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

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/* Copyright (c) 2019-2024, 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.
*/
/*
* Dynamic terrain tessellation
*/
#pragma once
#include "api_vulkan_sample.h"
#include "core/buffer.h"
#include "geometry/frustum.h"
class TerrainTessellation : public ApiVulkanSample
{
public:
bool wireframe = false;
bool tessellation = true;
struct
{
Texture heightmap;
Texture skysphere;
Texture terrain_array;
} textures;
std::unique_ptr<vkb::sg::SubMesh> skysphere;
struct Vertex
{
glm::vec3 pos;
glm::vec3 normal;
glm::vec2 uv;
};
struct Terrain
{
std::unique_ptr<vkb::core::BufferC> vertices;
std::unique_ptr<vkb::core::BufferC> indices;
uint32_t index_count;
} terrain;
struct
{
std::unique_ptr<vkb::core::BufferC> terrain_tessellation;
std::unique_ptr<vkb::core::BufferC> skysphere_vertex;
} uniform_buffers;
// Shared values for tessellation control and evaluation stages
struct
{
glm::mat4 projection;
glm::mat4 modelview;
glm::vec4 light_pos = glm::vec4(-48.0f, -40.0f, 46.0f, 0.0f);
glm::vec4 frustum_planes[6];
float displacement_factor = 32.0f;
float tessellation_factor = 0.75f;
glm::vec2 viewport_dim;
// Desired size of tessellated quad patch edge
float tessellated_edge_size = 20.0f;
} ubo_tess;
// Skysphere vertex shader stage
struct
{
glm::mat4 mvp;
} ubo_vs;
struct Pipelines
{
VkPipeline terrain;
VkPipeline wireframe = VK_NULL_HANDLE;
VkPipeline skysphere;
} pipelines;
struct
{
VkDescriptorSetLayout terrain;
VkDescriptorSetLayout skysphere;
} descriptor_set_layouts;
struct
{
VkPipelineLayout terrain;
VkPipelineLayout skysphere;
} pipeline_layouts;
struct
{
VkDescriptorSet terrain;
VkDescriptorSet skysphere;
} descriptor_sets;
// Pipeline statistics
VkQueryPool query_pool = VK_NULL_HANDLE;
uint64_t pipeline_stats[2] = {0};
// View frustum passed to tessellation control shader for culling
vkb::Frustum frustum;
TerrainTessellation();
~TerrainTessellation();
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
void setup_query_result_buffer();
void get_query_results();
void load_assets();
void build_command_buffers() override;
void generate_terrain();
void setup_descriptor_pool();
void setup_descriptor_set_layouts();
void setup_descriptor_sets();
void prepare_pipelines();
void prepare_uniform_buffers();
void update_uniform_buffers();
void draw();
bool prepare(const vkb::ApplicationOptions &options) override;
virtual void render(float delta_time) override;
virtual void view_changed() override;
virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
};
std::unique_ptr<vkb::Application> create_terrain_tessellation();