55 lines
1.0 KiB
C++
55 lines
1.0 KiB
C++
#pragma once
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#define VULKAN_HPP_NO_STRUCT_CONSTRUCTORS
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#include <vulkan/vulkan.hpp>
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#include <Memory/Buffer.hpp>
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#include <glm/glm.hpp>
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#include <memory>
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#include <util/glsl_types.hpp>
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using namespace glsl;
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/* Uniform:
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*
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layout (set = 0, binding = 0) uniform Matrices {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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uint n_objects;
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};
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*/
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struct UniformData {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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uint n_objects;
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};
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struct UniformBuffer {
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UniformBuffer(vk::PhysicalDevice phys_dev, vk::Device dev);
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std::unique_ptr<Buffer> buffer;
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void upload(const UniformData& data);
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inline operator vk::Buffer& () const {
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return *buffer;
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}
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inline vk::DescriptorSetLayoutBinding binding(uint32_t binding, vk::ShaderStageFlags stages = vk::ShaderStageFlagBits::eAll) {
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return vk::DescriptorSetLayoutBinding {
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.binding = binding,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
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.descriptorCount = 1,
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.stageFlags = stages,
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.pImmutableSamplers = nullptr,
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};
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}
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}; |