Initial procedural 3D engine setup
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- Updated README.md with modern project structure and features
- Cleaned up Android build files (not needed for desktop engine)
- Restructured as procedural 3D engine with ImGui integration
- Based on Sascha Willems Vulkan framework with dynamic rendering
- Added comprehensive build instructions and camera system docs

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Claude Code 2025-08-17 18:56:17 +02:00
parent ca9be0c589
commit 09ba229353
2429 changed files with 7751 additions and 112835 deletions

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/*
* Vulkan examples debug wrapper
*
* Copyright (C) 2016-2025 by Sascha Willems - www.saschawillems.de
*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#pragma once
#include "vulkan/vulkan.h"
#include <math.h>
#include <stdlib.h>
#include <string>
#include <cstring>
#include <fstream>
#include <assert.h>
#include <stdio.h>
#include <vector>
#include <sstream>
#ifdef _WIN32
#include <windows.h>
#include <fcntl.h>
#include <io.h>
#endif
#ifdef __ANDROID__
#include "VulkanAndroid.h"
#endif
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
namespace vks
{
namespace debug
{
extern bool logToFile;
extern std::string logFileName;
// Default debug callback
VKAPI_ATTR VkBool32 VKAPI_CALL debugUtilsMessageCallback(
VkDebugUtilsMessageSeverityFlagBitsEXT messageSeverity,
VkDebugUtilsMessageTypeFlagsEXT messageType,
const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
void* pUserData);
// Load debug function pointers and set debug callback
void setupDebugging(VkInstance instance);
// Clear debug callback
void freeDebugCallback(VkInstance instance);
// Used to populate a VkDebugUtilsMessengerCreateInfoEXT with our example messenger function and desired flags
void setupDebugingMessengerCreateInfo(VkDebugUtilsMessengerCreateInfoEXT& debugUtilsMessengerCI);
void log(std::string message);
}
// Wrapper for the VK_EXT_debug_utils extension
// These can be used to name Vulkan objects for debugging tools like RenderDoc
namespace debugutils
{
void setup(VkInstance instance);
void cmdBeginLabel(VkCommandBuffer cmdbuffer, std::string caption, glm::vec4 color);
void cmdEndLabel(VkCommandBuffer cmdbuffer);
}
}