100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
#pragma once
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#include <ktx.h>
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#include "api_vulkan_sample.h"
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// 顶点结构保持不变,因为背景 quad 可能不需要顶点缓冲区
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struct TextureLoadingVertexStructure
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{
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float pos[3];
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float uv[2];
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float normal[3];
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};
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class TextureLoading : public ApiVulkanSample
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{
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public:
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struct Texture
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{
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VkSampler sampler;
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VkImage image;
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VkImageLayout image_layout;
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VkDeviceMemory device_memory;
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VkImageView view;
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uint32_t width, height;
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uint32_t mip_levels;
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};
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Texture texture = { 0 };
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Texture cam_text = { 0 }; // 将由外部函数初始化
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std::unique_ptr<vkb::core::BufferC> vertex_buffer;
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std::unique_ptr<vkb::core::BufferC> index_buffer;
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uint32_t index_count;
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std::unique_ptr<vkb::core::BufferC> uniform_buffer_vs;
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struct
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{
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 view_pos;
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float lod_bias = 0.0f;
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} ubo_vs;
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struct
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{
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VkPipeline solid; // 原有前景管线
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VkPipeline background; // 新增背景管线
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} pipelines;
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// 管线布局
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VkPipelineLayout pipeline_layout; // 前景管线布局
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VkPipelineLayout pipeline_layout_bg; // 背景管线布局
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// 描述符集
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VkDescriptorSet descriptor_set; // 前景描述符集
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VkDescriptorSet descriptor_set_bg; // 背景描述符集
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// 描述符集布局
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VkDescriptorSetLayout descriptor_set_layout; // 前景描述符集布局
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VkDescriptorSetLayout descriptor_set_layout_bg; // 背景描述符集布局 (仅包含 combined image sampler)
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static TextureLoading* Get() {
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return loadTextIns;
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}
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static TextureLoading* loadTextIns;
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TextureLoading();
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~TextureLoading();
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virtual void request_gpu_features(vkb::PhysicalDevice& gpu) override;
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void build_command_buffers() override;
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void draw();
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void generate_quad(); // 生成前景 quad
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void setup_descriptor_pool();
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void setup_descriptor_set_layout();
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void setup_descriptor_set_layout_bg(); // 新增:设置背景描述符集布局
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void setup_descriptor_set();
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void setup_descriptor_set_bg(); // 新增:设置背景描述符集
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void prepare_pipelines();
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void prepare_pipeline_bg(); // 新增:准备背景管线
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void prepare_uniform_buffers();
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void update_uniform_buffers();
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bool prepare(const vkb::ApplicationOptions& options) override;
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virtual void render(float delta_time) override;
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virtual void view_changed() override;
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virtual void on_update_ui_overlay(vkb::Drawer& drawer) override;
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void destroy_texture(Texture texture);
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// 现有函数保持不变
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void processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize, Texture& out_texture);
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void createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, int format, Texture& texture);
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void updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture);
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uint32_t findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
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VkCommandBuffer beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool);
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void endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer);
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void transitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout oldLayout, VkImageLayout newLayout);
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};
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std::unique_ptr<vkb::Application> create_texture_loading(); |