Depth buffering set up! Needs documentation and cleanup (again...)
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@@ -2,6 +2,8 @@
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#include "graphicspipeline.h"
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#include "../devicelibrary.h"
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#include "../entrypoint.h"
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#include "texture.h"
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#include <vulkan/vulkan_core.h>
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namespace RenderPresent {
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std::vector<VkSemaphore> imageAvailableSemaphores;
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@@ -10,6 +12,7 @@ namespace RenderPresent {
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Graphics::graphicspipeline pipeline;
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DeviceControl::devicelibrary deviceLibs;
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BuffersLibraries::buffers buffers;
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TextureLibraries::texture tex;
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void recreateSwapChain() {
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int width = 0, height = 0;
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@@ -30,6 +33,7 @@ namespace RenderPresent {
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deviceLibs.createSwapChain(Global::window);
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deviceLibs.createImageViews();
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tex.createDepthResources();
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pipeline.createFramebuffers();
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}
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// At a high level, rendering in Vulkan consists of 5 steps:
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@@ -153,6 +157,9 @@ namespace RenderPresent {
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}
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}
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void render::cleanupSwapChain() {
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vkDestroyImageView(Global::device, Global::depthImageView, nullptr);
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vkDestroyImage(Global::device, Global::depthImage, nullptr);
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vkFreeMemory(Global::device, Global::depthImageMemory, nullptr);
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for(auto framebuffer : pipeline.getSwapChainFramebuffers()) {
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vkDestroyFramebuffer(Global::device, framebuffer, nullptr);
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}
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