UI overlay resizing
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a5e2ad091f
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2f9515466a
3 changed files with 23 additions and 29 deletions
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@ -192,7 +192,7 @@ void VulkanExampleBase::prepare()
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loadShader(getAssetPath() + "shaders/base/uioverlay.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
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loadShader(getAssetPath() + "shaders/base/uioverlay.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT),
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};
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UIOverlay = new vks::UIOverlay(vulkanDevice, queue, frameBuffers, swapChain.colorFormat, depthFormat, &width, &height, shaderStages);
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UIOverlay = new vks::UIOverlay(vulkanDevice, queue, frameBuffers, swapChain.colorFormat, depthFormat, width, height, shaderStages);
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updateOverlay();
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}
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}
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@ -2096,14 +2096,11 @@ void VulkanExampleBase::windowResize()
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setupSwapChain();
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// Recreate the frame buffers
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vkDestroyImageView(device, depthStencil.view, nullptr);
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vkDestroyImage(device, depthStencil.image, nullptr);
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vkFreeMemory(device, depthStencil.mem, nullptr);
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setupDepthStencil();
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for (uint32_t i = 0; i < frameBuffers.size(); i++)
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{
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setupDepthStencil();
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for (uint32_t i = 0; i < frameBuffers.size(); i++) {
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vkDestroyFramebuffer(device, frameBuffers[i], nullptr);
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}
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setupFrameBuffer();
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@ -2117,9 +2114,7 @@ void VulkanExampleBase::windowResize()
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vkDeviceWaitIdle(device);
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if (settings.overlay) {
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// TODO: Check if still required
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UIOverlay->reallocateCommandBuffers();
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updateOverlay();
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UIOverlay->resize(width, height);
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}
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camera.updateAspectRatio((float)width / (float)height);
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