Changed the OpenGL part and the GLSL shaders to use UBO and
[demo] / src / vulkan / mesh-vk.cc
index 729e24c..540501e 100644 (file)
@@ -52,14 +52,14 @@ bool MeshVK::update_vertex_data()
 
        int vsz = vertices.size() * sizeof(Vec3);
        if(!(vk_vertices = vku_create_buffer(vsz,
-                                       VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+                                            VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
                fprintf(stderr, "Failed to create the buffer for the vertices.\n");
                return false;
        }
 
        int nsz = normals.size() * sizeof(Vec3);
        if(!(vk_normals = vku_create_buffer(nsz,
-                                       VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+                                           VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
                vku_destroy_buffer(vk_vertices);
 
                fprintf(stderr, "Failed to create the buffer for the normals.\n");
@@ -68,18 +68,18 @@ bool MeshVK::update_vertex_data()
 
        int tsz = tex_coords.size() * sizeof(Vec2);
        if(!(vk_tex_coords = vku_create_buffer(tsz,
-                                       VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
+                                              VK_BUFFER_USAGE_VERTEX_BUFFER_BIT))) {
                vku_destroy_buffer(vk_vertices);
                vku_destroy_buffer(vk_normals);
 
                fprintf(stderr,
-                               "Failed to create the buffer for the texture coordinates.\n");
+                       "Failed to create the buffer for the texture coordinates.\n");
                return false;
        }
 
        int isz = indices.size() * 2;
        if(!(vk_indices = vku_create_buffer(isz,
-                                       VK_BUFFER_USAGE_INDEX_BUFFER_BIT))) {
+                                           VK_BUFFER_USAGE_INDEX_BUFFER_BIT))) {
                vku_destroy_buffer(vk_vertices);
                vku_destroy_buffer(vk_normals);
                vku_destroy_buffer(vk_tex_coords);
@@ -90,43 +90,43 @@ bool MeshVK::update_vertex_data()
 
        /* write the buffers */
 
-       if(!vku_write_memory(vk_vertices->mem_pool, vsz, (void*)vertices.data())) {
+       if(!vku_write_memory(vk_vertices->mem_pool, vsz, (void *)vertices.data())) {
                fprintf(stderr, "Failed to write the vertices to GPU.\n");
                return false;
        }
        if(vkBindBufferMemory(vk_device, vk_vertices->buf, vk_vertices->mem_pool,
-                               0) != VK_SUCCESS) {
+                             0) != VK_SUCCESS) {
                fprintf(stderr, "Failed to bind the vertex buffer memory\n");
                return false;
        }
 
-       if(!vku_write_memory(vk_normals->mem_pool, nsz, (void*)normals.data())) {
+       if(!vku_write_memory(vk_normals->mem_pool, nsz, (void *)normals.data())) {
                fprintf(stderr, "Failed to write the normals to GPU.\n");
                return false;
        }
        if(vkBindBufferMemory(vk_device, vk_normals->buf, vk_normals->mem_pool, 0)
-                       != VK_SUCCESS) {
+               != VK_SUCCESS) {
                fprintf(stderr, "Failed to bind the normal buffer memory\n");
                return false;
        }
 
        if(!vku_write_memory(vk_tex_coords->mem_pool, tsz,
-                               (void*)tex_coords.data())) {
+                            (void *)tex_coords.data())) {
                fprintf(stderr, "Failed to write the texture coordinates to GPU.\n");
                return false;
        }
        if(vkBindBufferMemory(vk_device, vk_tex_coords->buf,
-                               vk_tex_coords->mem_pool, 0) != VK_SUCCESS) {
+                             vk_tex_coords->mem_pool, 0) != VK_SUCCESS) {
                fprintf(stderr, "Failed to bind the tex coordinates buffer memory.\n");
                return false;
        }
 
-       if(!vku_write_memory(vk_indices->mem_pool, isz, (void*)indices.data())) {
+       if(!vku_write_memory(vk_indices->mem_pool, isz, (void *)indices.data())) {
                fprintf(stderr, "Failed to write the indices to GPU.\n");
                return false;
        }
        if(vkBindBufferMemory(vk_device, vk_indices->buf, vk_indices->mem_pool, 0)
-                       != VK_SUCCESS) {
+               != VK_SUCCESS) {
                fprintf(stderr, "Failed to bind the index buffer memory.\n");
                return false;
        }