Use new Vulkan texture class (Refs #260)
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32 changed files with 232 additions and 273 deletions
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@ -24,6 +24,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "VulkanTexture.hpp"
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#include "vulkanbuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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@ -52,7 +53,7 @@ public:
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} meshes;
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struct {
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vkTools::VulkanTexture matCapArray;
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vks::Texture2DArray matCapArray;
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} textures;
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vk::Buffer uniformBuffer;
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@ -92,8 +93,7 @@ public:
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vkMeshLoader::freeMeshBufferResources(device, &meshes.object);
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uniformBuffer.destroy();
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textureLoader->destroyTexture(textures.matCapArray);
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textures.matCapArray.destroy();
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}
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void loadTextures()
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@ -101,10 +101,7 @@ public:
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// Several mat caps are stored in a single texture array
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// so they can easily be switched inside the shader
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// just by updating the index in a uniform buffer
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textureLoader->loadTextureArray(
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getAssetPath() + "textures/matcap_array_rgba.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
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&textures.matCapArray);
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textures.matCapArray.loadFromFile(getAssetPath() + "textures/matcap_array_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, vulkanDevice, queue);
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}
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void buildCommandBuffers()
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