procedural-3d-engine/examples/variablerateshading/variablerateshading.h

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/*
* Vulkan Example - Variable rate shading
*
* Copyright (C) 2020 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
#include "VulkanglTFModel.h"
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
public:
vkglTF::Model scene;
struct ShadingRateImage {
VkImage image;
VkDeviceMemory memory;
VkImageView view;
} shadingRateImage;
struct ShaderData {
vks::Buffer buffer;
struct Values {
glm::mat4 projection;
glm::mat4 view;
glm::mat4 model = glm::mat4(1.0f);
glm::vec4 lightPos = glm::vec4(0.0f, -2.5f, 0.0f, 1.0f);
glm::vec4 viewPos;
} values;
} shaderData;
VkPipeline pipeline;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VkPhysicalDeviceShadingRateImageFeaturesNV enabledPhysicalDeviceShadingRateImageFeaturesNV;
PFN_vkCmdBindShadingRateImageNV vkCmdBindShadingRateImageNV;
VulkanExample();
~VulkanExample();
virtual void getEnabledFeatures();
void buildCommandBuffers();
void loadglTFFile(std::string filename);
void loadAssets();
void prepareShadingRateImage();
void setupDescriptors();
void preparePipelines();
void prepareUniformBuffers();
void updateUniformBuffers();
void prepare();
virtual void render();
virtual void OnUpdateUIOverlay(vks::UIOverlay* overlay);
};