Changeset b794178 in opengl-game for vulkan-game.hpp
- Timestamp:
- Oct 17, 2019, 9:30:18 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- e83b155
- Parents:
- 771b33a
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
vulkan-game.hpp
r771b33a rb794178 6 6 #include "game-gui-sdl.hpp" 7 7 #include "graphics-pipeline_vulkan.hpp" 8 9 #include "vulkan-utils.hpp" 8 10 9 11 #ifdef NDEBUG … … 40 42 41 43 SDL_version sdlVersion; 42 SDL_Window* window; 43 SDL_Renderer* renderer; 44 SDL_Window* window = nullptr; 45 SDL_Renderer* renderer = nullptr; 46 47 SDL_Texture* uiOverlay = nullptr; 44 48 45 49 VkInstance instance; … … 59 63 VkRenderPass renderPass; 60 64 VkCommandPool commandPool; 65 66 // TODO: Create these (and wrap them inside a VulkanImage) 67 VkImage depthImage; 68 VkDeviceMemory depthImageMemory; 69 VkImageView depthImageView; 70 71 VkSampler textureSampler; 72 73 vector<VkDescriptorBufferInfo> uniformBufferInfoList; 74 75 // These are currently to store the MVP matrix 76 // I should figure out if it makes sense to use them for other uniforms in the future 77 // If not, I should rename them to better indicate their purpose. 78 // I should also decide if I can use these for all shaders, or if I need a separapte set of buffers for each one 79 vector<VkBuffer> uniformBuffers; 80 vector<VkDeviceMemory> uniformBuffersMemory; 81 82 VulkanImage floorTextureImage; 83 VkDescriptorImageInfo floorTextureImageDescriptor; 84 85 VulkanImage sdlOverlayImage; 86 VkDescriptorImageInfo sdlOverlayImageDescriptor; 61 87 62 88 bool framebufferResized = false; … … 83 109 VkFormat findDepthFormat(); 84 110 void createCommandPool(); 111 void createVulkanResources(); 112 void createTextureSampler(); 113 void createUniformBuffers(); 85 114 86 115 void cleanupSwapChain();
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