Refactor UniformBuffers and DescriptorSets
- Refactor UniformBuffers to keep track of the uniforms it contains - Refactor DescriptorSets to initialize UniformsBuffers and keep track of all its bindings - DescriptorSets can now be created from the Pipeline - Add custom DescriptorSets to Renderer
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@@ -22,19 +22,19 @@ namespace Copium
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private:
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std::unique_ptr<Vulkan> vulkan;
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std::unique_ptr<Instance> instance;
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std::unique_ptr<Renderer> renderer;
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std::unique_ptr<Framebuffer> framebuffer;
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std::unique_ptr<Texture2D> texture2D;
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std::unique_ptr<Texture2D> texture2D2;
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std::unique_ptr<UniformBuffer> shaderUniformBuffer;
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std::unique_ptr<DescriptorPool> descriptorPool;
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std::unique_ptr<DescriptorSet> descriptorSet;
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std::unique_ptr<DescriptorSet> descriptorSetPassthrough;
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std::unique_ptr<DescriptorSet> descriptorSetRenderer;
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std::unique_ptr<Pipeline> graphicsPipeline;
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std::unique_ptr<Pipeline> graphicsPipelinePassthrough;
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std::unique_ptr<Mesh> mesh;
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std::unique_ptr<Mesh> meshPassthrough;
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std::unique_ptr<CommandBuffer> commandBuffer;
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std::unique_ptr<Renderer> renderer;
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public:
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Application();
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@@ -44,13 +44,12 @@ namespace Copium
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private:
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void InitializeVulkan();
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void InitializeFrameBuffer();
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void InitializeRenderer();
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void InitializeTextureSampler();
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void InitializeUniformBuffer();
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void InitializeDescriptorSets();
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void InitializeGraphicsPipeline();
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void InitializeMesh();
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void InitializeCommandBuffer();
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void InitializeRenderer();
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void RecordCommandBuffer();
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void UpdateUniformBuffer();
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