source: opengl-game/vulkan-game.hpp@ cefdf23

feature/imgui-sdl
Last change on this file since cefdf23 was cefdf23, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

Rename createImguiDescriptorPool and createImguiDescriptorPool to
initImGuiOverlay and cleanupImGuiOverlay respectively and move all
ImGui-related init and cleanup code into them

  • Property mode set to 100644
File size: 20.7 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 "vulkan-utils.hpp"
25#include "graphics-pipeline_vulkan.hpp"
26#include "game-gui-sdl.hpp"
27
28using namespace glm;
29using namespace std::chrono;
30
31#ifdef NDEBUG
32 const bool ENABLE_VALIDATION_LAYERS = false;
33#else
34 const bool ENABLE_VALIDATION_LAYERS = true;
35#endif
36
37// TODO: Consider if there is a better way of dealing with all the vertex types and ssbo types, maybe
38// by consolidating some and trying to keep new ones to a minimum
39
40struct OverlayVertex {
41 vec3 pos;
42 vec2 texCoord;
43};
44
45struct ModelVertex {
46 vec3 pos;
47 vec3 color;
48 vec2 texCoord;
49 unsigned int objIndex;
50};
51
52struct ShipVertex {
53 vec3 pos;
54 vec3 color;
55 vec3 normal;
56 unsigned int objIndex;
57};
58
59struct AsteroidVertex {
60 vec3 pos;
61 vec3 color;
62 vec3 normal;
63 unsigned int objIndex;
64};
65
66struct LaserVertex {
67 vec3 pos;
68 vec2 texCoord;
69 unsigned int objIndex;
70};
71
72struct ExplosionVertex {
73 vec3 particleStartVelocity;
74 float particleStartTime;
75 unsigned int objIndex;
76};
77
78struct SSBO_ModelObject {
79 alignas(16) mat4 model;
80};
81
82struct SSBO_Asteroid {
83 alignas(16) mat4 model;
84 alignas(4) float hp;
85 alignas(4) unsigned int deleted;
86};
87
88struct SSBO_Laser {
89 alignas(16) mat4 model;
90 alignas(4) vec3 color;
91 alignas(4) unsigned int deleted;
92};
93
94struct SSBO_Explosion {
95 alignas(16) mat4 model;
96 alignas(4) float explosionStartTime;
97 alignas(4) float explosionDuration;
98 alignas(4) unsigned int deleted;
99};
100
101struct UBO_VP_mats {
102 alignas(16) mat4 view;
103 alignas(16) mat4 proj;
104};
105
106struct UBO_Explosion {
107 alignas(16) mat4 view;
108 alignas(16) mat4 proj;
109 alignas(4) float cur_time;
110};
111
112// TODO: Change the index type to uint32_t and check the Vulkan Tutorial loading model section as a reference
113// TODO: Create a typedef for index type so I can easily change uin16_t to something else later
114// TODO: Maybe create a typedef for each of the templated SceneObject types
115template<class VertexType, class SSBOType>
116struct SceneObject {
117 vector<VertexType> vertices;
118 vector<uint16_t> indices;
119 SSBOType ssbo;
120
121 mat4 model_base;
122 mat4 model_transform;
123
124 bool modified;
125
126 // TODO: Figure out if I should make child classes that have these fields instead of putting them in the
127 // parent class
128 vec3 center; // currently only matters for asteroids
129 float radius; // currently only matters for asteroids
130 SceneObject<AsteroidVertex, SSBO_Asteroid>* targetAsteroid; // currently only used for lasers
131};
132
133// TODO: Have to figure out how to include an optional ssbo parameter for each object
134// Could probably use the same approach to make indices optional
135// Figure out if there are sufficient use cases to make either of these optional or is it fine to make
136// them mamdatory
137
138
139// TODO: Look into using dynamic_cast to check types of SceneObject and EffectOverTime
140
141struct BaseEffectOverTime {
142 bool deleted;
143
144 virtual void applyEffect(float curTime) = 0;
145
146 BaseEffectOverTime() :
147 deleted(false) {
148 }
149
150 virtual ~BaseEffectOverTime() {
151 }
152};
153
154template<class VertexType, class SSBOType>
155struct EffectOverTime : public BaseEffectOverTime {
156 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline;
157 vector<SceneObject<VertexType, SSBOType>>& objects;
158 unsigned int objectIndex;
159 size_t effectedFieldOffset;
160 float startValue;
161 float startTime;
162 float changePerSecond;
163
164 EffectOverTime(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
165 vector<SceneObject<VertexType, SSBOType>>& objects, unsigned int objectIndex,
166 size_t effectedFieldOffset, float startTime, float changePerSecond) :
167 pipeline(pipeline),
168 objects(objects),
169 objectIndex(objectIndex),
170 effectedFieldOffset(effectedFieldOffset),
171 startTime(startTime),
172 changePerSecond(changePerSecond) {
173 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
174
175 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
176 ssboOffset + effectedFieldOffset;
177
178 startValue = *reinterpret_cast<float*>(effectedFieldPtr);
179 }
180
181 void applyEffect(float curTime) {
182 if (objects[objectIndex].ssbo.deleted) {
183 this->deleted = true;
184 return;
185 }
186
187 size_t ssboOffset = offset_of(&SceneObject<VertexType, SSBOType>::ssbo);
188
189 unsigned char* effectedFieldPtr = reinterpret_cast<unsigned char*>(&objects[objectIndex]) +
190 ssboOffset + effectedFieldOffset;
191
192 *reinterpret_cast<float*>(effectedFieldPtr) = startValue + (curTime - startTime) * changePerSecond;
193
194 objects[objectIndex].modified = true;
195 }
196};
197
198// TODO: Maybe move this to a different header
199
200enum UIValueType {
201 UIVALUE_INT,
202 UIVALUE_DOUBLE,
203};
204
205struct UIValue {
206 UIValueType type;
207 string label;
208 void* value;
209
210 UIValue(UIValueType _type, string _label, void* _value) : type(_type), label(_label), value(_value) {}
211};
212
213class VulkanGame {
214 public:
215
216 VulkanGame();
217 ~VulkanGame();
218
219 void run(int width, int height, unsigned char guiFlags);
220
221 private:
222
223 static VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(
224 VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
225 VkDebugUtilsMessageTypeFlagsEXT messageType,
226 const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
227 void* pUserData);
228
229 // TODO: Maybe pass these in as parameters to some Camera class
230 const float NEAR_CLIP = 0.1f;
231 const float FAR_CLIP = 100.0f;
232 const float FOV_ANGLE = 67.0f; // means the camera lens goes from -33 deg to 33 deg
233
234 const int EXPLOSION_PARTICLE_COUNT = 300;
235 const vec3 LASER_COLOR = vec3(0.2f, 1.0f, 0.2f);
236
237 bool done;
238
239 vec3 cam_pos;
240
241 // TODO: Good place to start using smart pointers
242 GameGui* gui;
243
244 SDL_version sdlVersion;
245 SDL_Window* window = nullptr;
246
247 int drawableWidth, drawableHeight;
248
249 VkInstance instance;
250 VkDebugUtilsMessengerEXT debugMessenger;
251 VkSurfaceKHR vulkanSurface;
252 VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
253 VkDevice device;
254
255 VkQueue graphicsQueue;
256 VkQueue presentQueue;
257
258 // TODO: Maybe make a swapchain struct for convenience
259 VkSurfaceFormatKHR swapChainSurfaceFormat;
260 VkPresentModeKHR swapChainPresentMode;
261 VkExtent2D swapChainExtent;
262 uint32_t swapChainMinImageCount;
263 uint32_t swapChainImageCount;
264 VkSwapchainKHR swapChain;
265 vector<VkImage> swapChainImages;
266 vector<VkImageView> swapChainImageViews;
267 vector<VkFramebuffer> swapChainFramebuffers;
268
269 VkRenderPass renderPass;
270
271 VkCommandPool resourceCommandPool;
272
273 vector<VkCommandPool> commandPools;
274 vector<VkCommandBuffer> commandBuffers;
275
276 VulkanImage depthImage;
277
278 // These are per frame
279 vector<VkSemaphore> imageAcquiredSemaphores;
280 vector<VkSemaphore> renderCompleteSemaphores;
281
282 // These are per swap chain image
283 vector<VkFence> inFlightFences;
284
285 uint32_t imageIndex;
286 uint32_t currentFrame;
287
288 bool shouldRecreateSwapChain;
289
290 VkSampler textureSampler;
291
292 VulkanImage floorTextureImage;
293 VkDescriptorImageInfo floorTextureImageDescriptor;
294
295 VulkanImage laserTextureImage;
296 VkDescriptorImageInfo laserTextureImageDescriptor;
297
298 mat4 viewMat, projMat;
299
300 // Maybe at some point create an imgui pipeline class, but I don't think it makes sense right now
301 VkDescriptorPool imguiDescriptorPool;
302
303 // TODO: Probably restructure the GraphicsPipeline_Vulkan class based on what I learned about descriptors and textures
304 // while working on graphics-library. Double-check exactly what this was and note it down here.
305 // Basically, I think the point was that if I have several modesl that all use the same shaders and, therefore,
306 // the same pipeline, but use different textures, the approach I took when initially creating GraphicsPipeline_Vulkan
307 // wouldn't work since the whole pipeline couldn't have a common set of descriptors for the textures
308 GraphicsPipeline_Vulkan<ModelVertex, SSBO_ModelObject> modelPipeline;
309 GraphicsPipeline_Vulkan<ShipVertex, SSBO_ModelObject> shipPipeline;
310 GraphicsPipeline_Vulkan<AsteroidVertex, SSBO_Asteroid> asteroidPipeline;
311 GraphicsPipeline_Vulkan<LaserVertex, SSBO_Laser> laserPipeline;
312 GraphicsPipeline_Vulkan<ExplosionVertex, SSBO_Explosion> explosionPipeline;
313
314 // TODO: Maybe make the ubo objects part of the pipeline class since there's only one ubo
315 // per pipeline.
316 // Or maybe create a higher level wrapper around GraphicsPipeline_Vulkan to hold things like
317 // the objects vector, the ubo, and the ssbo
318
319 // TODO: Rename *_VP_mats to *_uniforms and possibly use different types for each one
320 // if there is a need to add other uniform variables to one or more of the shaders
321
322 vector<SceneObject<ModelVertex, SSBO_ModelObject>> modelObjects;
323
324 vector<VkBuffer> uniformBuffers_modelPipeline;
325 vector<VkDeviceMemory> uniformBuffersMemory_modelPipeline;
326 vector<VkDescriptorBufferInfo> uniformBufferInfoList_modelPipeline;
327
328 UBO_VP_mats object_VP_mats;
329
330 vector<SceneObject<ShipVertex, SSBO_ModelObject>> shipObjects;
331
332 vector<VkBuffer> uniformBuffers_shipPipeline;
333 vector<VkDeviceMemory> uniformBuffersMemory_shipPipeline;
334 vector<VkDescriptorBufferInfo> uniformBufferInfoList_shipPipeline;
335
336 UBO_VP_mats ship_VP_mats;
337
338 vector<SceneObject<AsteroidVertex, SSBO_Asteroid>> asteroidObjects;
339
340 vector<VkBuffer> uniformBuffers_asteroidPipeline;
341 vector<VkDeviceMemory> uniformBuffersMemory_asteroidPipeline;
342 vector<VkDescriptorBufferInfo> uniformBufferInfoList_asteroidPipeline;
343
344 UBO_VP_mats asteroid_VP_mats;
345
346 vector<SceneObject<LaserVertex, SSBO_Laser>> laserObjects;
347
348 vector<VkBuffer> uniformBuffers_laserPipeline;
349 vector<VkDeviceMemory> uniformBuffersMemory_laserPipeline;
350 vector<VkDescriptorBufferInfo> uniformBufferInfoList_laserPipeline;
351
352 UBO_VP_mats laser_VP_mats;
353
354 vector<SceneObject<ExplosionVertex, SSBO_Explosion>> explosionObjects;
355
356 vector<VkBuffer> uniformBuffers_explosionPipeline;
357 vector<VkDeviceMemory> uniformBuffersMemory_explosionPipeline;
358 vector<VkDescriptorBufferInfo> uniformBufferInfoList_explosionPipeline;
359
360 UBO_Explosion explosion_UBO;
361
362 vector<BaseEffectOverTime*> effects;
363
364 float shipSpeed = 0.5f;
365 float asteroidSpeed = 2.0f;
366
367 float spawnRate_asteroid = 0.5;
368 float lastSpawn_asteroid;
369
370 unsigned int leftLaserIdx = -1;
371 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* leftLaserEffect = nullptr;
372
373 unsigned int rightLaserIdx = -1;
374 EffectOverTime<AsteroidVertex, SSBO_Asteroid>* rightLaserEffect = nullptr;
375
376 /*** High-level vars ***/
377
378 // TODO: Just typedef the type of this function to RenderScreenFn or something since it's used in a few places
379 void (VulkanGame::* currentRenderScreenFn)(int width, int height);
380
381 map<string, vector<UIValue>> valueLists;
382
383 int score;
384 float fps;
385
386 // TODO: Make a separate TImer class
387 time_point<steady_clock> startTime;
388 float fpsStartTime, curTime, prevTime, elapsedTime;
389
390 int frameCount;
391
392 /*** Functions ***/
393
394 bool initUI(int width, int height, unsigned char guiFlags);
395 void initVulkan();
396 void initGraphicsPipelines();
397 void initMatrices();
398 void renderLoop();
399 void updateScene();
400 void cleanup();
401
402 void createVulkanInstance(const vector<const char*>& validationLayers);
403 void setupDebugMessenger();
404 void populateDebugMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& createInfo);
405 void createVulkanSurface();
406 void pickPhysicalDevice(const vector<const char*>& deviceExtensions);
407 bool isDeviceSuitable(VkPhysicalDevice physicalDevice, const vector<const char*>& deviceExtensions);
408 void createLogicalDevice(const vector<const char*>& validationLayers,
409 const vector<const char*>& deviceExtensions);
410 void chooseSwapChainProperties();
411 void createSwapChain();
412 void createImageViews();
413 void createResourceCommandPool();
414 void createImageResources();
415 VkFormat findDepthFormat(); // TODO: Declare/define (in the cpp file) this function in some util functions section
416 void createRenderPass();
417 void createCommandPools();
418 void createFramebuffers();
419 void createCommandBuffers();
420 void createSyncObjects();
421
422 void createTextureSampler();
423
424 void initImGuiOverlay();
425 void cleanupImGuiOverlay();
426
427 void createBufferSet(VkDeviceSize bufferSize, VkBufferUsageFlags flags,
428 vector<VkBuffer>& buffers, vector<VkDeviceMemory>& buffersMemory,
429 vector<VkDescriptorBufferInfo>& bufferInfoList);
430
431 // TODO: Since addObject() returns a reference to the new object now,
432 // stop using objects.back() to access the object that was just created
433 template<class VertexType, class SSBOType>
434 SceneObject<VertexType, SSBOType>& addObject(
435 vector<SceneObject<VertexType, SSBOType>>& objects,
436 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
437 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
438 bool pipelinesCreated);
439
440 template<class VertexType>
441 vector<VertexType> addObjectIndex(unsigned int objIndex, vector<VertexType> vertices);
442
443 template<class VertexType>
444 vector<VertexType> addVertexNormals(vector<VertexType> vertices);
445
446 template<class VertexType, class SSBOType>
447 void centerObject(SceneObject<VertexType, SSBOType>& object);
448
449 template<class VertexType, class SSBOType>
450 void updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
451 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index);
452
453 template<class VertexType, class SSBOType>
454 void updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
455 SceneObject<VertexType, SSBOType>& obj, size_t index);
456
457 void addLaser(vec3 start, vec3 end, vec3 color, float width);
458 void translateLaser(size_t index, const vec3& translation);
459 void updateLaserTarget(size_t index);
460 bool getLaserAndAsteroidIntersection(SceneObject<AsteroidVertex, SSBO_Asteroid>& asteroid,
461 vec3& start, vec3& end, vec3& intersection);
462
463 void addExplosion(mat4 model_mat, float duration, float cur_time);
464
465 void renderFrame(ImDrawData* draw_data);
466 void presentFrame();
467
468 void recreateSwapChain();
469
470 void cleanupSwapChain();
471
472 /*** High-level functions ***/
473
474 void renderMainScreen(int width, int height);
475 void renderGameScreen(int width, int height);
476
477 void initGuiValueLists(map<string, vector<UIValue>>& valueLists);
478 void renderGuiValueList(vector<UIValue>& values);
479
480 void goToScreen(void (VulkanGame::* renderScreenFn)(int width, int height));
481 void quitGame();
482};
483
484// Start of specialized no-op functions
485
486template<>
487inline void VulkanGame::centerObject(SceneObject<ExplosionVertex, SSBO_Explosion>& object) {
488}
489
490// End of specialized no-op functions
491
492// TODO: Right now, it's basically necessary to pass the identity matrix in for ssbo.model
493// and to change the model matrix later by setting model_transform and then calling updateObject()
494// Figure out a better way to allow the model matrix to be set during objecting creation
495
496// TODO: Maybe return a reference to the object from this method if I decide that updating it
497// immediately after creation is a good idea (such as setting model_base)
498// Currently, model_base is set like this in a few places and the radius is set for asteroids
499// to account for scaling
500template<class VertexType, class SSBOType>
501SceneObject<VertexType, SSBOType>& VulkanGame::addObject(
502 vector<SceneObject<VertexType, SSBOType>>& objects,
503 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
504 const vector<VertexType>& vertices, vector<uint16_t> indices, SSBOType ssbo,
505 bool pipelinesCreated) {
506 // TODO: Use the model field of ssbo to set the object's model_base
507 // currently, the passed in model is useless since it gets overridden in updateObject() anyway
508 size_t numVertices = pipeline.getNumVertices();
509
510 for (uint16_t& idx : indices) {
511 idx += numVertices;
512 }
513
514 objects.push_back({ vertices, indices, ssbo, mat4(1.0f), mat4(1.0f), false });
515
516 SceneObject<VertexType, SSBOType>& obj = objects.back();
517
518 // TODO: Specify whether to center the object outside of this function or, worst case, maybe
519 // with a boolean being passed in here, so that I don't have to rely on checking the specific object
520 // type
521 if (!is_same_v<VertexType, LaserVertex> && !is_same_v<VertexType, ExplosionVertex>) {
522 centerObject(obj);
523 }
524
525 bool storageBufferResized = pipeline.addObject(obj.vertices, obj.indices, obj.ssbo,
526 resourceCommandPool, graphicsQueue);
527
528 if (pipelinesCreated) {
529 vkDeviceWaitIdle(device);
530
531 for (uint32_t i = 0; i < swapChainImageCount; i++) {
532 vkFreeCommandBuffers(device, commandPools[i], 1, &commandBuffers[i]);
533 }
534
535 // TODO: The pipeline recreation only has to be done once per frame where at least
536 // one SSBO is resized.
537 // Refactor the logic to check for any resized SSBOs after all objects for the frame
538 // are created and then recreate each of the corresponding pipelines only once per frame
539 if (storageBufferResized) {
540 pipeline.createPipeline(pipeline.vertShaderFile, pipeline.fragShaderFile);
541 pipeline.createDescriptorPool(swapChainImages);
542 pipeline.createDescriptorSets(swapChainImages);
543 }
544
545 createCommandBuffers();
546 }
547
548 return obj;
549}
550
551template<class VertexType>
552vector<VertexType> VulkanGame::addObjectIndex(unsigned int objIndex, vector<VertexType> vertices) {
553 for (VertexType& vertex : vertices) {
554 vertex.objIndex = objIndex;
555 }
556
557 return vertices;
558}
559
560template<class VertexType>
561vector<VertexType> VulkanGame::addVertexNormals(vector<VertexType> vertices) {
562 for (unsigned int i = 0; i < vertices.size(); i += 3) {
563 vec3 p1 = vertices[i].pos;
564 vec3 p2 = vertices[i + 1].pos;
565 vec3 p3 = vertices[i + 2].pos;
566
567 vec3 normal = normalize(cross(p2 - p1, p3 - p1));
568
569 // Add the same normal for all 3 vertices
570 vertices[i].normal = normal;
571 vertices[i + 1].normal = normal;
572 vertices[i + 2].normal = normal;
573 }
574
575 return vertices;
576}
577
578template<class VertexType, class SSBOType>
579void VulkanGame::centerObject(SceneObject<VertexType, SSBOType>& object) {
580 vector<VertexType>& vertices = object.vertices;
581
582 float min_x = vertices[0].pos.x;
583 float max_x = vertices[0].pos.x;
584 float min_y = vertices[0].pos.y;
585 float max_y = vertices[0].pos.y;
586 float min_z = vertices[0].pos.z;
587 float max_z = vertices[0].pos.z;
588
589 // start from the second point
590 for (unsigned int i = 1; i < vertices.size(); i++) {
591 vec3& pos = vertices[i].pos;
592
593 if (min_x > pos.x) {
594 min_x = pos.x;
595 } else if (max_x < pos.x) {
596 max_x = pos.x;
597 }
598
599 if (min_y > pos.y) {
600 min_y = pos.y;
601 } else if (max_y < pos.y) {
602 max_y = pos.y;
603 }
604
605 if (min_z > pos.z) {
606 min_z = pos.z;
607 } else if (max_z < pos.z) {
608 max_z = pos.z;
609 }
610 }
611
612 vec3 center = vec3(min_x + max_x, min_y + max_y, min_z + max_z) / 2.0f;
613
614 for (unsigned int i = 0; i < vertices.size(); i++) {
615 vertices[i].pos -= center;
616 }
617
618 object.radius = std::max(max_x - center.x, max_y - center.y);
619 object.radius = std::max(object.radius, max_z - center.z);
620
621 object.center = vec3(0.0f, 0.0f, 0.0f);
622}
623
624// TODO: Just pass in the single object instead of a list of all of them
625template<class VertexType, class SSBOType>
626void VulkanGame::updateObject(vector<SceneObject<VertexType, SSBOType>>& objects,
627 GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline, size_t index) {
628 SceneObject<VertexType, SSBOType>& obj = objects[index];
629
630 obj.ssbo.model = obj.model_transform * obj.model_base;
631 obj.center = vec3(obj.ssbo.model * vec4(0.0f, 0.0f, 0.0f, 1.0f));
632
633 pipeline.updateObject(index, obj.ssbo);
634
635 obj.modified = false;
636}
637
638template<class VertexType, class SSBOType>
639void VulkanGame::updateObjectVertices(GraphicsPipeline_Vulkan<VertexType, SSBOType>& pipeline,
640 SceneObject<VertexType, SSBOType>& obj, size_t index) {
641 pipeline.updateObjectVertices(index, obj.vertices, resourceCommandPool, graphicsQueue);
642}
643
644#endif // _VULKAN_GAME_H
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