reconstruct glTFModel.h
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#include <glm/gtc/matrix_transform.hpp>
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					#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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					#include <glm/gtc/type_ptr.hpp>
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					#define TINYGLTF_NO_STB_IMAGE_WRITE
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#ifdef VK_USE_PLATFORM_ANDROID_KHR
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					#ifdef VK_USE_PLATFORM_ANDROID_KHR
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#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
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					#define TINYGLTF_ANDROID_LOAD_FROM_ASSETS
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// Contains everything required to render a glTF model in Vulkan
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					// Contains everything required to render a glTF model in Vulkan
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// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
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					// This class is heavily simplified (compared to glTF's feature set) but retains the basic glTF structure
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class VulkanglTFModel
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					namespace VulkanglTFModel
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{
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					{
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public:
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	// The class requires some Vulkan objects so it can create it's own resources
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						// The class requires some Vulkan objects so it can create it's own resources
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	vks::VulkanDevice* vulkanDevice;
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						vks::VulkanDevice* vulkanDevice;
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	VkQueue copyQueue;
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						VkQueue copyQueue;
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	uint32_t nodeCount;
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						uint32_t nodeCount;
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						enum DescriptorBindingFlags {
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							ImageBaseColor = 0x00000001,
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							ImageNormalMap = 0x00000002
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						};
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						extern VkDescriptorSetLayout descriptorSetLayoutImage;
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						extern VkDescriptorSetLayout descriptorSetLayoutUbo;
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						extern VkMemoryPropertyFlags memoryPropertyFlags;
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						extern uint32_t descriptorBindingFlags;
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	// The vertex layout for the samples' model
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						// The vertex layout for the samples' model
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	struct Vertex {
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						struct Vertex {
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		glm::vec3 pos;
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							glm::vec3 pos;
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