procedural-3d-engine/examples/texture/texture.cpp

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/*
* Vulkan Example - Texture loading (and display) example (including mip maps)
*
* Copyright (C) 2016-2017 by Sascha Willems - www.saschawillems.de
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*
* 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 <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanDevice.hpp"
#include "VulkanBuffer.hpp"
#include <ktx.h>
#include <ktxvulkan.h>
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#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
// Vertex layout for this example
struct Vertex {
float pos[3];
float uv[2];
float normal[3];
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};
class VulkanExample : public VulkanExampleBase
{
public:
// Contains all Vulkan objects that are required to store and use a texture
// Note that this repository contains a texture class (VulkanTexture.hpp) that encapsulates texture loading functionality in a class that is used in subsequent demos
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struct Texture {
VkSampler sampler;
VkImage image;
VkImageLayout imageLayout;
VkDeviceMemory deviceMemory;
VkImageView view;
uint32_t width, height;
uint32_t mipLevels;
} texture;
struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
vks::Buffer vertexBuffer;
vks::Buffer indexBuffer;
uint32_t indexCount;
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vks::Buffer uniformBufferVS;
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struct {
glm::mat4 projection;
glm::mat4 model;
glm::vec4 viewPos;
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float lodBias = 0.0f;
} uboVS;
struct {
VkPipeline solid;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -2.5f;
rotation = { 0.0f, 15.0f, 0.0f };
title = "Texture loading";
settings.overlay = true;
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}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
destroyTextureImage(texture);
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vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
vertexBuffer.destroy();
indexBuffer.destroy();
uniformBufferVS.destroy();
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}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Enable anisotropic filtering if supported
if (deviceFeatures.samplerAnisotropy) {
enabledFeatures.samplerAnisotropy = VK_TRUE;
};
}
/*
Upload texture image data to the GPU
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Vulkan offers two types of image tiling (memory layout):
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Linear tiled images:
These are stored as is and can be copied directly to. But due to the linear nature they're not a good match for GPUs and format and feature support is very limited.
It's not advised to use linear tiled images for anything else than copying from host to GPU if buffer copies are not an option.
Linear tiling is thus only implemented for learning purposes, one should always prefer optimal tiled image.
Optimal tiled images:
These are stored in an implementation specific layout matching the capability of the hardware. They usually support more formats and features and are much faster.
Optimal tiled images are stored on the device and not accessible by the host. So they can't be written directly to (like liner tiled images) and always require
some sort of data copy, either from a buffer or a linear tiled image.
In Short: Always use optimal tiled images for rendering.
*/
void loadTexture()
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{
// We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
std::string filename = getAssetPath() + "textures/metalplate01_rgba.ktx";
// Texture data contains 4 channels (RGBA) with unnormalized 8-bit values, this is the most commonly supported format
VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
ktxResult result;
ktxTexture* ktxTexture;
#if defined(__ANDROID__)
// Textures are stored inside the apk on Android (compressed)
// So they need to be loaded via the asset manager
AAsset* asset = AAssetManager_open(androidApp->activity->assetManager, filename.c_str(), AASSET_MODE_STREAMING);
if (!asset) {
vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
}
size_t size = AAsset_getLength(asset);
assert(size > 0);
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ktx_uint8_t *textureData = new ktx_uint8_t[size];
AAsset_read(asset, textureData, size);
AAsset_close(asset);
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result = ktxTexture_CreateFromMemory(textureData, size, KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
delete[] textureData;
#else
if (!vks::tools::fileExists(filename)) {
vks::tools::exitFatal("Could not load texture from " + filename + "\n\nThe file may be part of the additional asset pack.\n\nRun \"download_assets.py\" in the repository root to download the latest version.", -1);
}
result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktxTexture);
#endif
assert(result == KTX_SUCCESS);
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// Get properties required for using and upload texture data from the ktx texture object
texture.width = ktxTexture->baseWidth;
texture.height = ktxTexture->baseHeight;
texture.mipLevels = ktxTexture->numLevels;
ktx_uint8_t *ktxTextureData = ktxTexture_GetData(ktxTexture);
ktx_size_t ktxTextureSize = ktxTexture_GetSize(ktxTexture);
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// We prefer using staging to copy the texture data to a device local optimal image
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VkBool32 useStaging = true;
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// Only use linear tiling if forced
bool forceLinearTiling = false;
if (forceLinearTiling) {
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// Don't use linear if format is not supported for (linear) shader sampling
// Get device properites for the requested texture format
VkFormatProperties formatProperties;
vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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useStaging = !(formatProperties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
}
VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
VkMemoryRequirements memReqs = {};
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if (useStaging) {
// Copy data to an optimal tiled image
// This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device
// Create a host-visible staging buffer that contains the raw image data
// This buffer will be the data source for copying texture data to the optimal tiled image on the device
VkBuffer stagingBuffer;
VkDeviceMemory stagingMemory;
VkBufferCreateInfo bufferCreateInfo = vks::initializers::bufferCreateInfo();
bufferCreateInfo.size = ktxTextureSize;
// This buffer is used as a transfer source for the buffer copy
bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VK_CHECK_RESULT(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer));
// Get memory requirements for the staging buffer (alignment, memory type bits)
vkGetBufferMemoryRequirements(device, stagingBuffer, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
// Get memory type index for a host visible buffer
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &stagingMemory));
VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffer, stagingMemory, 0));
// Copy texture data into host local staging buffer
uint8_t *data;
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VK_CHECK_RESULT(vkMapMemory(device, stagingMemory, 0, memReqs.size, 0, (void **)&data));
memcpy(data, ktxTextureData, ktxTextureSize);
vkUnmapMemory(device, stagingMemory);
// Setup buffer copy regions for each mip level
std::vector<VkBufferImageCopy> bufferCopyRegions;
uint32_t offset = 0;
for (uint32_t i = 0; i < texture.mipLevels; i++) {
// Calculate offset into staging buffer for the current mip level
ktx_size_t offset;
assert(ktxTexture_GetImageOffset(ktxTexture, i, 0, 0, &offset) == KTX_SUCCESS);
// Setup a buffer image copy structure for the current mip level
VkBufferImageCopy bufferCopyRegion = {};
bufferCopyRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
bufferCopyRegion.imageSubresource.mipLevel = i;
bufferCopyRegion.imageSubresource.baseArrayLayer = 0;
bufferCopyRegion.imageSubresource.layerCount = 1;
bufferCopyRegion.imageExtent.width = ktxTexture->baseWidth >> i;
bufferCopyRegion.imageExtent.height = ktxTexture->baseHeight >> i;
bufferCopyRegion.imageExtent.depth = 1;
bufferCopyRegion.bufferOffset = offset;
bufferCopyRegions.push_back(bufferCopyRegion);
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}
// Create optimal tiled target image on the device
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
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imageCreateInfo.mipLevels = texture.mipLevels;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Set initial layout of the image to undefined
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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imageCreateInfo.extent = { texture.width, texture.height, 1 };
imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &texture.image));
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vkGetImageMemoryRequirements(device, texture.image, &memReqs);
memAllocInfo.allocationSize = memReqs.size;
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &texture.deviceMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, texture.image, texture.deviceMemory, 0));
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Image memory barriers for the texture image
// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
VkImageSubresourceRange subresourceRange = {};
// Image only contains color data
subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
// Start at first mip level
subresourceRange.baseMipLevel = 0;
// We will transition on all mip levels
subresourceRange.levelCount = texture.mipLevels;
// The 2D texture only has one layer
subresourceRange.layerCount = 1;
// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();;
imageMemoryBarrier.image = texture.image;
imageMemoryBarrier.subresourceRange = subresourceRange;
imageMemoryBarrier.srcAccessMask = 0;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read exection (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage is copy command exection (VK_PIPELINE_STAGE_TRANSFER_BIT)
vkCmdPipelineBarrier(
copyCmd,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
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// Copy mip levels from staging buffer
vkCmdCopyBufferToImage(
copyCmd,
stagingBuffer,
texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(bufferCopyRegions.size()),
bufferCopyRegions.data());
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// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage stage is copy command exection (VK_PIPELINE_STAGE_TRANSFER_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copyCmd,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
// Store current layout for later reuse
texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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// Clean up staging resources
vkFreeMemory(device, stagingMemory, nullptr);
vkDestroyBuffer(device, stagingBuffer, nullptr);
} else {
// Copy data to a linear tiled image
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VkImage mappableImage;
VkDeviceMemory mappableMemory;
// Load mip map level 0 to linear tiling image
VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.format = format;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.tiling = VK_IMAGE_TILING_LINEAR;
imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
imageCreateInfo.extent = { texture.width, texture.height, 1 };
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &mappableImage));
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// Get memory requirements for this image like size and alignment
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vkGetImageMemoryRequirements(device, mappableImage, &memReqs);
// Set memory allocation size to required memory size
memAllocInfo.allocationSize = memReqs.size;
// Get memory type that can be mapped to host memory
memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &mappableMemory));
VK_CHECK_RESULT(vkBindImageMemory(device, mappableImage, mappableMemory, 0));
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// Map image memory
void *data;
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VK_CHECK_RESULT(vkMapMemory(device, mappableMemory, 0, memReqs.size, 0, &data));
// Copy image data of the first mip level into memory
memcpy(data, ktxTextureData, memReqs.size);
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vkUnmapMemory(device, mappableMemory);
// Linear tiled images don't need to be staged and can be directly used as textures
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texture.image = mappableImage;
texture.deviceMemory = mappableMemory;
texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Setup image memory barrier transfer image to shader read layout
VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// The sub resource range describes the regions of the image we will be transition
VkImageSubresourceRange subresourceRange = {};
subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresourceRange.baseMipLevel = 0;
subresourceRange.levelCount = 1;
subresourceRange.layerCount = 1;
// Transition the texture image layout to shader read, so it can be sampled from
VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();;
imageMemoryBarrier.image = texture.image;
imageMemoryBarrier.subresourceRange = subresourceRange;
imageMemoryBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read exection (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copyCmd,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &imageMemoryBarrier);
VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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}
ktxTexture_Destroy(ktxTexture);
// Create a texture sampler
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// In Vulkan textures are accessed by samplers
// This separates all the sampling information from the texture data. This means you could have multiple sampler objects for the same texture with different settings
// Note: Similar to the samplers available with OpenGL 3.3
VkSamplerCreateInfo sampler = vks::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
sampler.minFilter = VK_FILTER_LINEAR;
sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.mipLodBias = 0.0f;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
// Set max level-of-detail to mip level count of the texture
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sampler.maxLod = (useStaging) ? (float)texture.mipLevels : 0.0f;
// Enable anisotropic filtering
// This feature is optional, so we must check if it's supported on the device
if (vulkanDevice->features.samplerAnisotropy) {
// Use max. level of anisotropy for this example
sampler.maxAnisotropy = vulkanDevice->properties.limits.maxSamplerAnisotropy;
sampler.anisotropyEnable = VK_TRUE;
} else {
// The device does not support anisotropic filtering
sampler.maxAnisotropy = 1.0;
sampler.anisotropyEnable = VK_FALSE;
}
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &texture.sampler));
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// Create image view
// Textures are not directly accessed by the shaders and
// are abstracted by image views containing additional
// information and sub resource ranges
VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
// The subresource range describes the set of mip levels (and array layers) that can be accessed through this image view
// It's possible to create multiple image views for a single image referring to different (and/or overlapping) ranges of the image
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view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view.subresourceRange.baseMipLevel = 0;
view.subresourceRange.baseArrayLayer = 0;
view.subresourceRange.layerCount = 1;
// Linear tiling usually won't support mip maps
// Only set mip map count if optimal tiling is used
view.subresourceRange.levelCount = (useStaging) ? texture.mipLevels : 1;
// The view will be based on the texture's image
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view.image = texture.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &texture.view));
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}
// Free all Vulkan resources used by a texture object
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void destroyTextureImage(Texture texture)
{
vkDestroyImageView(device, texture.view, nullptr);
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vkDestroyImage(device, texture.image, nullptr);
vkDestroySampler(device, texture.sampler, nullptr);
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vkFreeMemory(device, texture.deviceMemory, nullptr);
}
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];
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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);
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
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vkCmdDrawIndexed(drawCmdBuffers[i], indexCount, 1, 0, 0, 0);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
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submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
void generateQuad()
{
// Setup vertices for a single uv-mapped quad made from two triangles
std::vector<Vertex> vertices =
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{
{ { 1.0f, 1.0f, 0.0f }, { 1.0f, 1.0f },{ 0.0f, 0.0f, 1.0f } },
{ { -1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f },{ 0.0f, 0.0f, 1.0f } },
{ { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f },{ 0.0f, 0.0f, 1.0f } },
{ { 1.0f, -1.0f, 0.0f }, { 1.0f, 0.0f },{ 0.0f, 0.0f, 1.0f } }
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};
// Setup indices
std::vector<uint32_t> indices = { 0,1,2, 2,3,0 };
indexCount = static_cast<uint32_t>(indices.size());
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// Create buffers
// For the sake of simplicity we won't stage the vertex data to the gpu memory
// Vertex buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&vertexBuffer,
vertices.size() * sizeof(Vertex),
vertices.data()));
// Index buffer
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&indexBuffer,
indices.size() * sizeof(uint32_t),
indices.data()));
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}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
sizeof(Vertex),
VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
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// Location 0 : Position
vertices.attributeDescriptions[0] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
offsetof(Vertex, pos));
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// Location 1 : Texture coordinates
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32_SFLOAT,
offsetof(Vertex, uv));
// Location 1 : Vertex normal
vertices.attributeDescriptions[2] =
vks::initializers::vertexInputAttributeDescription(
VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32B32_SFLOAT,
offsetof(Vertex, normal));
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vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertices.inputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertices.bindingDescriptions.size());
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vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertices.attributeDescriptions.size());
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vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
// Example uses one ubo and one image sampler
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
static_cast<uint32_t>(poolSizes.size()),
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poolSizes.data(),
2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Fragment shader image sampler
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_SHADER_STAGE_FRAGMENT_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
static_cast<uint32_t>(setLayoutBindings.size()));
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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);
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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);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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// Setup a descriptor image info for the current texture to be used as a combined image sampler
VkDescriptorImageInfo textureDescriptor;
textureDescriptor.imageView = texture.view; // The image's view (images are never directly accessed by the shader, but rather through views defining subresources)
textureDescriptor.sampler = texture.sampler; // The sampler (Telling the pipeline how to sample the texture, including repeat, border, etc.)
textureDescriptor.imageLayout = texture.imageLayout; // The current layout of the image (Note: Should always fit the actual use, e.g. shader read)
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(
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descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBufferVS.descriptor),
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// Binding 1 : Fragment shader texture sampler
// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
vks::initializers::writeDescriptorSet(
descriptorSet,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (sampler and image could be split)
1, // Shader binding point 1
&textureDescriptor) // Pointer to the descriptor image for our texture
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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(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
VK_CULL_MODE_NONE,
VK_FRONT_FACE_COUNTER_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
static_cast<uint32_t>(dynamicStateEnables.size()),
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0);
// Load shaders
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/texture/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/texture/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
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pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
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();
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
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}
// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
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,
&uniformBufferVS,
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sizeof(uboVS),
&uboVS));
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updateUniformBuffers();
}
void updateUniformBuffers()
{
// Vertex shader
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
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uboVS.model = viewMatrix * glm::translate(glm::mat4(1.0f), cameraPos);
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVS.viewPos = glm::vec4(0.0f, 0.0f, -zoom, 0.0f);
VK_CHECK_RESULT(uniformBufferVS.map());
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));
uniformBufferVS.unmap();
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}
void prepare()
{
VulkanExampleBase::prepare();
loadTexture();
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generateQuad();
setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
if (overlay->header("Settings")) {
if (overlay->sliderFloat("LOD bias", &uboVS.lodBias, 0.0f, (float)texture.mipLevels)) {
updateUniformBuffers();
}
}
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}
};
VULKAN_EXAMPLE_MAIN()