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vertex_dynamic_state.h
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88 lines (73 loc) · 2.6 KB
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/* Copyright (c) 2022, 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 "api_vulkan_sample.h"
class VertexDynamicState : public ApiVulkanSample
{
public:
struct
{
Texture envmap;
} textures;
struct UBOVS
{
glm::mat4 projection;
glm::mat4 modelview;
glm::mat4 skybox_modelview;
float modelscale = 0.15f;
} ubo_vs;
struct SampleVertex
{
glm::vec3 pos;
glm::vec3 shaderUnusableData; /* Placeholder for generate offset between position and normal data */
glm::vec3 normal;
};
struct Cube
{
std::unique_ptr<vkb::core::Buffer> vertices;
std::unique_ptr<vkb::core::Buffer> indices;
uint32_t index_count;
} cube;
VkPipelineLayout pipeline_layout{VK_NULL_HANDLE};
VkPipeline model_pipeline{VK_NULL_HANDLE};
VkPipeline skybox_pipeline{VK_NULL_HANDLE};
std::vector<VkVertexInputBindingDescription2EXT> vertex_bindings_description_ext{1};
std::vector<VkVertexInputAttributeDescription2EXT> vertex_attribute_description_ext{2};
VkDescriptorSet descriptor_set{VK_NULL_HANDLE};
VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE};
VkDescriptorPool descriptor_pool{VK_NULL_HANDLE};
std::unique_ptr<vkb::sg::SubMesh> skybox;
std::unique_ptr<vkb::sg::SubMesh> object;
std::unique_ptr<vkb::core::Buffer> ubo;
VertexDynamicState();
~VertexDynamicState();
virtual void render(float delta_time) override;
virtual void build_command_buffers() override;
virtual bool prepare(vkb::Platform &platform) override;
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
void prepare_uniform_buffers();
void update_uniform_buffers();
void create_pipeline();
void draw();
void load_assets();
void create_descriptor_pool();
void setup_descriptor_set_layout();
void create_descriptor_sets();
void model_data_creation();
void draw_created_model(VkCommandBuffer commandBuffer);
};
std::unique_ptr<vkb::VulkanSample> create_vertex_dynamic_state();