Implemented Depth Buffering
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+25
-10
@@ -10,6 +10,7 @@
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -32,7 +33,7 @@ namespace vapp{
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const VkPresentModeKHR WISHED_PRESENT_MODE = VK_PRESENT_MODE_MAILBOX_KHR;
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struct Vertex{
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glm::vec2 pos;
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glm::vec3 pos;
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glm::vec3 color;
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glm::vec2 texCoord;
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@@ -51,7 +52,7 @@ namespace vapp{
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attributeDescriptions[0].binding = 0;
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attributeDescriptions[0].location = 0;
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attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
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attributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDescriptions[0].offset = offsetof(Vertex, pos);
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attributeDescriptions[1].binding = 0;
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@@ -68,16 +69,23 @@ namespace vapp{
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}
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};
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// TODO: Remove
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const std::vector<Vertex> vertices = {
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{{-0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
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{{0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
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{{-0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}, {1.0f, 1.0f}}
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{{-0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
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{{0.5f, -0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
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{{-0.5f, 0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}},
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{{-0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
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{{0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 0.0f}},
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{{0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
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{{-0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f}}
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};
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// uint16_t also possible -> change in vkCmdBindIndexBuffer also
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const std::vector<uint32_t> indices = { 0, 1, 2, 2, 3, 0 };
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const std::vector<uint32_t> indices = {
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4
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};
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// END Remove
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struct UniformBufferObject{
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@@ -163,6 +171,10 @@ namespace vapp{
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VkImageView textureImageView;
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VkSampler textureSampler;
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VkImage depthImage;
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VkDeviceMemory depthImageMemory;
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VkImageView depthImageView;
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#pragma endregion
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bool checkValidationLayerSupport();
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@@ -186,15 +198,18 @@ namespace vapp{
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void createGraphicsPipeline();
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VkShaderModule createShaderModule(const std::vector<char>& code);
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void createRenderPass();
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void createFrameBuffers();
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void createFramebuffers();
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void createCommandPool();
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VkFormat findSupportedFormat(const std::vector<VkFormat> &candidates, VkImageTiling tiling, VkFormatFeatureFlags features);
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VkFormat findDepthFormat();
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void createDepthResources();
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VkCommandBuffer beginSingleTimeCommands();
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void endSingleTimeCommands(VkCommandBuffer commandBuffer);
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void transitionImageLayout(VkImage image, VkFormat format, VkImageLayout oldLayout, VkImageLayout newLayout);
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void copyBufferToImage(VkBuffer buffer, VkImage image, uint32_t width, uint32_t height);
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void createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory &imageMemory);
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void createTextureImage();
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VkImageView createImageView(VkImage image, VkFormat format);
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VkImageView createImageView(VkImage image, VkFormat format, VkImageAspectFlags aspectFlags);
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void createTextureImageView();
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void createTextureSampler();
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uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties);
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