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