.OBJ Loading
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10
src/global.h
10
src/global.h
@@ -6,6 +6,7 @@
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#include <glm/ext/vector_float3.hpp>
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#include <glm/fwd.hpp>
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#include <iostream>
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#include <ostream>
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#include <vector>
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#include <optional>
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#include <vulkan/vulkan_core.h>
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@@ -40,6 +41,10 @@ namespace Global {
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extern VkImageView depthImageView;
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extern VkImage depthImage;
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extern VkDeviceMemory depthImageMemory;
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const std::string MODEL_PATH = "assets/models/viking_room.obj";
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const std::string TEXTURE_PATH = "assets/textures/viking_room.png";
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struct UniformBufferObject {
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float time;
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@@ -82,9 +87,12 @@ namespace Global {
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return attributeDescriptions;
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}
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};
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const uint32_t WIDTH = 800;
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const uint32_t HEIGHT = 800;
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extern std::vector<Vertex> vertices;
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// Index buffer definition, showing which points to reuse.
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extern std::vector<uint32_t> indices;
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struct QueueFamilyIndices {
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// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
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// therefore, we take into account both for completion.
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