Array texture for mat caps in spherical environment mapping example, toggle via keys
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1 changed files with 50 additions and 29 deletions
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@ -1,5 +1,5 @@
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/*
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/*
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* Vulkan Example - Spherical Environment Mapping
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* Vulkan Example - Spherical Environment Mapping, using different mat caps
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*
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*
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* Based on https://www.clicktorelease.com/blog/creating-spherical-environment-mapping-shader
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* Based on https://www.clicktorelease.com/blog/creating-spherical-environment-mapping-shader
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*
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*
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@ -15,6 +15,7 @@
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#include <vector>
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#include <vector>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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@ -49,7 +50,7 @@ public:
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} meshes;
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} meshes;
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struct {
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struct {
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vkTools::VulkanTexture matCap;
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vkTools::VulkanTexture matCapArray;
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} textures;
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} textures;
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struct {
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struct {
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@ -61,6 +62,7 @@ public:
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glm::mat4 model;
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glm::mat4 model;
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glm::mat4 normal;
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glm::mat4 normal;
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glm::mat4 view;
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glm::mat4 view;
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int32_t texIndex = 0;
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} uboVS;
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} uboVS;
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struct {
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struct {
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@ -93,15 +95,18 @@ public:
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vkTools::destroyUniformData(device, &uniformData.vertexShader);
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vkTools::destroyUniformData(device, &uniformData.vertexShader);
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textureLoader->destroyTexture(textures.matCap);
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textureLoader->destroyTexture(textures.matCapArray);
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}
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}
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void loadTextures()
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void loadTextures()
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{
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{
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textureLoader->loadTexture(
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// Several mat caps are stored in a single texture array
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"./../data/textures/matcaps/jade.dds",
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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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"./../data/textures/matcap_array_rgba.ktx",
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_FORMAT_R8G8B8A8_UNORM,
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&textures.matCap);
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&textures.matCapArray);
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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@ -158,16 +163,6 @@ public:
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VkImageMemoryBarrier prePresentBarrier = vkTools::prePresentBarrier(swapChain.buffers[i].image);
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vkCmdPipelineBarrier(
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drawCmdBuffers[i],
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VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_FLAGS_NONE,
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0, nullptr,
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0, nullptr,
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1, &prePresentBarrier);
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err = vkEndCommandBuffer(drawCmdBuffers[i]);
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err = vkEndCommandBuffer(drawCmdBuffers[i]);
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assert(!err);
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assert(!err);
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}
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}
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@ -197,6 +192,8 @@ public:
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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err = vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE);
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assert(!err);
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assert(!err);
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submitPrePresentBarrier(swapChain.buffers[currentBuffer].image);
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err = swapChain.queuePresent(queue, currentBuffer);
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err = swapChain.queuePresent(queue, currentBuffer);
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assert(!err);
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assert(!err);
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@ -328,8 +325,8 @@ public:
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// Color map image descriptor
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// Color map image descriptor
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VkDescriptorImageInfo texDescriptorColorMap =
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VkDescriptorImageInfo texDescriptorColorMap =
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vkTools::initializers::descriptorImageInfo(
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vkTools::initializers::descriptorImageInfo(
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textures.matCap.sampler,
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textures.matCapArray.sampler,
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textures.matCap.view,
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textures.matCapArray.view,
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VK_IMAGE_LAYOUT_GENERAL);
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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@ -404,11 +401,11 @@ public:
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// Load shaders
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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#ifdef USE_GLSL
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#ifdef USE_GLSL
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shaderStages[0] = loadShaderGLSL("./../data/shaders/sem.vert", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShaderGLSL("./../data/shaders/sphericalenvmapping/sem.vert", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShaderGLSL("./../data/shaders/sem.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1] = loadShaderGLSL("./../data/shaders/sphericalenvmapping/sem.frag", VK_SHADER_STAGE_FRAGMENT_BIT);
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#else
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#else
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shaderStages[0] = loadShader("./../data/shaders/sem.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShader("./../data/shaders/sphericalenvmapping/sem.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader("./../data/shaders/sem.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1] = loadShader("./../data/shaders/sphericalenvmapping/sem.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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#endif
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#endif
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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@ -434,8 +431,6 @@ public:
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void prepareUniformBuffers()
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void prepareUniformBuffers()
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{
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{
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VkResult err;
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// Vertex shader uniform buffer block
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// Vertex shader uniform buffer block
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createBuffer(
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createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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@ -450,7 +445,7 @@ public:
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void updateUniformBuffers()
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void updateUniformBuffers()
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{
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{
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uboVS.projection = glm::perspective(deg_to_rad(45.0f), (float)width / (float)height, 0.1f, 256.0f);
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uboVS.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 256.0f);
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uboVS.view = glm::lookAt(
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uboVS.view = glm::lookAt(
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glm::vec3(0, 0, -zoom),
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glm::vec3(0, 0, -zoom),
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@ -459,9 +454,9 @@ public:
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);
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);
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uboVS.model = glm::mat4();
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uboVS.model = glm::mat4();
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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uboVS.model = glm::rotate(uboVS.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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uboVS.normal = glm::inverseTranspose(uboVS.view * uboVS.model);
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uboVS.normal = glm::inverseTranspose(uboVS.view * uboVS.model);
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@ -501,6 +496,20 @@ public:
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updateUniformBuffers();
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updateUniformBuffers();
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}
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}
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void changeMatCapIndex(uint32_t delta)
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{
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uboVS.texIndex += delta;
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if (uboVS.texIndex < 0)
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{
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uboVS.texIndex = 0;
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}
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if (uboVS.texIndex > textures.matCapArray.layerCount)
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{
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uboVS.texIndex = textures.matCapArray.layerCount;
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}
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updateUniformBuffers();
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}
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};
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};
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VulkanExample *vulkanExample;
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VulkanExample *vulkanExample;
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@ -512,6 +521,18 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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if (vulkanExample != NULL)
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if (vulkanExample != NULL)
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{
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{
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vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
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vulkanExample->handleMessages(hWnd, uMsg, wParam, lParam);
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if (uMsg == WM_KEYDOWN)
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{
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switch (wParam)
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{
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case VK_ADD:
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vulkanExample->changeMatCapIndex(1);
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break;
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case VK_SUBTRACT:
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vulkanExample->changeMatCapIndex(-1);
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break;
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}
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}
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}
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}
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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return (DefWindowProc(hWnd, uMsg, wParam, lParam));
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}
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}
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