#pragma once #include #include #include #include "mdlparser.h" struct RenderPart { size_t numIndices; VkBuffer vertexBuffer, indexBuffer; VkDeviceMemory vertexMemory, indexMemory; }; struct RenderModel { std::vector parts; }; class Renderer { public: Renderer(); void initPipeline(); bool initSwapchain(VkSurfaceKHR surface, int width, int height); void resize(VkSurfaceKHR surface, int width, int height); RenderModel addModel(const Model& model); void render(std::vector models); VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkQueue graphicsQueue = VK_NULL_HANDLE, presentQueue = VK_NULL_HANDLE; VkCommandPool commandPool = VK_NULL_HANDLE; VkSwapchainKHR swapchain = VK_NULL_HANDLE; VkExtent2D swapchainExtent; std::vector swapchainImages; std::vector swapchainViews; std::vector swapchainFramebuffers; VkRenderPass renderPass; std::array commandBuffers; std::array inFlightFences; std::array imageAvailableSemaphores, renderFinishedSemaphores; uint32_t currentFrame = 0; VkPipeline pipeline; VkPipelineLayout pipelineLayout; std::tuple createBuffer(size_t size, VkBufferUsageFlags usageFlags); uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties); VkShaderModule createShaderModule(const uint32_t *code, const int length); VkShaderModule loadShaderFromDisk(const std::string_view path); };