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(const Mesh& mesh, const Material& material);
	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);

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(const Mesh& mesh, const Material& material)
{
	this->mesh = mesh; // copy or share mesh data
	this->material = material; // copy or share material data
    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)
    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);
}


Material.h:

#pragma once

#include <vulkan/vulkan.h>
#include "Texture.h"
#include "Shader.h"
#include <stdexcept>
#include <memory> // Don’t forget to include <memory>

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

    void Initialize(const std::string& vertShaderPath, const std::string& fragShaderPath, const std::string& texturePath, VkDevice device, VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
    void Cleanup();

    void LoadTexture(const std::string& filename, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
    void LoadShaders(const std::string& vertFilename, const std::string& fragFilename, VkDevice device);

    VkDescriptorSet GetDescriptorSet() const;
    VkPipelineLayout GetPipelineLayout() const;

private:
    VkDevice device;
    std::shared_ptr <Shader> vertexShader;
    std::shared_ptr <Shader> fragmentShader;
    std::shared_ptr<Texture> texture;

    void CreateDescriptorSet(VkDescriptorSetLayout descriptorSetLayout, VkDescriptorPool descriptorPool);
    void CreatePipelineLayout(VkDescriptorSetLayout descriptorSetLayout);

    VkDescriptorSet descriptorSet;
    VkPipelineLayout pipelineLayout;
};

Mesh.h:

#pragma once

#include <vector>
#include <vulkan/vulkan.h>
#include <glm/glm.hpp>
#include "BufferUtils.h"

struct Vertex
{
	glm::vec3 position;
	glm::vec3 color;
};

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

	void Initialize(std::vector<Vertex> vertices, std::vector<uint32_t> indices, VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
	void Initialize(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue graphicsQueue);
	void Cleanup();

	const std::vector<Vertex>& GetVertices() const;
	const std::vector<uint32_t>& GetIndices() const;
	VkBuffer GetVertexBuffer() const;
	VkBuffer GetIndexBuffer() const;

	void SetVertices(const std::vector<Vertex>& vertices);
	void SetIndices(const std::vector<uint32_t>& indices);

private:
	VkDevice device;
	std::vector<Vertex> vertices;
	std::vector<uint32_t> indices;

	VkBuffer vertexBuffer;
	VkDeviceMemory vertexBufferMemory;
	VkBuffer indexBuffer;
	VkDeviceMemory indexBufferMemory;
};

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. Please check the code and tell me if you find any errors.