submit_frame();
}
void TextureLoading::generate_quad()
{
// Setup vertices for a single uv-mapped quad made from two triangles
//std::vector<TextureLoadingVertexStructure> vertices =
//{
// {{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
// {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
// {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
// {{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}} };
std::vector<TextureLoadingVertexStructure> vertices =
{
{{0.3f, 0.3f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
{{-0.3f, 0.3f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
{{-0.3f, -0.3f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
{{0.3f, -0.3f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}} };
// Setup indices
std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0 };
index_count = static_cast<uint32_t>(indices.size());
auto vertex_buffer_size = vkb::to_u32(vertices.size() * sizeof(TextureLoadingVertexStructure));
auto index_buffer_size = vkb::to_u32(indices.size() * sizeof(uint32_t));
// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
vertex_buffer_size,
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
vertex_buffer->update(vertices.data(), vertex_buffer_size);
index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
index_buffer_size,
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer->update(indices.data(), index_buffer_size);
}
void TextureLoading::setup_descriptor_pool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> pool_sizes =
{
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 4),
vkb::initializers::descriptor_pool_size(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4) };
VkDescriptorPoolCreateInfo descriptor_pool_create_info =
vkb::initializers::descriptor_pool_create_info(
static_cast<uint32_t>(pool_sizes.size()),
pool_sizes.data(),
4);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
}
void TextureLoading::setup_descriptor_set_layout()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1) };
VkDescriptorSetLayoutCreateInfo descriptor_layout =
vkb::initializers::descriptor_set_layout_create_info(
set_layout_bindings.data(),
static_cast<uint32_t>(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout));
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
&descriptor_set_layout,
1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
}
void TextureLoading::setup_descriptor_set()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layout,
1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set));
VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs);
// Setup a descriptor image info for the current texture to be used as a combined image sampler
VkDescriptorImageInfo image_descriptor;
image_descriptor.imageView = texture.view; // The image's view (images are never directly accessed by the shader, but rather through views defining subresources)
image_descriptor.sampler = texture.sampler; // The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.)
image_descriptor.imageLayout = texture.image_layout; // The current layout of the image (Note: Should always fit the actual use, e.g. shader read)
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::write_descriptor_set(
descriptor_set,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&buffer_descriptor),
// Binding 1 : Fragment shader texture sampler
// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
vkb::initializers::write_descriptor_set(
descriptor_set,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split)
1, // Shader binding point 1
&image_descriptor) // Pointer to the descriptor image for our texture
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
void TextureLoading::setup_descriptor_set_layout_bg()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
// Binding 1 : Fragment shader image sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
0) };
VkDescriptorSetLayoutCreateInfo descriptor_layout =
vkb::initializers::descriptor_set_layout_create_info(
set_layout_bindings.data(),
static_cast<uint32_t>(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_bg));
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
&descriptor_set_layout_bg,
1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_bg));
}
void TextureLoading::setup_descriptor_set_bg()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layout_bg,
1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_bg));
VkDescriptorImageInfo image_descriptor;
image_descriptor.imageView = cam_text.view;
image_descriptor.sampler = cam_text.sampler;
image_descriptor.imageLayout = cam_text.image_layout;
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
vkb::initializers::write_descriptor_set(
descriptor_set_bg,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
0,
&image_descriptor)
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
void TextureLoading::setup_descriptor_set_layout_point()
{
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vkb::initializers::descriptor_set_layout_binding(
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptor_layout =
vkb::initializers::descriptor_set_layout_create_info(
set_layout_bindings.data(),
static_cast<uint32_t>(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout_point));
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
&descriptor_set_layout_point,
1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout_point));
}
void TextureLoading::setup_descriptor_set_point()
{
VkDescriptorSetAllocateInfo alloc_info =
vkb::initializers::descriptor_set_allocate_info(
descriptor_pool,
&descriptor_set_layout_point,
1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &descriptor_set_point));
VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer_vs_point);
VkDescriptorImageInfo image_descriptor;
image_descriptor.imageView = texture_point.view;
image_descriptor.sampler = texture_point.sampler;
image_descriptor.imageLayout = texture_point.image_layout;
std::vector<VkWriteDescriptorSet> write_descriptor_sets =
{
// Binding 0 : Vertex shader uniform buffer
vkb::initializers::write_descriptor_set(
descriptor_set_point,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&buffer_descriptor),
// Binding 1 : Fragment shader texture sampler
// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
vkb::initializers::write_descriptor_set(
descriptor_set_point,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split)
1, // Shader binding point 1
&image_descriptor) // Pointer to the descriptor image for our texture
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, NULL);
}
// Prepare and initialize uniform buffer containing shader uniforms
void TextureLoading::prepare_uniform_buffers()
{
// Vertex shader uniform buffer block
uniform_buffer_vs = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_vs),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers();
}
void TextureLoading::update_uniform_buffers()
{
// Vertex shader
ubo_vs.projection = glm::perspective(glm::radians(60.0f), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);
glm::mat4 view_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
ubo_vs.model = view_matrix * glm::translate(glm::mat4(1.0f), camera_pos);
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
ubo_vs.model = glm::rotate(ubo_vs.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
ubo_vs.view_pos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
uniform_buffer_vs->convert_and_update(ubo_vs);
}
void TextureLoading::prepare_uniform_buffers_point()
{
uniform_buffer_vs_point = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(ubo_vs_point),
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers_point(60, -0.5, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 2);
}
void global_update_mvp(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)
{
TextureLoading* self = TextureLoading::Get();
if (self != nullptr)
{
self->update_uniform_buffers_point(fov, x, y, z, sx, sy, sz, rotx, roty, rotz, camx, camy, camz);
}
}
void TextureLoading::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)
{
if (!prepared)
{
return;
}
std::unique_lock<std::mutex> lock(mtx_mvp);
ubo_vs_point.projection = glm::perspective(glm::radians(fov), static_cast<float>(width) / static_cast<float>(height), 0.001f, 256.0f);
//glm::vec3 cameraPos = glm::vec3(camx, camy, camz);
//glm::vec3 cameraTarget = glm::vec3(0, 0, 0);
//glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
//ubo_vs_point.view = glm::lookAt(cameraPos, cameraTarget, cameraUp);
ubo_vs_point.view = glm::translate(glm::mat4(1.0f), glm::vec3(camx, camy, camz));
glm::mat4 model = glm::mat4(1.0f); // 单位矩阵
// 1. 先平移
model = glm::translate(model, glm::vec3(x, y, z));
// 2. 然后旋转(注意顺序:通常Z->Y->X或按需求)
model = glm::rotate(model, glm::radians(rotz), glm::vec3(0.0f, 0.0f, 1.0f)); // Z轴旋转
model = glm::rotate(model, glm::radians(roty), glm::vec3(0.0f, 1.0f, 0.0f)); // Y轴旋转
model = glm::rotate(model, glm::radians(rotx), glm::vec3(1.0f, 0.0f, 0.0f)); // X轴旋转
// 3. 最后缩放
model = glm::scale(model, glm::vec3(sx, sy, sz));
ubo_vs_point.model = model;
uniform_buffer_vs_point->convert_and_update(ubo_vs_point);
}
void TextureLoading::prepare_pipelines()
{
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
vkb::initializers::pipeline_input_assembly_state_create_info(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterization_state =
vkb::initializers::pipeline_rasterization_state_create_info(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blend_attachment_state =
vkb::initializers::pipeline_color_blend_attachment_state(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo color_blend_state =
vkb::initializers::pipeline_color_blend_state_create_info(
1,
&blend_attachment_state);
// Note: Using reversed depth-buffer for increased precision, so Greater depth values are kept
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
vkb::initializers::pipeline_depth_stencil_state_create_info(
VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_GREATER);
VkPipelineViewportStateCreateInfo viewport_state =
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisample_state =
vkb::initializers::pipeline_multisample_state_create_info(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamic_state_enables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
shader_stages[0] = load_shader("texture_loading", "texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("texture_loading", "texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex bindings and attributes
const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(TextureLoadingVertexStructure), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, pos)),
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32_SFLOAT, offsetof(TextureLoadingVertexStructure, uv)),
vkb::initializers::vertex_input_attribute_description(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(TextureLoadingVertexStructure, normal)),
};
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout,
render_pass,
0);
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.solid));
}
void TextureLoading::prepare_pipeline_bg()
{
VkPipelineInputAssemblyStateCreateInfo input_assembly_state =
vkb::initializers::pipeline_input_assembly_state_create_info(
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterization_state =
vkb::initializers::pipeline_rasterization_state_create_info(
VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blend_attachment_state =
vkb::initializers::pipeline_color_blend_attachment_state(
0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo color_blend_state =
vkb::initializers::pipeline_color_blend_state_create_info(
1,
&blend_attachment_state);
VkPipelineDepthStencilStateCreateInfo depth_stencil_state =
vkb::initializers::pipeline_depth_stencil_state_create_info(
VK_FALSE,
VK_FALSE,
VK_COMPARE_OP_GREATER);
VkPipelineViewportStateCreateInfo viewport_state =
vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisample_state =
vkb::initializers::pipeline_multisample_state_create_info(
VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamic_state_enables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
shader_stages[0] = load_shader("texture_loading", "bg.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("texture_loading", "bg.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VkPipelineVertexInputStateCreateInfo vertex_input_state_bg = vkb::initializers::pipeline_vertex_input_state_create_info();
VkGraphicsPipelineCreateInfo pipeline_create_info =
vkb::initializers::pipeline_create_info(
pipeline_layout_bg,
render_pass,
0);
pipeline_create_info.pVertexInputState = &vertex_input_state_bg;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.background));
}
void TextureLoading::prepare_pipeline_point()
{
// 顶点输入绑定描述 (告诉 Vulkan 顶点数据的格式)
VkVertexInputBindingDescription vertex_input_binding_description{};
vertex_input_binding_description.binding = 0; // 绑定点
vertex_input_binding_description.stride = sizeof(PointVertex); // 每个顶点的字节大小
vertex_input_binding_description.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
// 顶点输入属性描述 (告诉 Vulkan 每个属性在顶点结构中的位置)
std::array<VkVertexInputAttributeDescription, 2> vertex_input_attributes = {
VkVertexInputAttributeDescription{0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, x)}, // 位置
VkVertexInputAttributeDescription{1, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(PointVertex, r)} // 颜色
};
VkPipelineVertexInputStateCreateInfo vertex_input_state{ VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
vertex_input_state.vertexBindingDescriptionCount = 1;
vertex_input_state.pVertexBindingDescriptions = &vertex_input_binding_description;
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
// 输入装配 (绘制点列表)
VkPipelineInputAssemblyStateCreateInfo input_assembly_state{ VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST; // 关键:绘制点
input_assembly_state.primitiveRestartEnable = VK_FALSE;
// 光栅化
VkPipelineRasterizationStateCreateInfo rasterization_state{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
rasterization_state.cullMode = VK_CULL_MODE_NONE; // 通常不对点进行剔除
rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterization_state.lineWidth = 1.0f; // 可以通过 VkPhysicalDeviceFeatures::wideLines 扩展来支持更宽的线
// 视口和裁剪
VkPipelineViewportStateCreateInfo viewport_state{ VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO };
viewport_state.viewportCount = 1;
viewport_state.scissorCount = 1;
// 多重采样
VkPipelineMultisampleStateCreateInfo multisample_state{ VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO };
multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// 深度和模板测试 (通常对点云启用深度测试)
VkPipelineDepthStencilStateCreateInfo depth_stencil_state{ VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO };
depth_stencil_state.depthTestEnable = VK_FALSE;
depth_stencil_state.depthWriteEnable = VK_FALSE;
depth_stencil_state.depthCompareOp = VK_COMPARE_OP_ALWAYS; // 或 VK_COMPARE_OP_LESS
depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
depth_stencil_state.stencilTestEnable = VK_FALSE;
// 颜色混合 (点通常不需要混合)
VkPipelineColorBlendAttachmentState blend_attachment_state{};
blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
blend_attachment_state.blendEnable = VK_FALSE;
VkPipelineColorBlendStateCreateInfo color_blend_state{ VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO };
color_blend_state.attachmentCount = 1;
color_blend_state.pAttachments = &blend_attachment_state;
// 动态状态 (视口和裁剪矩形将在命令缓冲区中设置)
std::vector<VkDynamicState> dynamic_state_enables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamic_state{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
dynamic_state.dynamicStateCount = static_cast<uint32_t>(dynamic_state_enables.size());
dynamic_state.pDynamicStates = dynamic_state_enables.data();
// 加载着色器
std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages;
shader_stages[0] = load_shader("texture_loading", "pointcloud.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shader_stages[1] = load_shader("texture_loading", "pointcloud.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// 创建图形管线
VkGraphicsPipelineCreateInfo pipeline_create_info{ VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO };
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pDynamicState = &dynamic_state;
pipeline_create_info.layout = pipeline_layout_point;
pipeline_create_info.renderPass = render_pass; // 使用主渲染通道
pipeline_create_info.subpass = 0; // 主子通道
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipelines.point));
}
bool TextureLoading::prepare(const vkb::ApplicationOptions& options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
// --- 加载前景纹理 (示例) ---
int width = 640;
int height = 480;
int rowStride = width*4;
auto testImage = generateSimpleTestImage(width, height, 80);
size_t dataSize = testImage.size();
processWithVulkan(testImage.data(), width, height, rowStride, dataSize, cam_text);
width = 256;
height = 256;
rowStride = width * 4;
auto arrowImage = generateSimpleTestImage(width, height, 80);
dataSize = arrowImage.size();
processWithVulkan(arrowImage.data(), width, height, rowStride, dataSize, texture_point);
load_texture();
generate_quad();
prepare_uniform_buffers();
prepare_uniform_buffers_point();
setup_descriptor_pool();
setup_descriptor_set_layout();
setup_descriptor_set();
setup_descriptor_set_layout_bg();
setup_descriptor_set_bg();
setup_descriptor_set_layout_point();
setup_descriptor_set_point();
prepare_pipelines();
prepare_pipeline_bg();
prepare_pipeline_point();
float z = -2.0f;
float testPoint[] = {
0,0,z,
0.05,0.05,z,
0.1,0.1,z,
0.2,0.2,z,
0.3,0.3,z,
0.5,0.5,z,
1,1,z,
};
int pointCount = sizeof(testPoint) / (3*4);
update_point_vertex_buffer(testPoint, pointCount);
prepared = true;
//start();
return true;
}
//void TextureLoading::updateTexture()
//{
// std::unique_lock<std::mutex> lock(mtx);
// std::cout << "Working in thread: " << std::this_thread::get_id() << std::endl;
// int width = 640;
// int height = 480;
// int rowStride;
// auto testImage = generateSimpleTestImage(width, height, &rowStride);
// size_t dataSize = testImage.size();
// processWithVulkan(testImage.data(), width, height, rowStride, dataSize, cam_text);
//}
//
//void TextureLoading::run() {
// std::this_thread::sleep_for(std::chrono::milliseconds(5000));
// while (running)
// {
// updateTexture();
// std::this_thread::sleep_for(std::chrono::milliseconds(100));
// }
//}
//
//void TextureLoading::start() {
// running = true;
// // 启动线程执行 run 方法
// workerThread = std::thread(&TextureLoading::run, this);
//}
//
//void TextureLoading::stop() {
// running = false;
// if (workerThread.joinable()) {
// workerThread.join();
// }
//}
void TextureLoading::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
}
void TextureLoading::view_changed()
{
update_uniform_buffers();
}
void TextureLoading::on_update_ui_overlay(vkb::Drawer& drawer)
{
if (drawer.header("Settings"))
{
if (drawer.slider_float("LOD bias", &ubo_vs.lod_bias, 0.0f, static_cast<float>(texture.mip_levels)))
{
update_uniform_buffers();
}
}
}
std::unique_ptr<vkb::Application> create_texture_loading()
{
return std::make_unique<TextureLoading>();
}
TextureLoading* TextureLoading::this_instance = nullptr;
void TextureLoadProcessWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize)
{
TextureLoading::Texture& cam_tex = TextureLoading::Get()->cam_text;
TextureLoading::Get()->processWithVulkan(data, width, height, rowStride, dataSize, cam_tex);
}
void ReceiveFacePoint(float* pos, int pointCount, int width, int height)
{
//for (int i = 0; i < pointCount; i++) {
// float x = pos[i * 3];
// float y = pos[i * 3 + 1];
// float z = pos[i * 3 + 2];
//}
TextureLoading::Get()->update_point_vertex_buffer(pos, pointCount);
}
void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& out_texture)
{
std::unique_lock<std::mutex> lock(mtx);
VkDevice& device = get_device().get_handle();
const VkPhysicalDevice& physicalDevice = get_device().get_gpu().get_handle();
if (out_texture.image == VK_NULL_HANDLE)
{
createTexture(device, physicalDevice, width, height, out_texture);
}
const VkCommandPool& commandPool = get_device().get_command_pool().get_handle();
updateTexture(device, physicalDevice, commandPool, queue, data, width, height,
rowStride, dataSize, out_texture);
// 如果纹理被更新,并且管线已经准备好,可能需要重建命令缓冲区
// 这取决于你的应用逻辑。简单起见,在外部函数中处理。
}
// --- 以下函数保持不变 ---
void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, Texture& texture)
{
texture.width = width;
texture.height = height;
texture.mip_levels = 1;
VkImageCreateInfo imageInfo = {};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
imageInfo.format = VK_FORMAT_R8G8B8A8_UNORM; // RGBA_8888
imageInfo.extent.width = width;
imageInfo.extent.height = height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
imageInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (vkCreateImage(device, &imageInfo, nullptr, &texture.image) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create image!");
}
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, texture.image, &memRequirements);
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = findMemoryType(physicalDevice,
memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &texture.device_memory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate image memory!");
}
vkBindImageMemory(device, texture.image, texture.device_memory, 0);
VkImageViewCreateInfo viewInfo = {};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = texture.image;
viewInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
viewInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
viewInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &viewInfo, nullptr, &texture.view) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture image view!");
}
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
samplerInfo.minFilter = VK_FILTER_LINEAR;
samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
samplerInfo.anisotropyEnable = VK_FALSE;
samplerInfo.maxAnisotropy = 1.0f;
samplerInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerInfo.unnormalizedCoordinates = VK_FALSE;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerInfo.mipLodBias = 0.0f;
samplerInfo.minLod = 0.0f;
samplerInfo.maxLod = 0.0f;
if (vkCreateSampler(device, &samplerInfo, nullptr, &texture.sampler) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create texture sampler!");
}
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDevice,
VkCommandPool commandPool, VkQueue queue,
uint8_t* data, int width, int height,
int rowStride, size_t dataSize, Texture& texture)
{
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
VkBufferCreateInfo bufferInfo = {};
bufferInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferInfo.size = dataSize;
bufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
if (vkCreateBuffer(device, &bufferInfo, nullptr, &stagingBuffer) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create staging buffer!");
}
VkMemoryRequirements memRequirements;
vkGetBufferMemoryRequirements(device, stagingBuffer, &memRequirements);
VkMemoryAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
allocInfo.allocationSize = memRequirements.size;
allocInfo.memoryTypeIndex = findMemoryType(physicalDevice,
memRequirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (vkAllocateMemory(device, &allocInfo, nullptr, &stagingBufferMemory) != VK_SUCCESS)
{
throw std::runtime_error("Failed to allocate staging buffer memory!");
}
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
void* mappedData;
vkMapMemory(device, stagingBufferMemory, 0, dataSize, 0, &mappedData);
if (rowStride == width * 4)
{
memcpy(mappedData, data, dataSize);
}
else
{
uint8_t* dst = static_cast<uint8_t*>(mappedData);
const uint8_t* src = data;
size_t dstRowStride = width * 4;
for (int y = 0; y < height; y++)
{
memcpy(dst, src, dstRowStride);
dst += dstRowStride;
src += rowStride;
}
}
vkUnmapMemory(device, stagingBufferMemory);
VkCommandBuffer commandBuffer = beginSingleTimeCommands(device, commandPool);
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
VkBufferImageCopy region = {};
region.bufferOffset = 0;
region.bufferRowLength = 0;
region.bufferImageHeight = 0;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.mipLevel = 0;
region.imageSubresource.baseArrayLayer = 0;
region.imageSubresource.layerCount = 1;
region.imageOffset = { 0, 0, 0 };
region.imageExtent = { static_cast<uint32_t>(width),
static_cast<uint32_t>(height), 1 };
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
endSingleTimeCommands(device, commandPool, queue, commandBuffer);
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
uint32_t TextureLoading::findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter,
VkMemoryPropertyFlags properties)
{
VkPhysicalDeviceMemoryProperties memProperties;
vkGetPhysicalDeviceMemoryProperties(physicalDevice, &memProperties);
for (uint32_t i = 0; i < memProperties.memoryTypeCount; i++)
{
if ((typeFilter & (1 << i)) &&
(memProperties.memoryTypes[i].propertyFlags & properties) == properties)
{
return i;
}
}
throw std::runtime_error("Failed to find suitable memory type!");
}
VkCommandBuffer TextureLoading::beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool)
{
VkCommandBufferAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandPool = commandPool;
allocInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
vkAllocateCommandBuffers(device, &allocInfo, &commandBuffer);
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
vkBeginCommandBuffer(commandBuffer, &beginInfo);
return commandBuffer;
}
void TextureLoading::endSingleTimeCommands(VkDevice device, VkCommandPool commandPool,
VkQueue queue, VkCommandBuffer commandBuffer)
{
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
vkQueueWaitIdle(queue);
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
void TextureLoading::transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image,
VkImageLayout oldLayout, VkImageLayout newLayout)
{
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = oldLayout;
barrier.newLayout = newLayout;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = image;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
VkPipelineStageFlags sourceStage;
VkPipelineStageFlags destinationStage;
if (oldLayout == VK_IMAGE_LAYOUT_UNDEFINED &&
newLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
{
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
sourceStage = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
destinationStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
}
else if (oldLayout == VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL &&
newLayout == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
{
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
sourceStage = VK_PIPELINE_STAGE_TRANSFER_BIT;
destinationStage = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
}
else
{
throw std::invalid_argument("Unsupported layout transition!");
}
vkCmdPipelineBarrier(commandBuffer, sourceStage, destinationStage, 0,
0, nullptr, 0, nullptr, 1, &barrier);
}
//void TextureLoading::setup_point_descriptor_set_layout()
//{
// // --- 修改:为点云 UBO 创建描述符集布局绑定,指向 binding 0 ---
// VkDescriptorSetLayoutBinding ubo_layout_binding{};
// ubo_layout_binding.binding = 0; // 与着色器中的 layout(binding = 0) 匹配
// ubo_layout_binding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
// ubo_layout_binding.descriptorCount = 1;
// ubo_layout_binding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; // 仅在顶点着色器中使用
// ubo_layout_binding.pImmutableSamplers = nullptr;
//
// VkDescriptorSetLayoutCreateInfo layout_info{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
// layout_info.bindingCount = 1;
// layout_info.pBindings = &ubo_layout_binding; // 指向我们的 UBO 绑定
//
// VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &layout_info, nullptr, &point_descriptor_set_layout));
// // --- 修改结束 ---
//}
//
//void TextureLoading::setup_point_descriptor_set()
//{
// // --- 修改:分配点云描述符集 ---
// VkDescriptorSetAllocateInfo alloc_info{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO };
// alloc_info.descriptorPool = descriptor_pool; // 使用您已有的描述符池
// alloc_info.descriptorSetCount = 1;
// alloc_info.pSetLayouts = &point_descriptor_set_layout;
//
// VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &alloc_info, &point_descriptor_set));
// // --- 修改结束 ---
//
// // --- 新增:更新点云描述符集,指向已有的 uniform_buffer_vs ---
// update_point_descriptor_set(); // 调用辅助函数进行更新
// // --- 新增结束 ---
//}
void TextureLoading::update_point_vertex_buffer(float* pos, int pointCount)
{
std::lock_guard<std::mutex> lock(mtx_point);
if (pointCount <= 0) {
point_count = 0;
return; // 没有点数据,无需更新
}
point_count = pointCount;
// 1. 准备顶点数据
std::vector<PointVertex> vertices(point_count);
// 假设 pos 数组是 [x0,y0,z0,x1,y1,z1,...]
// 为了可视化,这里简单地将坐标映射为颜色 (0-1范围)
float min_x = std::numeric_limits<float>::max(), max_x = std::numeric_limits<float>::lowest();
float min_y = std::numeric_limits<float>::max(), max_y = std::numeric_limits<float>::lowest();
float min_z = std::numeric_limits<float>::max(), max_z = std::numeric_limits<float>::lowest();
for (int i = 0; i < point_count; ++i) {
float x = pos[i * 3 + 0];
float y = pos[i * 3 + 1];
float z = pos[i * 3 + 2];
min_x = std::min(min_x, x); max_x = std::max(max_x, x);
min_y = std::min(min_y, y); max_y = std::max(max_y, y);
min_z = std::min(min_z, z); max_z = std::max(max_z, z);
}
float range_x = max_x - min_x;
float range_y = max_y - min_y;
float range_z = max_z - min_z;
if (range_x == 0) range_x = 1.0f; // 防止除零
if (range_y == 0) range_y = 1.0f;
if (range_z == 0) range_z = 1.0f;
for (int i = 0; i < point_count; ++i) {
vertices[i].x = pos[i * 3 + 0];
vertices[i].y = pos[i * 3 + 1];
vertices[i].z = pos[i * 3 + 2];
// 简单颜色映射
vertices[i].r = (vertices[i].x - min_x) / range_x;
vertices[i].g = (vertices[i].y - min_y) / range_y;
vertices[i].b = (vertices[i].z - min_z) / range_z;
}
// 2. 更新或创建顶点缓冲区
VkDeviceSize buffer_size = sizeof(PointVertex) * point_count;
if (!vertex_buffer_point || vertex_buffer_point->get_size() < buffer_size) {
// 如果缓冲区不存在或太小,则重新创建
vertex_buffer_point.reset();
vertex_buffer_point = std::make_unique<vkb::core::BufferC>(get_device(),
buffer_size,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU // CPU 可写,GPU 可读
);
}
// 3. 将数据复制到缓冲区
void* mapped_data = vertex_buffer_point->map();
if (mapped_data) {
memcpy(mapped_data, vertices.data(), buffer_size);
vertex_buffer_point->unmap();
}
else {
LOGE("Failed to map point vertex buffer for update.");
}
}
void TextureLoading::draw_point_cloud(VkCommandBuffer command_buffer)
{
if (point_count == 0 || !vertex_buffer_point) {
return; // 没有点或缓冲区未准备好
}
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.point);
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout_point, 0, 1, &descriptor_set_point, 0, nullptr);
VkDeviceSize offsets[] = { 0 };
vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffer_point->get(), offsets);
vkCmdDraw(command_buffer, point_count, 1, 0, 0); // 绘制 point_count 个顶点
}