Replaced vkTools::UniformData with newer vk::Buffer for uniform buffers, some renaming, small fixes and corrections
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d73afe2a7d
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2e5af6a9fb
32 changed files with 717 additions and 985 deletions
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@ -20,6 +20,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanMeshLoader.hpp"
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#include "vulkanbuffer.hpp"
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#define VERTEX_BUFFER_BIND_ID 0
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#define ENABLE_VALIDATION false
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@ -78,12 +79,11 @@ public:
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std::vector<VkVertexInputAttributeDescription> attributeDescriptions;
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} vertices;
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vkTools::UniformData uniformDataVS;
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struct {
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vkTools::UniformData scene;
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vkTools::UniformData offscreen;
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} uniformData;
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vk::Buffer scene;
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vk::Buffer offscreen;
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vk::Buffer debug;
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} uniformBuffers;
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struct {
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glm::mat4 projection;
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@ -179,9 +179,9 @@ public:
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vkMeshLoader::freeMeshBufferResources(device, &meshes.quad);
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// Uniform buffers
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vkTools::destroyUniformData(device, &uniformDataVS);
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vkTools::destroyUniformData(device, &uniformData.offscreen);
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vkTools::destroyUniformData(device, &uniformData.scene);
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uniformBuffers.offscreen.destroy();
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uniformBuffers.scene.destroy();
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uniformBuffers.debug.destroy();
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vkFreeCommandBuffers(device, cmdPool, 1, &offscreenPass.commandBuffer);
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vkDestroySemaphore(device, offscreenPass.semaphore, nullptr);
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@ -578,6 +578,8 @@ public:
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void setupDescriptorSets()
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{
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std::vector<VkWriteDescriptorSet> writeDescriptorSets;
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// Textured quad descriptor set
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VkDescriptorSetAllocateInfo allocInfo =
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vkTools::initializers::descriptorSetAllocateInfo(
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@ -594,14 +596,13 @@ public:
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offscreenPass.depth.view,
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VK_IMAGE_LAYOUT_GENERAL);
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std::vector<VkWriteDescriptorSet> writeDescriptorSets =
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{
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformDataVS.descriptor),
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&uniformBuffers.debug.descriptor),
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// Binding 1 : Fragment shader texture sampler
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vkTools::initializers::writeDescriptorSet(
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descriptorSet,
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@ -615,16 +616,15 @@ public:
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// Offscreen
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
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std::vector<VkWriteDescriptorSet> offScreenWriteDescriptorSets =
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{
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSets.offscreen,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.offscreen.descriptor),
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&uniformBuffers.offscreen.descriptor),
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};
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vkUpdateDescriptorSets(device, offScreenWriteDescriptorSets.size(), offScreenWriteDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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// 3D scene
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
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@ -633,14 +633,13 @@ public:
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texDescriptor.sampler = offscreenPass.depthSampler;
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texDescriptor.imageView = offscreenPass.depth.view;
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std::vector<VkWriteDescriptorSet> sceneDescriptorSets =
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{
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writeDescriptorSets = {
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// Binding 0 : Vertex shader uniform buffer
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vkTools::initializers::writeDescriptorSet(
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descriptorSets.scene,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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0,
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&uniformData.scene.descriptor),
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&uniformBuffers.scene.descriptor),
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// Binding 1 : Fragment shader shadow sampler
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vkTools::initializers::writeDescriptorSet(
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descriptorSets.scene,
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@ -648,7 +647,7 @@ public:
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1,
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&texDescriptor)
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};
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vkUpdateDescriptorSets(device, sceneDescriptorSets.size(), sceneDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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}
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@ -759,34 +758,30 @@ public:
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void prepareUniformBuffers()
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{
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// Debug quad vertex shader uniform buffer block
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createBuffer(
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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sizeof(uboVSscene),
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nullptr,
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&uniformDataVS.buffer,
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&uniformDataVS.memory,
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&uniformDataVS.descriptor);
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&uniformBuffers.debug,
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sizeof(uboVSscene)));
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// Offscreen vertex shader uniform buffer block
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createBuffer(
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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sizeof(uboOffscreenVS),
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nullptr,
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&uniformData.offscreen.buffer,
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&uniformData.offscreen.memory,
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&uniformData.offscreen.descriptor);
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&uniformBuffers.offscreen,
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sizeof(uboOffscreenVS)));
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// Scene vertex shader uniform buffer block
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createBuffer(
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VK_CHECK_RESULT(vulkanDevice->createBuffer(
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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sizeof(uboVSscene),
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nullptr,
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&uniformData.scene.buffer,
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&uniformData.scene.memory,
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&uniformData.scene.descriptor);
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&uniformBuffers.scene,
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sizeof(uboVSscene)));
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// Map persistent
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VK_CHECK_RESULT(uniformBuffers.debug.map());
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VK_CHECK_RESULT(uniformBuffers.offscreen.map());
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VK_CHECK_RESULT(uniformBuffers.scene.map());
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updateLight();
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updateUniformBufferOffscreen();
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@ -809,10 +804,7 @@ public:
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uboVSquad.projection = glm::ortho(2.5f / AR, 0.0f, 0.0f, 2.5f, -1.0f, 1.0f);
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uboVSquad.model = glm::mat4();
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uint8_t *pData;
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VK_CHECK_RESULT(vkMapMemory(device, uniformDataVS.memory, 0, sizeof(uboVSquad), 0, (void **)&pData));
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memcpy(pData, &uboVSquad, sizeof(uboVSquad));
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vkUnmapMemory(device, uniformDataVS.memory);
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memcpy(uniformBuffers.debug.mapped, &uboVSquad, sizeof(uboVSquad));
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// 3D scene
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uboVSscene.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, zNear, zFar);
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@ -835,9 +827,7 @@ public:
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uboVSscene.depthBiasMVP = uboOffscreenVS.depthMVP;
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VK_CHECK_RESULT(vkMapMemory(device, uniformData.scene.memory, 0, sizeof(uboVSscene), 0, (void **)&pData));
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memcpy(pData, &uboVSscene, sizeof(uboVSscene));
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vkUnmapMemory(device, uniformData.scene.memory);
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memcpy(uniformBuffers.scene.mapped, &uboVSscene, sizeof(uboVSscene));
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}
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void updateUniformBufferOffscreen()
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@ -849,10 +839,7 @@ public:
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uboOffscreenVS.depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix;
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uint8_t *pData;
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VK_CHECK_RESULT(vkMapMemory(device, uniformData.offscreen.memory, 0, sizeof(uboOffscreenVS), 0, (void **)&pData));
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memcpy(pData, &uboOffscreenVS, sizeof(uboOffscreenVS));
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vkUnmapMemory(device, uniformData.offscreen.memory);
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memcpy(uniformBuffers.offscreen.mapped, &uboOffscreenVS, sizeof(uboOffscreenVS));
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}
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void draw()
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@ -954,11 +941,11 @@ public:
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virtual void getOverlayText(VulkanTextOverlay *textOverlay)
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{
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#if defined(__ANDROID__)
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textOverlay->addText("Press \"Button A\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("Press \"Button X\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"Button A\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"Button X\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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#else
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textOverlay->addText("Press \"s\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("Press \"l\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"s\" to toggle shadow map", 5.0f, 85.0f, VulkanTextOverlay::alignLeft);
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textOverlay->addText("\"l\" to toggle light's pov", 5.0f, 100.0f, VulkanTextOverlay::alignLeft);
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#endif
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}
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