Updated Flowgraph PUML file, documentation baby WOOOOOOOOOOOOOOOOOOOOOOOOO

This commit is contained in:
Lillian Salehi 2024-10-16 06:21:43 -05:00
parent af7b533f50
commit 0a7d5a787c
2 changed files with 30 additions and 11 deletions

View File

@ -30,7 +30,7 @@ split again
split split
://**createInstance()**//; <<procedure>> ://**createInstance()**//; <<procedure>>
split split
:Debug::checkUnavailableValidationLayers(); :**Debug**::checkUnavailableValidationLayers();
:**VkApplicationInfo** appInfo{}; :**VkApplicationInfo** appInfo{};
://set appInfo data, Vulkan version,// ://set appInfo data, Vulkan version,//
//Engine version and name, and title//; //Engine version and name, and title//;
@ -39,16 +39,17 @@ split
:Debug::vulkanDebugSetup(createInfo, vulkaninstance); :Debug::vulkanDebugSetup(createInfo, vulkaninstance);
end split end split
split again split again
:Debug::setupDebugMessenger(VkInstance&); :**Debug**::setupDebugMessenger(VkInstance&);
note right: Setup debug messenger, print data to console note right: Setup debug messenger, print data to console
:glfwCreateWindowSurface(...);
partition "**DeviceControl**" {
:createSurface(...);
note right note right
This function handles Window System Integration This function handles Window System Integration
automatically across platforms based on build environment. automatically across platforms based on build environment.
==== ====
//Basically, this is an abstraction of the Window across platforms// //Basically, this is an abstraction of the Window across platforms//
end note end note
partition "**DeviceControl**" {
:pickPhysicalDevice(...); :pickPhysicalDevice(...);
note right note right
Enumerate through GPU's in the Enumerate through GPU's in the
@ -97,11 +98,6 @@ partition "**Graphics**" {
step of the render pipeline and sets the settings we step of the render pipeline and sets the settings we
desire for each step! **HEAVILY** documented. desire for each step! **HEAVILY** documented.
end note end note
:createFramebuffers(...);
note right
This function creates framebuffers for all the images
that are queued to be displayed, very important!
end note
:createCommandPool(...); :createCommandPool(...);
note right note right
Commands in Vulkan are not executed using function calls Commands in Vulkan are not executed using function calls
@ -109,7 +105,20 @@ partition "**Graphics**" {
buffer objects, pools manage the memory used for buffers. buffer objects, pools manage the memory used for buffers.
end note end note
} }
partition "**TextureLibraries**" {
:**Texture**::createDepthResources();
note right
This function sets up the image views and sets for the
depth testing buffer to handle objects above or below
other objects!
end note
:**Graphics**::createFramebuffers(...);
note right
This function creates framebuffers for all the images
that are queued to be displayed, very important!
end note
partition "**Texture**" {
:createTextureImage(); :createTextureImage();
note right note right
This function imports the pixels from an image, puts them This function imports the pixels from an image, puts them
@ -132,6 +141,16 @@ partition "**TextureLibraries**" {
//Mipmap modes// //Mipmap modes//
end note end note
} }
partition "**Model**" {
:loadModel();
note right
Exactly what it sounds like, as of now, call our function
to load .OBJ files with STB. Obviously want to support FBX
in the future but the format is quite complex.
This function simply loads vertices and indices into the
arrays to be parsed!
end note
}
partition "**Buffers**" { partition "**Buffers**" {
:createVertexBuffer(); :createVertexBuffer();
note right note right

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