procedural-3d-engine/parallaxmapping/parallaxmapping.cpp

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/*
* Vulkan Example - Parallax Mapping
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/matrix_inverse.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanBuffer.hpp"
#include "VulkanTexture.hpp"
#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
public:
struct {
vks::Texture2D colorMap;
// Normals and height are combined into one texture (height = alpha channel)
vks::Texture2D normalHeightMap;
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} textures;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_UV,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_TANGENT,
vks::VERTEX_COMPONENT_BITANGENT,
});
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struct {
vks::Model quad;
} models;
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struct {
vks::Buffer vertexShader;
vks::Buffer fragmentShader;
} uniformBuffers;
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struct {
struct {
glm::mat4 projection;
glm::mat4 view;
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glm::mat4 model;
glm::vec4 lightPos = glm::vec4(0.0f, -2.0f, 0.0f, 1.0f);
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glm::vec4 cameraPos;
} vertexShader;
struct {
float heightScale = 0.1f;
// Basic parallax mapping needs a bias to look any good (and is hard to tweak)
float parallaxBias = -0.02f;
// Number of layers for steep parallax and parallax occlusion (more layer = better result for less performance)
float numLayers = 48.0f;
// (Parallax) mapping mode to use
int32_t mappingMode = 4;
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} fragmentShader;
} ubos;
VkPipelineLayout pipelineLayout;
VkPipeline pipeline;
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VkDescriptorSetLayout descriptorSetLayout;
VkDescriptorSet descriptorSet;
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
title = "Vulkan Example - Parallax Mapping";
enableTextOverlay = true;
timerSpeed *= 0.5f;
camera.type = Camera::CameraType::firstperson;
camera.setPosition(glm::vec3(0.0f, 1.25f, 1.5f));
camera.setRotation(glm::vec3(-45.0f, 180.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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}
~VulkanExample()
{
vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
models.quad.destroy();
uniformBuffers.vertexShader.destroy();
uniformBuffers.fragmentShader.destroy();
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textures.colorMap.destroy();
textures.normalHeightMap.destroy();
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}
void loadAssets()
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{
models.quad.loadFromFile(getAssetPath() + "models/plane_z.obj", vertexLayout, 0.1f, vulkanDevice, queue);
// Textures
textures.normalHeightMap.loadFromFile(getAssetPath() + "textures/rocks_normal_height_rgba.dds", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
if (vulkanDevice->features.textureCompressionBC) {
textures.colorMap.loadFromFile(getAssetPath() + "textures/rocks_color_bc3_unorm.dds", VK_FORMAT_BC3_UNORM_BLOCK, vulkanDevice, queue);
}
else if (vulkanDevice->features.textureCompressionASTC_LDR) {
textures.colorMap.loadFromFile(getAssetPath() + "textures/rocks_color_astc_8x8_unorm.ktx", VK_FORMAT_ASTC_8x8_UNORM_BLOCK, vulkanDevice, queue);
}
else if (vulkanDevice->features.textureCompressionETC2) {
textures.colorMap.loadFromFile(getAssetPath() + "textures/rocks_color_etc2_unorm.ktx", VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, vulkanDevice, queue);
}
else {
vks::tools::exitFatal("Device does not support any compressed texture format!", "Error");
}
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}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.quad.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.quad.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdDrawIndexed(drawCmdBuffers[i], models.quad.indexCount, 1, 0, 0, 1);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
void setupDescriptorPool()
{
// Example uses two ubos and two image sampler
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2)
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0), // Binding 0: Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 1), // Binding 1: Fragment shader color map image sampler
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 2), // Binding 2: Fragment combined normal and heightmap
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_FRAGMENT_BIT, 3), // Binding 3: Fragment shader uniform buffer
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};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.vertexShader.descriptor), // Binding 0: Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textures.colorMap.descriptor), // Binding 1: Fragment shader image sampler
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 2, &textures.normalHeightMap.descriptor), // Binding 2: Combined normal and heightmap
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3, &uniformBuffers.fragmentShader.descriptor), // Binding 3: Fragment shader uniform buffer
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};
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, NULL);
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}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE);
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VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCreateInfo.pStages = shaderStages.data();
// Vertex bindings an attributes
std::vector<VkVertexInputBindingDescription> vertexInputBindings = {
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: Texture coordinates
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangent
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
vertexInputState.pVertexBindingDescriptions = vertexInputBindings.data();
vertexInputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputState.pVertexAttributeDescriptions = vertexInputAttributes.data();
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
// Parallax mapping modes pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/parallax/parallax.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/parallax/parallax.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
void prepareUniformBuffers()
{
// Vertex shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.vertexShader,
sizeof(ubos.vertexShader)));
// Fragment shader uniform buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.fragmentShader,
sizeof(ubos.fragmentShader)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.vertexShader.map());
VK_CHECK_RESULT(uniformBuffers.fragmentShader.map());
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updateUniformBuffers();
}
void updateUniformBuffers()
{
// Vertex shader
ubos.vertexShader.projection = camera.matrices.perspective;
ubos.vertexShader.view = camera.matrices.view;
ubos.vertexShader.model = glm::rotate(glm::mat4(), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));;
ubos.vertexShader.model = glm::rotate(ubos.vertexShader.model, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));;
if (!paused) {
ubos.vertexShader.lightPos.x = sin(glm::radians(timer * 360.0f)) * 1.5f;
ubos.vertexShader.lightPos.z = cos(glm::radians(timer * 360.0f)) * 1.5f;
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}
ubos.vertexShader.cameraPos = glm::vec4(camera.position, -1.0f) * -1.0f;
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memcpy(uniformBuffers.vertexShader.mapped, &ubos.vertexShader, sizeof(ubos.vertexShader));
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// Fragment shader
memcpy(uniformBuffers.fragmentShader.mapped, &ubos.fragmentShader, sizeof(ubos.fragmentShader));
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}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
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void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
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prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
if (!paused)
{
updateUniformBuffers();
}
}
virtual void viewChanged()
{
updateUniformBuffers();
}
void toggleMappingMode()
{
ubos.fragmentShader.mappingMode++;
if (ubos.fragmentShader.mappingMode > 4) {
ubos.fragmentShader.mappingMode = 0;
};
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updateUniformBuffers();
updateTextOverlay();
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}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_SPACE:
case GAMEPAD_BUTTON_A:
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case TOUCH_DOUBLE_TAP:
toggleMappingMode();
break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
const std::vector<std::string> mappingModes = {
"Color only", "Normal mapping", "Parallax mapping", "Steep parallax mapping", "Parallax occlusion mapping",
};
#if defined(__ANDROID__)
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Button A\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("Mode: " + mappingModes[ubos.fragmentShader.mappingMode] + " (\"Space\")", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#endif
}
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};
VULKAN_EXAMPLE_MAIN()