Files
Vulkan-Samples/samples/extensions/extended_dynamic_state2/extended_dynamic_state2.h
T
2025-09-04 10:54:47 +08:00

161 lines
4.3 KiB
C++

/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#pragma once
#include <memory>
#include <string>
#include <vector>
#include "api_vulkan_sample.h"
#include "scene_graph/components/pbr_material.h"
class ExtendedDynamicState2 : public ApiVulkanSample
{
public:
typedef struct ModelDynamicParam
{
bool depth_bias = false;
bool rasterizer_discard = false;
} ModelDynamicParam;
struct
{
bool tessellation = false;
float tess_factor = 1.0f;
std::vector<ModelDynamicParam> objects;
int selected_obj = 0;
bool selection_active = true;
bool time_tick = false;
} gui_settings;
/* Buffer used in all pipelines */
struct UBOCOMM
{
glm::mat4 projection;
glm::mat4 view;
} ubo_common;
struct UBOBAS
{
glm::vec4 ambientLightColor = glm::vec4(1.f, 1.f, 1.f, 0.1f);
glm::vec4 lightPosition = glm::vec4(-3.0f, -8.0f, 6.0f, -1.0f);
glm::vec4 lightColor = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
float lightIntensity = 50.0f;
} ubo_baseline;
struct UBOTESS
{
float tessellation_factor = 1.0f;
} ubo_tess;
VkDescriptorPool descriptor_pool{VK_NULL_HANDLE};
struct
{
VkDescriptorSetLayout baseline{VK_NULL_HANDLE};
VkDescriptorSetLayout tesselation{VK_NULL_HANDLE};
VkDescriptorSetLayout background{VK_NULL_HANDLE};
} descriptor_set_layouts;
struct
{
VkPipelineLayout baseline{VK_NULL_HANDLE};
VkPipelineLayout tesselation{VK_NULL_HANDLE};
VkPipelineLayout background{VK_NULL_HANDLE};
} pipeline_layouts;
struct
{
VkDescriptorSet baseline{VK_NULL_HANDLE};
VkDescriptorSet tesselation{VK_NULL_HANDLE};
VkDescriptorSet background{VK_NULL_HANDLE};
} descriptor_sets;
struct
{
VkPipeline baseline{VK_NULL_HANDLE};
VkPipeline tesselation{VK_NULL_HANDLE};
VkPipeline background{VK_NULL_HANDLE};
} pipeline;
struct
{
std::unique_ptr<vkb::core::BufferC> common;
std::unique_ptr<vkb::core::BufferC> baseline;
std::unique_ptr<vkb::core::BufferC> tesselation;
} uniform_buffers;
struct
{
Texture envmap;
} textures;
struct
{
glm::mat4 model_matrix;
glm::vec4 color;
} push_const_block;
struct SceneNode
{
std::string name;
vkb::sg::Node *node;
vkb::sg::SubMesh *sub_mesh;
};
std::vector<SceneNode> scene_elements_baseline;
std::vector<SceneNode> scene_elements_tess;
std::unique_ptr<vkb::sg::SubMesh> background_model;
struct Cube
{
std::unique_ptr<vkb::core::BufferC> vertices_pos;
std::unique_ptr<vkb::core::BufferC> vertices_norm;
std::unique_ptr<vkb::core::BufferC> indices;
uint32_t index_count;
} cube;
ExtendedDynamicState2();
~ExtendedDynamicState2();
void render(float delta_time) override;
void build_command_buffers() override;
bool prepare(const vkb::ApplicationOptions &options) override;
void request_gpu_features(vkb::PhysicalDevice &gpu) override;
void on_update_ui_overlay(vkb::Drawer &drawer) override;
void update(float delta_time) override;
void prepare_uniform_buffers();
void update_uniform_buffers();
void create_pipelines();
void draw();
void load_assets();
void create_descriptor_pool();
void setup_descriptor_set_layout();
void create_descriptor_sets();
glm::vec4 get_changed_alpha(const vkb::sg::PBRMaterial *original_mat);
void scene_pipeline_divide(std::vector<SceneNode> const &scene_node);
void draw_from_scene(VkCommandBuffer command_buffer, std::vector<SceneNode> const &scene_node);
void draw_created_model(VkCommandBuffer commandBuffer);
void model_data_creation();
void cube_animation(float delta_time);
};
std::unique_ptr<vkb::VulkanSampleC> create_extended_dynamic_state2();