procedural-3d-engine/base/memory/VulkanTexture.h
Claude Code 09ba229353
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Initial procedural 3D engine setup
- Updated README.md with modern project structure and features
- Cleaned up Android build files (not needed for desktop engine)
- Restructured as procedural 3D engine with ImGui integration
- Based on Sascha Willems Vulkan framework with dynamic rendering
- Added comprehensive build instructions and camera system docs

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-17 18:56:17 +02:00

97 lines
2.6 KiB
C++

/*
* Vulkan texture loader
*
* Copyright(C) by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license(MIT) (http://opensource.org/licenses/MIT)
*/
#pragma once
#include <fstream>
#include <stdlib.h>
#include <string>
#include <vector>
#include "vulkan/vulkan.h"
#include <ktx.h>
#include <ktxvulkan.h>
#include "VulkanBuffer.h"
#include "../device/VulkanDevice.h"
#include "../core/VulkanTools.h"
#if defined(__ANDROID__)
# include <android/asset_manager.h>
#endif
namespace vks
{
class Texture
{
public:
vks::VulkanDevice * device;
VkImage image;
VkImageLayout imageLayout;
VkDeviceMemory deviceMemory;
VkImageView view;
uint32_t width, height;
uint32_t mipLevels;
uint32_t layerCount;
VkDescriptorImageInfo descriptor;
VkSampler sampler;
void updateDescriptor();
void destroy();
ktxResult loadKTXFile(std::string filename, ktxTexture **target);
};
class Texture2D : public Texture
{
public:
void loadFromFile(
std::string filename,
VkFormat format,
vks::VulkanDevice *device,
VkQueue copyQueue,
VkImageUsageFlags imageUsageFlags = VK_IMAGE_USAGE_SAMPLED_BIT,
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
bool forceLinear = false);
void fromBuffer(
void * buffer,
VkDeviceSize bufferSize,
VkFormat format,
uint32_t texWidth,
uint32_t texHeight,
vks::VulkanDevice *device,
VkQueue copyQueue,
VkFilter filter = VK_FILTER_LINEAR,
VkImageUsageFlags imageUsageFlags = VK_IMAGE_USAGE_SAMPLED_BIT,
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
};
class Texture2DArray : public Texture
{
public:
void loadFromFile(
std::string filename,
VkFormat format,
vks::VulkanDevice *device,
VkQueue copyQueue,
VkImageUsageFlags imageUsageFlags = VK_IMAGE_USAGE_SAMPLED_BIT,
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
};
class TextureCubeMap : public Texture
{
public:
void loadFromFile(
std::string filename,
VkFormat format,
vks::VulkanDevice *device,
VkQueue copyQueue,
VkImageUsageFlags imageUsageFlags = VK_IMAGE_USAGE_SAMPLED_BIT,
VkImageLayout imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
};
} // namespace vks