Multiple Object renderinggit add .git add . Completely revamped the model loading system using Model class instances, uses a Material class to build textures, clean slated descriptor sets for bindless rendering, significantly shortening the amount of code needed to load VkImage, VkImageView, and VkSampler. Added multiple texture rendering, abstracted out model loading process to automatically collect all Model instances and render for each object.
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@@ -59,16 +59,12 @@ void Render::drawFrame() {
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throw std::runtime_error("failed to acquire swap chain image!");
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}
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Buffers::updateUniformBuffer(currentFrame);
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vkResetFences(DeviceControl::getDevice(), 1, &inFlightFences[currentFrame]);
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vkResetCommandBuffer(Buffers::getCommandBuffers()[currentFrame],
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/*VkCommandBufferResetFlagBits*/ 0);
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Graphics::recordCommandBuffer(Buffers::getCommandBuffers()[currentFrame],
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imageIndex);
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ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(),
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Buffers::getCommandBuffers()[currentFrame]);
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VkSubmitInfo submitInfo{};
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submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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