source: opengl-game/vulkan-game.hpp@ b8efa56

feature/imgui-sdl
Last change on this file since b8efa56 was b8efa56, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

In VulkanGame, change the asteroid pipeline to use ModelVertex

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File size: 21.1 KB
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1#ifndef _VULKAN_GAME_H
2#define _VULKAN_GAME_H
3
4#include <algorithm>
5#include <chrono>
6#include <map>
7#include <vector>
8
9#include <vulkan/vulkan.h>
10
11#include <SDL2/SDL.h>
12#include <SDL2/SDL_ttf.h>
13
14#define GLM_FORCE_RADIANS
15#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Since, in Vulkan, the depth range is 0 to 1 instead of -1 to 1
16#define GLM_FORCE_RIGHT_HANDED
17
18#include <glm/glm.hpp>
19#include <glm/gtc/matrix_transform.hpp>
20
21#include "IMGUI/imgui_impl_vulkan.h"
22
23#include "consts.hpp"
24#include "graphics-pipeline_vulkan.hpp"
25#include "game-gui-sdl.hpp"
26#include "utils.hpp"
27#include "vulkan-utils.hpp"
28
29using namespace glm;
30using namespace std::chrono;
31
32#ifdef NDEBUG
33 const bool ENABLE_VALIDATION_LAYERS = false;
34#else
35 const bool ENABLE_VALIDATION_LAYERS = true;
36#endif
37
38// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
39// by consolidating some and trying to keep new ones to a minimum
40
41struct OverlayVertex {
42 vec3 pos;
43 vec2 texCoord;
44};
45
46struct ModelVertex {
47 vec3 pos;
48 vec3 color;
49 vec2 texCoord;
50 vec3 normal;
51 unsigned int objIndex;
52};
53
54struct LaserVertex {
55 vec3 pos;
56 vec2 texCoord;
57 unsigned int objIndex;
58};
59
60struct ExplosionVertex {
61 vec3 particleStartVelocity;
62 float particleStartTime;
63 unsigned int objIndex;
64};
65
66struct SSBO_ModelObject {
67 alignas(16) mat4 model;
68};
69
70struct SSBO_Asteroid {
71 alignas(16) mat4 model;
72 alignas(4) float hp;
73 alignas(4) unsigned int deleted;
74};
75
76struct SSBO_Laser {
77 alignas(16) mat4 model;
78 alignas(4) vec3 color;
79 alignas(4) unsigned int deleted;
80};
81
82struct SSBO_Explosion {
83 alignas(16) mat4 model;
84 alignas(4) float explosionStartTime;
85 alignas(4) float explosionDuration;
86 alignas(4) unsigned int deleted;
87};
88
89struct UBO_VP_mats {
90 alignas(16) mat4 view;
91 alignas(16) mat4 proj;
92};
93
94struct UBO_Explosion {
95 alignas(16) mat4 view;
96 alignas(16) mat4 proj;
97 alignas(4) float cur_time;
98};
99
100// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
101// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
102// TODO: Maybe create a typedef for each of the templated SceneObject types
103template<class VertexType, class SSBOType>
104struct SceneObject {
105 vector<VertexType> vertices;
106 vector<uint16_t> indices;
107 SSBOType ssbo;
108
109 mat4 model_base;
110 mat4 model_transform;
111
112 bool modified;
113
114 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
115 // parent class
116 vec3 center; // currently only matters for asteroids
117 float radius; // currently only matters for asteroids
118 SceneObject<ModelVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
119};
120
121// TODO: Have to figure out how to include an optional ssbo parameter for each object
122// Could probably use the same approach to make indices optional
123// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
124// them mamdatory
125
126
127// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
128
129struct BaseEffectOverTime {
130 bool deleted;
131
132 virtual void applyEffect(float curTime) = 0;
133
134 BaseEffectOverTime() :
135 deleted(false) {
136 }
137
138 virtual ~BaseEffectOverTime() {
139 }
140};
141
142template<class VertexType, class SSBOType>
143struct EffectOverTime : public BaseEffectOverTime {
144 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
145 vector<SceneObject<VertexType, SSBOType>>& objects;
146 unsigned int objectIndex;
147 size_t effectedFieldOffset;
148 float startValue;
149 float startTime;
150 float changePerSecond;
151
152 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
153 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
154 size_t effectedFieldOffset, float startTime, float changePerSecond) :
155 pipeline(pipeline),
156 objects(objects),
157 objectIndex(objectIndex),
158 effectedFieldOffset(effectedFieldOffset),
159 startTime(startTime),
160 changePerSecond(changePerSecond) {
161 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
162
163 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
164 ssboOffset + effectedFieldOffset;
165
166 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
167 }
168
169 void applyEffect(float curTime) {
170 if (objects[objectIndex].ssbo.deleted) {
171 this->deleted = true;
172 return;
173 }
174
175 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
176
177 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
178 ssboOffset + effectedFieldOffset;
179
180 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
181
182 objects[objectIndex].modified = true;
183 }
184};
185
186// TODO: Maybe move this to a different header
187
188enum UIValueType {
189 UIVALUE_INT,
190 UIVALUE_DOUBLE,
191};
192
193struct UIValue {
194 UIValueType type;
195 string label;
196 void* value;
197
198 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
199};
200
201class VulkanGame {
202
203 public:
204
205 VulkanGame();
206 ~VulkanGame();
207
208 void run(int width, int height, unsigned char guiFlags);
209
210 private:
211
212 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
213 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
214 VkDebugUtilsMessageTypeFlagsEXT messageType,
215 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
216 void* pUserData);
217
218 // TODO: Maybe pass these in as parameters to some Camera class
219 const float NEAR_CLIP = 0.1f;
220 const float FAR_CLIP = 100.0f;
221 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
222
223 const int EXPLOSION_PARTICLE_COUNT = 300;
224 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
225
226 bool done;
227
228 vec3 cam_pos;
229
230 // TODO: Good place to start using smart pointers
231 GameGui* gui;
232
233 SDL_version sdlVersion;
234 SDL_Window* window = nullptr;
235
236 int drawableWidth, drawableHeight;
237
238 VkInstance instance;
239 VkDebugUtilsMessengerEXT debugMessenger;
240 VkSurfaceKHR vulkanSurface;
241 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
242 VkDevice device;
243
244 VkQueue graphicsQueue;
245 VkQueue presentQueue;
246
247 // TODO: Maybe make a swapchain struct for convenience
248 VkSurfaceFormatKHR swapChainSurfaceFormat;
249 VkPresentModeKHR swapChainPresentMode;
250 VkExtent2D swapChainExtent;
251 uint32_t swapChainMinImageCount;
252 uint32_t swapChainImageCount;
253 VkSwapchainKHR swapChain;
254 vector<VkImage> swapChainImages;
255 vector<VkImageView> swapChainImageViews;
256 vector<VkFramebuffer> swapChainFramebuffers;
257
258 VkRenderPass renderPass;
259
260 VkCommandPool resourceCommandPool;
261
262 vector<VkCommandPool> commandPools;
263 vector<VkCommandBuffer> commandBuffers;
264
265 VulkanImage depthImage;
266
267 // These are per frame
268 vector<VkSemaphore> imageAcquiredSemaphores;
269 vector<VkSemaphore> renderCompleteSemaphores;
270
271 // These are per swap chain image
272 vector<VkFence> inFlightFences;
273
274 uint32_t imageIndex;
275 uint32_t currentFrame;
276
277 bool shouldRecreateSwapChain;
278
279 VkSampler textureSampler;
280
281 VulkanImage floorTextureImage;
282 VkDescriptorImageInfo floorTextureImageDescriptor;
283
284 VulkanImage laserTextureImage;
285 VkDescriptorImageInfo laserTextureImageDescriptor;
286
287 mat4 viewMat, projMat;
288
289 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
290 VkDescriptorPool imguiDescriptorPool;
291
292 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
293 // while working on graphics-library. Double-check exactly what this was and note it down here.
294 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
295 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
296 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
297 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
298 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> shipPipeline;
299 GraphicsPipeline_Vulkan<ModelVertex, SSBO_Asteroid> asteroidPipeline;
300 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
301 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
302
303 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
304 // per pipeline.
305 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
306 // the objects vector, the ubo, and the ssbo
307
308 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
309 // if there is a need to add other uniform variables to one or more of the shaders
310
311 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
312
313 vector<VkBuffer> uniformBuffers_modelPipeline;
314 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
315 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
316
317 UBO_VP_mats object_VP_mats;
318
319 vector<SceneObject<ModelVertex, SSBO_ModelObject>> shipObjects;
320
321 vector<VkBuffer> uniformBuffers_shipPipeline;
322 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
323 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
324
325 UBO_VP_mats ship_VP_mats;
326
327 vector<SceneObject<ModelVertex, SSBO_Asteroid>> asteroidObjects;
328
329 vector<VkBuffer> uniformBuffers_asteroidPipeline;
330 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
331 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
332
333 UBO_VP_mats asteroid_VP_mats;
334
335 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
336
337 vector<VkBuffer> uniformBuffers_laserPipeline;
338 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
339 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
340
341 UBO_VP_mats laser_VP_mats;
342
343 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
344
345 vector<VkBuffer> uniformBuffers_explosionPipeline;
346 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
347 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
348
349 UBO_Explosion explosion_UBO;
350
351 vector<BaseEffectOverTime*> effects;
352
353 float shipSpeed = 0.5f;
354 float asteroidSpeed = 2.0f;
355
356 float spawnRate_asteroid = 0.5;
357 float lastSpawn_asteroid;
358
359 unsigned int leftLaserIdx = -1;
360 EffectOverTime<ModelVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
361
362 unsigned int rightLaserIdx = -1;
363 EffectOverTime<ModelVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
364
365 /*** High-level vars ***/
366
367 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
368 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
369
370 map<string, vector<UIValue>> valueLists;
371
372 int score;
373 float fps;
374
375 // TODO: Make a separate TImer class
376 time_point<steady_clock> startTime;
377 float fpsStartTime, curTime, prevTime, elapsedTime;
378
379 int frameCount;
380
381 /*** Functions ***/
382
383 bool initUI(int width, int height, unsigned char guiFlags);
384 void initVulkan();
385 void initGraphicsPipelines();
386 void initMatrices();
387 void renderLoop();
388 void updateScene();
389 void cleanup();
390
391 void createVulkanInstance(const vector<const char*>& validationLayers);
392 void setupDebugMessenger();
393 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
394 void createVulkanSurface();
395 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
396 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
397 void createLogicalDevice(const vector<const char*>& validationLayers,
398 const vector<const char*>& deviceExtensions);
399 void chooseSwapChainProperties();
400 void createSwapChain();
401 void createImageViews();
402 void createResourceCommandPool();
403 void createImageResources();
404 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
405 void createRenderPass();
406 void createCommandPools();
407 void createFramebuffers();
408 void createCommandBuffers();
409 void createSyncObjects();
410
411 void createTextureSampler();
412
413 void initImGuiOverlay();
414 void cleanupImGuiOverlay();
415
416 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
417 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
418 vector<VkDescriptorBufferInfo>& bufferInfoList);
419
420 // TODO: Since addObject() returns a reference to the new object now,
421 // stop using objects.back() to access the object that was just created
422 template<class VertexType, class SSBOType>
423 SceneObject<VertexType, SSBOType>& addObject(
424 vector<SceneObject<VertexType, SSBOType>>& objects,
425 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
426 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
427 bool pipelinesCreated);
428
429 template<class VertexType>
430 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
431
432 template<class VertexType>
433 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
434
435 template<class VertexType, class SSBOType>
436 void centerObject(SceneObject<VertexType, SSBOType>& object);
437
438 template<class VertexType, class SSBOType>
439 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
440 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
441
442 template<class VertexType, class SSBOType>
443 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
444 SceneObject<VertexType, SSBOType>& obj, size_t index);
445
446 void addLaser(vec3 start, vec3 end, vec3 color, float width);
447 void translateLaser(size_t index, const vec3& translation);
448 void updateLaserTarget(size_t index);
449 bool getLaserAndAsteroidIntersection(SceneObject<ModelVertex, SSBO_Asteroid>& asteroid,
450 vec3& start, vec3& end, vec3& intersection);
451
452 void addExplosion(mat4 model_mat, float duration, float cur_time);
453
454 void renderFrame(ImDrawData* draw_data);
455 void presentFrame();
456
457 void recreateSwapChain();
458
459 void cleanupSwapChain();
460
461 /*** High-level functions ***/
462
463 void renderMainScreen(int width, int height);
464 void renderGameScreen(int width, int height);
465
466 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
467 void renderGuiValueList(vector<UIValue>& values);
468
469 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
470 void quitGame();
471};
472
473// Start of specialized no-op functions
474
475template<>
476inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
477}
478
479// End of specialized no-op functions
480
481// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
482// and to change the model matrix later by setting model_transform and then calling updateObject()
483// Figure out a better way to allow the model matrix to be set during objecting creation
484
485// TODO: Maybe return a reference to the object from this method if I decide that updating it
486// immediately after creation is a good idea (such as setting model_base)
487// Currently, model_base is set like this in a few places and the radius is set for asteroids
488// to account for scaling
489template<class VertexType, class SSBOType>
490SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
491 vector<SceneObject<VertexType, SSBOType>>& objects,
492 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
493 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
494 bool pipelinesCreated) {
495 // TODO: Use the model field of ssbo to set the object's model_base
496 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
497 size_t numVertices = pipeline.getNumVertices();
498
499 for (uint16_t& idx : indices) {
500 idx += numVertices;
501 }
502
503 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
504
505 SceneObject<VertexType, SSBOType>& obj = objects.back();
506
507 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
508 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
509 // type
510 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
511 centerObject(obj);
512 }
513
514 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
515 resourceCommandPool, graphicsQueue);
516
517 if (pipelinesCreated) {
518 vkDeviceWaitIdle(device);
519
520 for (uint32_t i = 0; i < swapChainImageCount; i++) {
521 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
522 }
523
524 // TODO: The pipeline recreation only has to be done once per frame where at least
525 // one SSBO is resized.
526 // Refactor the logic to check for any resized SSBOs after all objects for the frame
527 // are created and then recreate each of the corresponding pipelines only once per frame
528 if (storageBufferResized) {
529 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
530 pipeline.createDescriptorPool(swapChainImages);
531 pipeline.createDescriptorSets(swapChainImages);
532 }
533
534 createCommandBuffers();
535 }
536
537 return obj;
538}
539
540template<class VertexType>
541vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
542 for (VertexType& vertex : vertices) {
543 vertex.objIndex = objIndex;
544 }
545
546 return vertices;
547}
548
549// This function sets all the normals for a face to be parallel
550// This is good for models that should have distinct faces, but bad for models that should appear smooth
551// Maybe add an option to set all copies of a point to have the same normal and have the direction of
552// that normal be the weighted average of all the faces it is a part of, where the weight from each face
553// is its surface area.
554
555// TODO: Since the current approach to normal calculation basicaly makes indexed drawing useless, see if it's
556// feasible to automatically enable/disable indexed drawing based on which approach is used
557template<class VertexType>
558vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
559 for (unsigned int i = 0; i < vertices.size(); i += 3) {
560 vec3 p1 = vertices[i].pos;
561 vec3 p2 = vertices[i + 1].pos;
562 vec3 p3 = vertices[i + 2].pos;
563
564 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
565
566 // Add the same normal for all 3 vertices
567 vertices[i].normal = normal;
568 vertices[i + 1].normal = normal;
569 vertices[i + 2].normal = normal;
570 }
571
572 return vertices;
573}
574
575template<class VertexType, class SSBOType>
576void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
577 vector<VertexType>& vertices = object.vertices;
578
579 float min_x = vertices[0].pos.x;
580 float max_x = vertices[0].pos.x;
581 float min_y = vertices[0].pos.y;
582 float max_y = vertices[0].pos.y;
583 float min_z = vertices[0].pos.z;
584 float max_z = vertices[0].pos.z;
585
586 // start from the second point
587 for (unsigned int i = 1; i < vertices.size(); i++) {
588 vec3& pos = vertices[i].pos;
589
590 if (min_x > pos.x) {
591 min_x = pos.x;
592 } else if (max_x < pos.x) {
593 max_x = pos.x;
594 }
595
596 if (min_y > pos.y) {
597 min_y = pos.y;
598 } else if (max_y < pos.y) {
599 max_y = pos.y;
600 }
601
602 if (min_z > pos.z) {
603 min_z = pos.z;
604 } else if (max_z < pos.z) {
605 max_z = pos.z;
606 }
607 }
608
609 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
610
611 for (unsigned int i = 0; i < vertices.size(); i++) {
612 vertices[i].pos -= center;
613 }
614
615 object.radius = std::max(max_x - center.x, max_y - center.y);
616 object.radius = std::max(object.radius, max_z - center.z);
617
618 object.center = vec3(0.0f, 0.0f, 0.0f);
619}
620
621// TODO: Just pass in the single object instead of a list of all of them
622template<class VertexType, class SSBOType>
623void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
624 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
625 SceneObject<VertexType, SSBOType>& obj = objects[index];
626
627 obj.ssbo.model = obj.model_transform * obj.model_base;
628 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
629
630 pipeline.updateObject(index, obj.ssbo);
631
632 obj.modified = false;
633}
634
635template<class VertexType, class SSBOType>
636void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
637 SceneObject<VertexType, SSBOType>& obj, size_t index) {
638 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
639}
640
641#endif // _VULKAN_GAME_H
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