text: #ifndef VULKAN_FRACTALSHADER_IVULKANSCENE_HPP
  #define VULKAN_FRACTALSHADER_IVULKANSCENE_HPP
  /****************************************************************************************************************************************************
   * Copyright 2019 NXP
   * All rights reserved.
   *
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions are met:
   *
   *    * Redistributions of source code must retain the above copyright notice,
   *      this list of conditions and the following disclaimer.
   *
   *    * Redistributions in binary form must reproduce the above copyright notice,
   *      this list of conditions and the following disclaimer in the documentation
   *      and/or other materials provided with the distribution.
   *
   *    * Neither the name of the NXP. nor the names of
   *      its contributors may be used to endorse or promote products derived from
   *      this software without specific prior written permission.
   *
   * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
   * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
   * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
   * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
   * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
   * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
   * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
   * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
   * OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
   * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *
   ****************************************************************************************************************************************************/
  
  #include <FslBase/Math/Matrix.hpp>
  #include <FslBase/Math/Matrix3.hpp>
  #include <FslBase/Math/Vector4.hpp>
  #include <FslDemoApp/Base/DemoAppConfig.hpp>
  #include <FslDemoApp/Base/DemoTime.hpp>
  #include <FslDemoApp/Base/Service/Content/IContentManager.hpp>
  #include <FslDemoApp/Vulkan/Basic/BuildResourcesContext.hpp>
  #include <vulkan/vulkan.h>
  
  namespace Fsl
  {
    class IVulkanScene
    {
    public:
      virtual ~IVulkanScene() = default;
  
      virtual void OnBuildResources(const VulkanBasic::BuildResourcesContext& /*context*/, const VkRenderPass /*hRenderPass*/){};
      virtual void OnFreeResources(){};
  
      virtual void Update(const DemoTime& demoTime) = 0;
      // virtual void PreDraw(const uint32_t frameIndex, const VkCommandBuffer hCmdBuffer) = 0;
      virtual void Draw(const uint32_t frameIndex, const VkCommandBuffer hCmdBuffer) = 0;
    };
  }
  
  #endif
  