I’m building a video game engine using C++ as the coding language and Vulkan for graphics. I am trying to set up a generic renderer using Vulkan that is flexible and will render objects based on a vector that is supplied to it. The renderer will also handle the creation of the window using GLFW and use GLM for all relevant math calls. I am using the ASSIMP library to load 3d models and animations.


Here is some of the relevant header and source file code:

Engine.h:

#pragma once

#include "Window.h"
#include "Renderer.h"
#include "Scene.h"

class Engine
{
public:
	Engine();
	~Engine();

	void Run();
	void Shutdown();

private:

	void Initialize();
	void MainLoop();
	void Update(float deltaTime);
	void Render();

	Window window;
	Renderer renderer;
	Scene scene;
};


GameObject.h:

#pragma once

#include <glm/glm.hpp>
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Renderer.h"

class GameObject
{
public:
	GameObject();
	~GameObject();

	void Initialize();
	void Update(float deltaTime);
	void Render(Renderer& renderer, const Camera& camera);
	void Shutdown();

	void SetPosition(const glm::vec3& position);
	void SetRotation(const glm::vec3& rotation);
	void SetScale(const glm::vec3& scale);

	Mesh* GetMesh();
	Material* GetMaterial();

private:
	glm::mat4 modelMatrix;
	glm::vec3 position;
	glm::vec3 rotation;
	glm::vec3 scale;

	Mesh* mesh;
	Material* material;

	bool initialized = false;

	void UpdateModelMatrix();
};

GameObject.cpp:

#include "GameObject.h"
#include <glm/gtc/matrix_transform.hpp>

GameObject::GameObject()
	: position(0.0f), rotation(0.0f), scale(1.0f)
{
}

GameObject::~GameObject()
{
    if (initialized)
    {
        Shutdown();
    }
}

void GameObject::Initialize()
{
    mesh = new Mesh{};
    material = new Material{};
    this->initialized = true;
}

void GameObject::Update(float deltaTime)
{
	// Update position, rotation, scale, and other properties
	// Example: Rotate the object around the Y-axis
	rotation.y += deltaTime * glm::radians(90.0f);
	UpdateModelMatrix();
}

void GameObject::Render(Renderer& renderer, const Camera& camera)
{
    // Render this object using the renderer and camera
    VkDevice device = *renderer.GetDevice();

    // Bind mesh vertex and index buffers
    VkBuffer vertexBuffers[] = { mesh->GetVertexBuffer() };
    VkDeviceSize offsets[] = { 0 };
    vkCmdBindVertexBuffers(*renderer.GetCurrentCommandBuffer(), 0, 1, vertexBuffers, offsets);
    vkCmdBindIndexBuffer(*renderer.GetCurrentCommandBuffer(), mesh->GetIndexBuffer(), 0, VK_INDEX_TYPE_UINT32);

    // Update shader uniform buffers with modelMatrix, viewMatrix and projectionMatrix transforms
    struct MVP {
        glm::mat4 model;
        glm::mat4 view;
        glm::mat4 projection;
    } mvp;

    mvp.model = modelMatrix;
    mvp.view = camera.GetViewMatrix();
    mvp.projection = camera.GetProjectionMatrix();

    // Create a new buffer to hold the MVP data temporarily
    VkBuffer mvpBuffer;
    VkDeviceMemory mvpBufferMemory;
    BufferUtils::CreateBuffer(device, *renderer.GetPhysicalDevice(),
        sizeof(MVP), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
        VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
        mvpBuffer, mvpBufferMemory);

    // Map the MVP data into the buffer and unmap
    void* data = nullptr;
    vkMapMemory(device, mvpBufferMemory, 0, sizeof(MVP), 0, &data);
    memcpy(data, &mvp, sizeof(MVP));
    vkUnmapMemory(device, mvpBufferMemory);

    // TODO: Modify your material, descriptor set, and pipeline to use this new mvpBuffer instead of
    // the default uniform buffer

    // Bind the DescriptorSet associated with the material
    VkDescriptorSet descriptorSet = material->GetDescriptorSet();
    vkCmdBindDescriptorSets(*renderer.GetCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, material->GetPipelineLayout(), 0, 1, &descriptorSet, 0, nullptr);

    // Call vkCmdDrawIndexed()
    uint32_t numIndices = static_cast<uint32_t>(mesh->GetIndices().size());
    vkCmdDrawIndexed(*renderer.GetCurrentCommandBuffer(), numIndices, 1, 0, 0, 0);

    // Cleanup the temporary buffer
    vkDestroyBuffer(device, mvpBuffer, nullptr);
    vkFreeMemory(device, mvpBufferMemory, nullptr);
}

void GameObject::Shutdown()
{
	// Clean up resources, if necessary
	// (depending on how Mesh and Material resources are managed)
    delete mesh;
    delete material;
    this->initialized = false;
}

void GameObject::SetPosition(const glm::vec3& position)
{
	this->position = position;
	UpdateModelMatrix();
}

void GameObject::SetRotation(const glm::vec3& rotation)
{
	this->rotation = rotation;
	UpdateModelMatrix();
}

void GameObject::SetScale(const glm::vec3& scale)
{
	this->scale = scale;
	UpdateModelMatrix();
}

void GameObject::UpdateModelMatrix()
{
	modelMatrix = glm::mat4(1.0f);
	modelMatrix = glm::translate(modelMatrix, position);
	modelMatrix = glm::rotate(modelMatrix, rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
	modelMatrix = glm::rotate(modelMatrix, rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
	modelMatrix = glm::rotate(modelMatrix, rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
	modelMatrix = glm::scale(modelMatrix, scale);
}

Mesh* GameObject::GetMesh()
{
    return mesh;
}
Material* GameObject::GetMaterial()
{
    return material;
}


Renderer.h:

#pragma once

#include <vulkan/vulkan.h>
#include "Window.h"
#include <vector>
#include <stdexcept>
#include <set>
#include <optional>
#include <iostream>

struct QueueFamilyIndices
{
	std::optional<uint32_t> graphicsFamily;
	std::optional<uint32_t> presentFamily;

	bool IsComplete()
	{
		return graphicsFamily.has_value() && presentFamily.has_value();
	}
};

struct SwapChainSupportDetails {
	VkSurfaceCapabilitiesKHR capabilities;
	std::vector<VkSurfaceFormatKHR> formats;
	std::vector<VkPresentModeKHR> presentModes;
};



class Renderer
{
public:
	Renderer();
	~Renderer();

	void Initialize(GLFWwindow* window);
	void Shutdown();

	void BeginFrame();
	void EndFrame();

	VkDescriptorSetLayout CreateDescriptorSetLayout();
	VkDescriptorPool CreateDescriptorPool(uint32_t maxSets);
	VkDevice* GetDevice();
	VkPhysicalDevice* GetPhysicalDevice();
	VkCommandPool* GetCommandPool();
	VkQueue* GetGraphicsQueue();
	VkCommandBuffer* GetCurrentCommandBuffer();

private:
	bool shutdownInProgress;

	std::vector<VkImage> swapChainImages;
	std::vector<VkImageView> swapChainImageViews;
	VkExtent2D swapChainExtent;
	VkRenderPass renderPass;
	uint32_t imageIndex;

	VkFormat swapChainImageFormat;

	std::vector<VkCommandBuffer> commandBuffers;

	void CreateImageViews();
	void CleanupImageViews();
	void CreateRenderPass();
	void CleanupRenderPass();

	void CreateSurface();
	void DestroySurface();

	void CreateInstance();
	void CleanupInstance();
	void ChoosePhysicalDevice();
	void CreateDevice();
	void CleanupDevice();
	void CreateSwapchain();
	void CleanupSwapchain();
	void CreateCommandPool();
	void CleanupCommandPool();
	void CreateFramebuffers();
	void CleanupFramebuffers();

	void CreateCommandBuffers();
	void CleanupCommandBuffers();

	GLFWwindow* window;
	VkInstance instance = VK_NULL_HANDLE;
	VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
	VkDevice device = VK_NULL_HANDLE;

	VkSurfaceKHR surface;
	VkSwapchainKHR swapchain;
	VkCommandPool commandPool;
	VkCommandBuffer currentCommandBuffer;

	std::vector<VkFramebuffer> framebuffers;

	// Additional Vulkan objects needed for rendering…

	const uint32_t kMaxFramesInFlight = 2;
	std::vector<VkSemaphore> imageAvailableSemaphores;
	std::vector<VkSemaphore> renderFinishedSemaphores;
	std::vector<VkFence> inFlightFences;
	size_t currentFrame;

	VkQueue graphicsQueue;
	VkQueue presentQueue;

	void CreateSyncObjects();
	void CleanupSyncObjects();

	SwapChainSupportDetails querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface);
	VkSurfaceFormatKHR chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats);
	VkPresentModeKHR chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes);
	VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);

	std::vector<const char*> deviceExtensions = {
		VK_KHR_SWAPCHAIN_EXTENSION_NAME
	};

	std::vector<const char*> CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice);
	QueueFamilyIndices GetQueueFamilyIndices(VkPhysicalDevice physicalDevice);
};

Renderer.cpp:

#include "Renderer.h"

Renderer::Renderer() : currentFrame(0), shutdownInProgress(false)
{
}

Renderer::~Renderer()
{
	Shutdown();
}

void Renderer::Initialize(GLFWwindow* window)
{
	this->window = window;
	CreateInstance();
	CreateSurface();
	ChoosePhysicalDevice();
	CreateDevice();
	CreateSwapchain();
	CreateRenderPass();
	CreateCommandPool();
	CreateFramebuffers();
	CreateSyncObjects();
}

void Renderer::Shutdown()
{
	if (device == VK_NULL_HANDLE || shutdownInProgress) {
		// If the device is already VK_NULL_HANDLE, it means the cleanup has run before
		return;
	}

	shutdownInProgress = true; // Indicate that the cleanup is in progress

	std::cout << "Waiting for device idle…" << std::endl;
	vkDeviceWaitIdle(device); // Wait for rendering to complete
	std::cout << "Cleaning up framebuffers…" << std::endl;
	CleanupFramebuffers();
	std::cout << "Cleaning up renderpass…" << std::endl;
	CleanupRenderPass();
	std::cout << "Cleaning up syncobject…" << std::endl;
	CleanupSyncObjects();
	std::cout << "Cleaning up commandbuffers…" << std::endl;
	CleanupCommandBuffers(); // Free command buffers before destroying the command pool
	CleanupCommandPool();
	CleanupImageViews();
	CleanupSwapchain();
	CleanupDevice(); // Make sure that CleanupDevice is called before DestroySurface
	DestroySurface(); // Move this line after CleanupDevice
	CleanupInstance();
}

void Renderer::BeginFrame()
{
	// Wait for any previous work on this swapchain image to complete
	vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX);
	vkResetFences(device, 1, &inFlightFences[currentFrame]);

	// Acquire an image from the swapchain, then begin recording commands for the current frame.
	VkResult acquireResult = vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);

	if (acquireResult != VK_SUCCESS && acquireResult != VK_SUBOPTIMAL_KHR) {
		throw std::runtime_error("Failed to acquire next swapchain image.");
	}

	VkCommandBufferBeginInfo beginInfo{};
	beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
	currentCommandBuffer = commandBuffers[currentFrame];
	vkBeginCommandBuffer(currentCommandBuffer, &beginInfo);

	VkRenderPassBeginInfo renderPassInfo{};
	renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
	renderPassInfo.renderPass = renderPass;
	renderPassInfo.framebuffer = framebuffers[imageIndex];
	renderPassInfo.renderArea.offset = { 0, 0 };
	renderPassInfo.renderArea.extent = swapChainExtent;

	// Set the clear color to black
	VkClearValue clearColor = { 0.0f, 0.0f, 0.0f, 1.0f };
	renderPassInfo.clearValueCount = 1;
	renderPassInfo.pClearValues = &clearColor;

	vkCmdBeginRenderPass(currentCommandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
}

void Renderer::EndFrame()
{
	vkCmdEndRenderPass(currentCommandBuffer);

	VkSubmitInfo submitInfo{};
	submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;

	VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
	submitInfo.waitSemaphoreCount = 1;
	submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame];
	submitInfo.pWaitDstStageMask = waitStages;

	submitInfo.commandBufferCount = 1;
	submitInfo.pCommandBuffers = &currentCommandBuffer;

	submitInfo.signalSemaphoreCount = 1;
	submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame];

	vkEndCommandBuffer(currentCommandBuffer);
	vkQueueSubmit(graphicsQueue, 1, &submitInfo, inFlightFences[currentFrame]);

	VkPresentInfoKHR presentInfo{};
	presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
	presentInfo.waitSemaphoreCount = 1;
	presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame];

	VkSwapchainKHR swapChains[] = { swapchain };
	presentInfo.swapchainCount = 1;
	presentInfo.pSwapchains = swapChains;
	presentInfo.pImageIndices = &imageIndex;

	VkResult queuePresentResult = vkQueuePresentKHR(presentQueue, &presentInfo);

	if (queuePresentResult == VK_ERROR_OUT_OF_DATE_KHR || queuePresentResult == VK_SUBOPTIMAL_KHR) {
		// Handle swapchain recreation if needed, e.g., due to resizing the window or other swapchain properties changes
	}
	else if (queuePresentResult != VK_SUCCESS) {
		throw std::runtime_error("Failed to present the swapchain image.");
	}

	currentFrame = (currentFrame + 1) % kMaxFramesInFlight;
}

void Renderer::CreateSurface()
{
	if (glfwCreateWindowSurface(instance, window, nullptr, &surface) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create a window surface.");
	}
}

void Renderer::DestroySurface()
{
	vkDestroySurfaceKHR(instance, surface, nullptr);
}

void Renderer::CreateInstance()
{
	// Set up the application info
	VkApplicationInfo appInfo{};
	appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
	appInfo.pApplicationName = "Game Engine";
	appInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
	appInfo.pEngineName = "Game Engine";
	appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
	appInfo.apiVersion = VK_API_VERSION_1_2;

	// Set up the instance create info
	VkInstanceCreateInfo createInfo{};
	createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
	createInfo.pApplicationInfo = &appInfo;

	// Set up the required extensions
	uint32_t glfwExtensionCount = 0;
	const char** glfwExtensions;
	glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);

	createInfo.enabledExtensionCount = glfwExtensionCount;
	createInfo.ppEnabledExtensionNames = glfwExtensions;
	createInfo.enabledLayerCount = 0;

	// Create the Vulkan instance
	if (vkCreateInstance(&createInfo, nullptr, &instance) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create the Vulkan instance.");
	}
}

void Renderer::CleanupInstance()
{
	// Destroy the Vulkan instance
	vkDestroyInstance(instance, nullptr);
}

void Renderer::ChoosePhysicalDevice()
{
	// Enumerate the available physical devices and choose one that supports required features
	uint32_t deviceCount = 0;
	vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);

	if (deviceCount == 0)
	{
		throw std::runtime_error("Failed to find a GPU with Vulkan support.");
	}

	std::vector<VkPhysicalDevice> allDevices(deviceCount);
	vkEnumeratePhysicalDevices(instance, &deviceCount, allDevices.data());

	for (const auto& testDevice : allDevices)
	{
		if (glfwGetPhysicalDevicePresentationSupport(instance, testDevice, 0) &&
			CheckPhysicalDeviceExtensionSupport(testDevice).empty() &&
			GetQueueFamilyIndices(testDevice).IsComplete())
		{
			physicalDevice = testDevice;
			break;
		}
	}

	if (physicalDevice == VK_NULL_HANDLE)
	{
		throw std::runtime_error("Failed to find a suitable GPU.");
	}
}

void Renderer::CreateDevice()
{
	// Get the GPU’s queue family indices
	const QueueFamilyIndices indices = GetQueueFamilyIndices(physicalDevice);

	// Set up the device queue create info
	std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
	std::set<uint32_t> uniqueQueueFamilyIndices = { indices.graphicsFamily.value(),indices.presentFamily.value() };

	float queuePriority = 1.0f;
	for (uint32_t queueFamilyIndex : uniqueQueueFamilyIndices)
	{
		VkDeviceQueueCreateInfo queueCreateInfo{};
		queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
		queueCreateInfo.queueFamilyIndex = queueFamilyIndex;
		queueCreateInfo.queueCount = 1;
		queueCreateInfo.pQueuePriorities = &queuePriority;

		queueCreateInfos.push_back(queueCreateInfo);
	}

	// Set up the physical device features
	VkPhysicalDeviceFeatures deviceFeatures{};

	// Set up the device create info
	VkDeviceCreateInfo createInfo{};
	createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
	createInfo.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size());
	createInfo.pQueueCreateInfos = queueCreateInfos.data();
	createInfo.pEnabledFeatures = &deviceFeatures;
	createInfo.enabledExtensionCount = static_cast<uint32_t>(deviceExtensions.size());
	createInfo.ppEnabledExtensionNames = deviceExtensions.data();

	// Create the logical device
	if (vkCreateDevice(physicalDevice, &createInfo, nullptr, &device) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create a logical device.");
	}

	// Retrieve the graphics queue and the present queue
	vkGetDeviceQueue(device, indices.graphicsFamily.value(), 0, &graphicsQueue);
	vkGetDeviceQueue(device, indices.presentFamily.value(), 0, &presentQueue);
}

void Renderer::CleanupDevice()
{
	// Destroy the logical device
	vkDestroyDevice(device, nullptr);
}

void Renderer::CreateSwapchain()
{
	// Get swapchain support details
	SwapChainSupportDetails swapChainSupport = querySwapChainSupport(physicalDevice,surface);

	VkSurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats);
	swapChainImageFormat = surfaceFormat.format; // Initialize the swapChainImageFormat
	VkPresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.presentModes);
	VkExtent2D extent = chooseSwapExtent(swapChainSupport.capabilities,window);

	uint32_t imageCount = swapChainSupport.capabilities.minImageCount + 1;
	if (swapChainSupport.capabilities.maxImageCount > 0 && imageCount > swapChainSupport.capabilities.maxImageCount)
	{
		imageCount = swapChainSupport.capabilities.maxImageCount;
	}

	// Create the swapchain
	// …
	VkSwapchainCreateInfoKHR createInfo{};
	createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
	createInfo.surface = surface;

	createInfo.minImageCount = imageCount;
	createInfo.imageFormat = surfaceFormat.format;
	createInfo.imageColorSpace = surfaceFormat.colorSpace;
	createInfo.imageExtent = extent;
	createInfo.imageArrayLayers = 1;
	createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;

	QueueFamilyIndices indices = GetQueueFamilyIndices(physicalDevice);
	uint32_t queueFamilyIndices[] = { indices.graphicsFamily.value(), indices.presentFamily.value() };

	if (indices.graphicsFamily != indices.presentFamily) {
		createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
		createInfo.queueFamilyIndexCount = 2;
		createInfo.pQueueFamilyIndices = queueFamilyIndices;
	}
	else {
		createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
	}

	createInfo.preTransform = swapChainSupport.capabilities.currentTransform;
	createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
	createInfo.presentMode = presentMode;
	createInfo.clipped = VK_TRUE;

	if (vkCreateSwapchainKHR(device, &createInfo, nullptr, &swapchain) != VK_SUCCESS) {
		throw std::runtime_error("failed to create swap chain!");
	}

	// Retrieve swapchain images (color buffers)
	// …

	// Retrieve swapchain images
	vkGetSwapchainImagesKHR(device, swapchain, &imageCount, nullptr);
	swapChainImages.resize(imageCount);
	vkGetSwapchainImagesKHR(device, swapchain, &imageCount, swapChainImages.data());

	// Create image views for swapchain images
	CreateImageViews();
}

void Renderer::CleanupSwapchain()
{
	// Clean up Vulkan swapchain
	if (swapchain != VK_NULL_HANDLE)
	{
		vkDestroySwapchainKHR(device, swapchain, nullptr);
		swapchain = VK_NULL_HANDLE;
	}
}

void Renderer::CreateImageViews()
{
	swapChainImageViews.resize(swapChainImages.size());

	for (size_t i = 0; i < swapChainImages.size(); ++i)
	{
		VkImageViewCreateInfo createInfo{};
		createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
		createInfo.image = swapChainImages[i];
		createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
		createInfo.format = swapChainImageFormat;
		createInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
		createInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
		createInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
		createInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
		createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
		createInfo.subresourceRange.baseMipLevel = 0;
		createInfo.subresourceRange.levelCount = 1;
		createInfo.subresourceRange.baseArrayLayer = 0;
		createInfo.subresourceRange.layerCount = 1;
		createInfo.flags = 0;

		if (vkCreateImageView(device, &createInfo, nullptr, &swapChainImageViews[i]) != VK_SUCCESS)
		{
			throw std::runtime_error("Failed to create an image view.");
		}
	}
}

void Renderer::CleanupImageViews()
{
	for (auto imageView : swapChainImageViews)
	{
		vkDestroyImageView(device, imageView, nullptr);
	}
	swapChainImageViews.clear();
}

void Renderer::CreateRenderPass()
{
	VkAttachmentDescription colorAttachment{};
	colorAttachment.format = swapChainImageFormat;
	colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
	colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
	colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
	colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
	colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
	colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
	colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;

	VkAttachmentReference colorAttachmentRef{};
	colorAttachmentRef.attachment = 0;
	colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;

	VkSubpassDescription subpass{};
	subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
	subpass.colorAttachmentCount = 1;
	subpass.pColorAttachments = &colorAttachmentRef;

	VkRenderPassCreateInfo renderPassInfo{};
	renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
	renderPassInfo.attachmentCount = 1;
	renderPassInfo.pAttachments = &colorAttachment;
	renderPassInfo.subpassCount = 1;
	renderPassInfo.pSubpasses = &subpass;

	VkSubpassDependency dependency{};
	dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
	dependency.dstSubpass = 0;
	dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
	dependency.srcAccessMask = 0;
	dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
	dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;

	renderPassInfo.dependencyCount = 1;
	renderPassInfo.pDependencies = &dependency;

	if (vkCreateRenderPass(device, &renderPassInfo, nullptr, &renderPass) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create render pass.");
	}
}

void Renderer::CleanupRenderPass()
{
	vkDestroyRenderPass(device, renderPass, nullptr);
}

void Renderer::CreateCommandPool()
{
	// Find a queue family index that supports graphics operations
	QueueFamilyIndices queueFamilyIndices = GetQueueFamilyIndices(physicalDevice);

	// Create a command pool for the queue family
	VkCommandPoolCreateInfo poolInfo{};
	poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
	poolInfo.queueFamilyIndex = queueFamilyIndices.graphicsFamily.value();
	poolInfo.flags = 0;

	if (vkCreateCommandPool(device, &poolInfo, nullptr, &commandPool) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to create command pool.");
	}

	CreateCommandBuffers(); // Create command buffers after creating the command pool
}

void Renderer::CleanupCommandPool()
{
	// Clean up Vulkan command pool
	CleanupCommandBuffers(); // Add this line to clean up command buffers before destroying the command pool
	vkDestroyCommandPool(device, commandPool, nullptr);
}

void Renderer::CreateCommandBuffers()
{
	commandBuffers.resize(kMaxFramesInFlight);

	VkCommandBufferAllocateInfo allocInfo{};
	allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
	allocInfo.commandPool = commandPool;
	allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
	allocInfo.commandBufferCount = static_cast<uint32_t>(commandBuffers.size());

	if (vkAllocateCommandBuffers(device, &allocInfo, commandBuffers.data()) != VK_SUCCESS)
	{
		throw std::runtime_error("Failed to allocate command buffers.");
	}

	// Set the initial value of the currentCommandBuffer
	currentCommandBuffer = commandBuffers[currentFrame];
}

void Renderer::CleanupCommandBuffers()
{
	vkFreeCommandBuffers(device, commandPool, static_cast<uint32_t>(commandBuffers.size()), commandBuffers.data());
}

void Renderer::CreateFramebuffers()
{
	// Check if the framebuffers vector is not empty, and call CleanupFramebuffers()
	if (!framebuffers.empty()) {
		CleanupFramebuffers();
	}

	// Create Vulkan framebuffers for swapchain images
	framebuffers.resize(swapChainImageViews.size());

	for (size_t i = 0; i < swapChainImageViews.size(); ++i)
	{
		VkImageView attachments[] = { swapChainImageViews[i] };

		VkFramebufferCreateInfo framebufferInfo{};
		framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
		framebufferInfo.renderPass = renderPass;
		framebufferInfo.attachmentCount = 1;
		framebufferInfo.pAttachments = attachments;
		framebufferInfo.width = swapChainExtent.width;
		framebufferInfo.height = swapChainExtent.height;
		framebufferInfo.layers = 1;

		if (vkCreateFramebuffer(device, &framebufferInfo, nullptr, &framebuffers[i]) != VK_SUCCESS)
		{
			throw std::runtime_error("Failed to create framebuffer.");
		}
	}
}

void Renderer::CleanupFramebuffers()
{
	for (auto framebuffer : framebuffers)
	{
		if (framebuffer != VK_NULL_HANDLE)
		{
			vkDestroyFramebuffer(device, framebuffer, nullptr);
			framebuffer = VK_NULL_HANDLE;
		}
	}
	framebuffers.clear(); // Make sure to clear the framebuffers vector after destroying each framebuffer
}

void Renderer::CreateSyncObjects()
{
	imageAvailableSemaphores.resize(kMaxFramesInFlight, VK_NULL_HANDLE);
	renderFinishedSemaphores.resize(kMaxFramesInFlight, VK_NULL_HANDLE);
	inFlightFences.resize(kMaxFramesInFlight, VK_NULL_HANDLE);

	VkSemaphoreCreateInfo semaphoreInfo{};
	semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;

	VkFenceCreateInfo fenceInfo{};
	fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
	fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;

	for (size_t i = 0; i < kMaxFramesInFlight; ++i)
	{
		if (vkCreateSemaphore(device, &semaphoreInfo, nullptr, &imageAvailableSemaphores[i]) != VK_SUCCESS ||
			vkCreateSemaphore(device, &semaphoreInfo, nullptr, &renderFinishedSemaphores[i]) != VK_SUCCESS ||
			vkCreateFence(device, &fenceInfo, nullptr, &inFlightFences[i]) != VK_SUCCESS)
		{
			throw std::runtime_error("Failed to create synchronization objects for a frame.");
		}
	}
}

void Renderer::CleanupSyncObjects()
{
	for (size_t i = 0; i < kMaxFramesInFlight; ++i)
	{
		if (renderFinishedSemaphores[i] != VK_NULL_HANDLE)
			vkDestroySemaphore(device, renderFinishedSemaphores[i], nullptr);
		if (imageAvailableSemaphores[i] != VK_NULL_HANDLE)
			vkDestroySemaphore(device, imageAvailableSemaphores[i], nullptr);
		if (inFlightFences[i] != VK_NULL_HANDLE)
			vkDestroyFence(device, inFlightFences[i], nullptr);
	}
}

SwapChainSupportDetails Renderer::querySwapChainSupport(VkPhysicalDevice device, VkSurfaceKHR surface)
{
	SwapChainSupportDetails details;

	// Query the capabilities
	vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &details.capabilities);

	// Query the supported formats
	uint32_t formatCount;
	vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr);

	if (formatCount != 0)
	{
		details.formats.resize(formatCount);
		vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, details.formats.data());
	}

	// Query the supported present modes
	uint32_t presentModeCount;
	vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, nullptr);

	if (presentModeCount != 0)
	{
		details.presentModes.resize(presentModeCount);
		vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, details.presentModes.data());
	}

	return details;
}

VkSurfaceFormatKHR Renderer::chooseSwapSurfaceFormat(const std::vector<VkSurfaceFormatKHR>& availableFormats)
{
	for (const auto& availableFormat : availableFormats)
	{
		if (availableFormat.format == VK_FORMAT_B8G8R8A8_SRGB && availableFormat.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR)
		{
			return availableFormat;
		}
	}
	return availableFormats[0];
}

VkPresentModeKHR Renderer::chooseSwapPresentMode(const std::vector<VkPresentModeKHR>& availablePresentModes)
{
	for (const auto& availablePresentMode : availablePresentModes)
	{
		if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
		{
			return availablePresentMode;
		}
	}
	return VK_PRESENT_MODE_FIFO_KHR;
}

VkExtent2D Renderer::chooseSwapExtent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window)
{
	if (capabilities.currentExtent.width != UINT32_MAX)
	{
		return capabilities.currentExtent;
	}
	else
	{
		int width, height;
		glfwGetFramebufferSize(window, &width, &height);

		VkExtent2D actualExtent = { static_cast<uint32_t>(width), static_cast<uint32_t>(height) };

		actualExtent.width = std::max(capabilities.minImageExtent.width, std::min(capabilities.maxImageExtent.width, actualExtent.width));
		actualExtent.height = std::max(capabilities.minImageExtent.height, std::min(capabilities.maxImageExtent.height, actualExtent.height));

		return actualExtent;
	}
}

std::vector<const char*> Renderer::CheckPhysicalDeviceExtensionSupport(VkPhysicalDevice physicalDevice)
{
	uint32_t extensionCount;
	vkEnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extensionCount, nullptr);

	std::vector<VkExtensionProperties> availableExtensions(extensionCount);
	vkEnumerateDeviceExtensionProperties(physicalDevice, nullptr, &extensionCount, availableExtensions.data());

	std::set<std::string> requiredExtensions(deviceExtensions.begin(), deviceExtensions.end());
	for (const auto& extension : availableExtensions)
	{
		requiredExtensions.erase(extension.extensionName);
	}

	std::vector<const char*> remainingExtensions;
	for (const auto& extension : requiredExtensions)
	{
		remainingExtensions.push_back(extension.c_str());
	}
	return remainingExtensions;
}

QueueFamilyIndices Renderer::GetQueueFamilyIndices(VkPhysicalDevice physicalDevice)
{
	QueueFamilyIndices indices;

	uint32_t queueFamilyCount = 0;
	vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, nullptr);

	std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
	vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyCount, queueFamilies.data());

	int i = 0;
	for (const auto& queueFamily : queueFamilies)
	{
		if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT)
		{
			indices.graphicsFamily = i;
		}

		VkBool32 presentSupport = false;
		vkGetPhysicalDeviceSurfaceSupportKHR(physicalDevice, i, surface, &presentSupport);
		if (presentSupport)
		{
			indices.presentFamily = i;
		}

		if (indices.IsComplete())
		{
			break;
		}

		i++;
	}

	return indices;
}

VkDevice* Renderer::GetDevice() {
	return &device;
};
VkPhysicalDevice* Renderer::GetPhysicalDevice() {
	return &physicalDevice;
};
VkCommandPool* Renderer::GetCommandPool() {
	return &commandPool;
};
VkQueue* Renderer::GetGraphicsQueue() {
	return &graphicsQueue;
};

VkCommandBuffer* Renderer::GetCurrentCommandBuffer() {
	return &currentCommandBuffer;
}

VkDescriptorSetLayout Renderer::CreateDescriptorSetLayout() {
	VkDescriptorSetLayoutBinding uboLayoutBinding{};
	uboLayoutBinding.binding = 0;
	uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
	uboLayoutBinding.descriptorCount = 1;
	uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
	uboLayoutBinding.pImmutableSamplers = nullptr;

	VkDescriptorSetLayoutCreateInfo layoutInfo{};
	layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
	layoutInfo.bindingCount = 1;
	layoutInfo.pBindings = &uboLayoutBinding;

	VkDescriptorSetLayout descriptorSetLayout;
	if (vkCreateDescriptorSetLayout(device, &layoutInfo, nullptr, &descriptorSetLayout) != VK_SUCCESS) {
		throw std::runtime_error("Failed to create descriptor set layout!");
	}

	return descriptorSetLayout;
}

VkDescriptorPool Renderer::CreateDescriptorPool(uint32_t maxSets) {
	VkDescriptorPoolSize poolSize{};
	poolSize.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
	poolSize.descriptorCount = maxSets;

	VkDescriptorPoolCreateInfo poolInfo{};
	poolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
	poolInfo.poolSizeCount = 1;
	poolInfo.pPoolSizes = &poolSize;
	poolInfo.maxSets = maxSets;

	VkDescriptorPool descriptorPool;
	if (vkCreateDescriptorPool(device, &poolInfo, nullptr, &descriptorPool) != VK_SUCCESS) {
		throw std::runtime_error("Failed to create descriptor pool!");
	}

	return descriptorPool;
}


I am running into errors while trying to render. It seems to be related to a renderer.GetCurrentCommandBuffer call. Please check the code and tell me if you find any errors with how commandbuffers are being managed that might result in an access violation error. It may be related to how the MVP buffer is handled in GameObject.