procedural-3d-engine/geometryshader/geometryshader.cpp

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/*
* Vulkan Example - Geometry shader (vertex normal debugging)
*
* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <vector>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vulkan/vulkan.h>
#include "vulkanexamplebase.h"
#include "VulkanModel.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
#define ENABLE_VALIDATION false
class VulkanExample : public VulkanExampleBase
{
public:
bool displayNormals = true;
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struct {
VkPipelineVertexInputStateCreateInfo inputState;
std::vector<VkVertexInputBindingDescription> bindingDescriptions;
std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
} vertices;
// Vertex layout for the models
vks::VertexLayout vertexLayout = vks::VertexLayout({
vks::VERTEX_COMPONENT_POSITION,
vks::VERTEX_COMPONENT_NORMAL,
vks::VERTEX_COMPONENT_COLOR,
});
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struct {
vks::Model object;
} models;
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struct {
glm::mat4 projection;
glm::mat4 model;
} uboVS;
struct {
glm::mat4 projection;
glm::mat4 model;
} uboGS;
struct {
vks::Buffer VS;
vks::Buffer GS;
} uniformBuffers;
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struct {
VkPipeline solid;
VkPipeline normals;
} pipelines;
VkPipelineLayout pipelineLayout;
VkDescriptorSet descriptorSet;
VkDescriptorSetLayout descriptorSetLayout;
VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
{
zoom = -8.0f;
rotation = glm::vec3(0.0f, -25.0f, 0.0f);
enableTextOverlay = true;
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title = "Vulkan Example - Geometry shader";
}
~VulkanExample()
{
// Clean up used Vulkan resources
// Note : Inherited destructor cleans up resources stored in base class
vkDestroyPipeline(device, pipelines.solid, nullptr);
vkDestroyPipeline(device, pipelines.normals, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
models.object.destroy();
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uniformBuffers.GS.destroy();
uniformBuffers.VS.destroy();
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}
// Enable physical device features required for this example
virtual void getEnabledFeatures()
{
// Geometry shader support is required for this example
if (deviceFeatures.geometryShader) {
enabledFeatures.geometryShader = VK_TRUE;
}
else {
vks::tools::exitFatal("Selected GPU does not support geometry shaders!", "Feature not supported");
}
}
void reBuildCommandBuffers()
{
if (!checkCommandBuffers())
{
destroyCommandBuffers();
createCommandBuffers();
}
buildCommandBuffers();
}
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void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
clearValues[0].color = { { 0.0f, 0.0f, 0.0f, 0.0f } };
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
// Set target frame buffer
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f
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);
vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
vkCmdSetLineWidth(drawCmdBuffers[i], 1.0f);
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, NULL);
VkDeviceSize offsets[1] = { 0 };
vkCmdBindVertexBuffers(drawCmdBuffers[i], VERTEX_BUFFER_BIND_ID, 1, &models.object.vertices.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], models.object.indices.buffer, 0, VK_INDEX_TYPE_UINT32);
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// Solid shading
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.solid);
vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
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// Normal debugging
if (displayNormals)
{
vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines.normals);
vkCmdDrawIndexed(drawCmdBuffers[i], models.object.indexCount, 1, 0, 0, 0);
}
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vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
void loadAssets()
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{
models.object.loadFromFile(getAssetPath() + "models/suzanne.obj", vertexLayout, 0.25f, vulkanDevice, queue);
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}
void setupVertexDescriptions()
{
// Binding description
vertices.bindingDescriptions.resize(1);
vertices.bindingDescriptions[0] =
vks::initializers::vertexInputBindingDescription(
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VERTEX_BUFFER_BIND_ID,
vertexLayout.stride(),
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VK_VERTEX_INPUT_RATE_VERTEX);
// Attribute descriptions
// Describes memory layout and shader positions
vertices.attributeDescriptions.resize(3);
// Location 0 : Position
vertices.attributeDescriptions[0] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
0,
VK_FORMAT_R32G32B32_SFLOAT,
0);
// Location 1 : Normals
vertices.attributeDescriptions[1] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
1,
VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 3);
// Location 2 : Color
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vertices.attributeDescriptions[2] =
vks::initializers::vertexInputAttributeDescription(
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VERTEX_BUFFER_BIND_ID,
2,
VK_FORMAT_R32G32B32_SFLOAT,
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sizeof(float) * 6);
// Assign to vertex buffer
vertices.inputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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vertices.inputState.vertexBindingDescriptionCount = vertices.bindingDescriptions.size();
vertices.inputState.pVertexBindingDescriptions = vertices.bindingDescriptions.data();
vertices.inputState.vertexAttributeDescriptionCount = vertices.attributeDescriptions.size();
vertices.inputState.pVertexAttributeDescriptions = vertices.attributeDescriptions.data();
}
void setupDescriptorPool()
{
// Example uses two ubos
std::vector<VkDescriptorPoolSize> poolSizes =
{
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
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};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
poolSizes.data(),
2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
void setupDescriptorSetLayout()
{
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
{
// Binding 0 : Vertex shader ubo
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_VERTEX_BIT,
0),
// Binding 1 : Geometry shader ubo
vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_GEOMETRY_BIT,
1)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout =
vks::initializers::descriptorSetLayoutCreateInfo(
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setLayoutBindings.data(),
setLayoutBindings.size());
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
vks::initializers::pipelineLayoutCreateInfo(
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&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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}
void setupDescriptorSet()
{
VkDescriptorSetAllocateInfo allocInfo =
vks::initializers::descriptorSetAllocateInfo(
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descriptorPool,
&descriptorSetLayout,
1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
{
// Binding 0 : Vertex shader shader ubo
vks::initializers::writeDescriptorSet(
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descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
0,
&uniformBuffers.VS.descriptor),
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// Binding 1 : Geometry shader ubo
vks::initializers::writeDescriptorSet(
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descriptorSet,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
1,
&uniformBuffers.GS.descriptor)
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};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
void preparePipelines()
{
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
vks::initializers::pipelineInputAssemblyStateCreateInfo(
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
0,
VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState =
vks::initializers::pipelineRasterizationStateCreateInfo(
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VK_POLYGON_MODE_FILL,
VK_CULL_MODE_BACK_BIT,
VK_FRONT_FACE_CLOCKWISE,
0);
VkPipelineColorBlendAttachmentState blendAttachmentState =
vks::initializers::pipelineColorBlendAttachmentState(
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0xf,
VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState =
vks::initializers::pipelineColorBlendStateCreateInfo(
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1,
&blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState =
vks::initializers::pipelineDepthStencilStateCreateInfo(
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VK_TRUE,
VK_TRUE,
VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState =
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState =
vks::initializers::pipelineMultisampleStateCreateInfo(
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VK_SAMPLE_COUNT_1_BIT,
0);
std::vector<VkDynamicState> dynamicStateEnables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
VK_DYNAMIC_STATE_LINE_WIDTH
};
VkPipelineDynamicStateCreateInfo dynamicState =
vks::initializers::pipelineDynamicStateCreateInfo(
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dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
// Tessellation pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 3> shaderStages;
shaderStages[0] = loadShader(getAssetPath() + "shaders/geometryshader/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/geometryshader/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[2] = loadShader(getAssetPath() + "shaders/geometryshader/normaldebug.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
vks::initializers::pipelineCreateInfo(
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pipelineLayout,
renderPass,
0);
pipelineCreateInfo.pVertexInputState = &vertices.inputState;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = shaderStages.size();
pipelineCreateInfo.pStages = shaderStages.data();
pipelineCreateInfo.renderPass = renderPass;
// Normal debugging pipeline
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.normals));
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// Solid rendering pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/geometryshader/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/geometryshader/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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pipelineCreateInfo.stageCount = 2;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.solid));
}
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// Prepare and initialize uniform buffer containing shader uniforms
void prepareUniformBuffers()
{
// Vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.VS,
sizeof(uboVS)));
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// Geometry shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
&uniformBuffers.GS,
sizeof(uboGS)));
// Map persistent
VK_CHECK_RESULT(uniformBuffers.VS.map());
VK_CHECK_RESULT(uniformBuffers.GS.map());
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updateUniformBuffers();
}
void updateUniformBuffers()
{
// Vertex shader
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.001f, 256.0f);
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glm::mat4 viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, zoom));
uboVS.model = viewMatrix * glm::translate(glm::mat4(1.0f), cameraPos);
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboVS.model = glm::rotate(uboVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
memcpy(uniformBuffers.VS.mapped, &uboVS, sizeof(uboVS));
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// Geometry shader
uboGS.model = uboVS.model;
uboGS.projection = uboVS.projection;
memcpy(uniformBuffers.GS.mapped, &uboGS, sizeof(uboGS));
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}
void draw()
{
VulkanExampleBase::prepareFrame();
// Command buffer to be sumitted to the queue
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// Submit to queue
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
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void prepare()
{
VulkanExampleBase::prepare();
loadAssets();
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setupVertexDescriptions();
prepareUniformBuffers();
setupDescriptorSetLayout();
preparePipelines();
setupDescriptorPool();
setupDescriptorSet();
buildCommandBuffers();
prepared = true;
}
virtual void render()
{
if (!prepared)
return;
draw();
}
virtual void viewChanged()
{
updateUniformBuffers();
}
void toggleNormals()
{
displayNormals = !displayNormals;
reBuildCommandBuffers();
}
virtual void keyPressed(uint32_t keyCode)
{
switch (keyCode)
{
case KEY_N:
case GAMEPAD_BUTTON_A:
toggleNormals();
break;
}
}
virtual void getOverlayText(VulkanTextOverlay *textOverlay)
{
#if defined(__ANDROID__)
textOverlay->addText("Press \"Button A\" to toggle normals", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#else
textOverlay->addText("Press \"n\" to toggle normals", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
#endif
}
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};
VULKAN_EXAMPLE_MAIN()