fix cleanup function, at todo for broken indice buffer.
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0a7d5a787c
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57496aea2c
@ -1,4 +1,5 @@
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#include "entrypoint.h"
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#include "global.h"
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VkInstance vulkaninstance;
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@ -83,14 +84,13 @@ void mainLoop() {
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void cleanup() {
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render_present::Render::cleanupSwapChain();
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texture_libs::Texture::createTextureSampler();
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texture_libs::Texture::destroyTextureImage();
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buffers_libs::Buffers::destroyUniformBuffer();
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buffers_libs::Buffers::destroyDescriptorPool();
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vkDestroyDescriptorSetLayout(Global::device, Global::descriptorSetLayout, nullptr);
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graphics_pipeline::Graphics::destroyGraphicsPipeline();
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graphics_pipeline::Graphics::destroyRenderPass();
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buffers_libs::Buffers::destroyUniformBuffer();
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buffers_libs::Buffers::destroyDescriptorPool();
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texture_libs::Texture::destroyTextureSampler();
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texture_libs::Texture::destroyTextureImage();
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vkDestroyDescriptorSetLayout(Global::device, Global::descriptorSetLayout, nullptr);
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buffers_libs::Buffers::destroyBuffers();
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render_present::Render::destroyFenceSemaphores();
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graphics_pipeline::Graphics::destroyCommandPool();
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@ -200,7 +200,7 @@ namespace buffers_libs {
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Global::UniformBufferObject ubo{};
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ubo.time = time;
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// Modify the model projection transformation to rotate around the Z over time.
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ubo.model = glm::rotate(glm::mat4(1.0f), glm::radians(30.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(30.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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// Modify the view transformation to look at the object from above at a 45 degree angle.
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// This takes the eye position, center position, and the up direction.
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ubo.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
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@ -23,11 +23,14 @@ namespace modellib {
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if(!reader.Error().empty()) {
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throw std::runtime_error(reader.Error());
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}
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if(!reader.Warning().empty()) {
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throw std::runtime_error(reader.Warning());
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}
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}
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auto& attrib = reader.GetAttrib();
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auto& shapes = reader.GetShapes();
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auto& materials = reader.GetMaterials();
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//auto& materials = reader.GetMaterials();
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for (const auto& shape : shapes) {
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for (const auto& index : shape.mesh.indices) {
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@ -39,11 +42,11 @@ namespace modellib {
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attrib.vertices[3 * index.vertex_index + 2]
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};
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//TODO: Major fix here, running anything but the viking room OBJ crashes on texcoord assignment!
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vertex.texCoord = {
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attrib.texcoords[2 * index.texcoord_index + 0],
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1.0f - attrib.texcoords[2 * index.texcoord_index + 1]
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};
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vertex.color = {1.0f, 1.0f, 1.0f};
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if (uniqueVertices.count(vertex) == 0) {
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