In this chapter, we created all the resources required to render the geometry. First of all, we added the Mesh class, which has vertex and index information for all the mesh types, including triangle, quad, cube, and sphere. Then, we created the ObjectBuffers class, which was used to store and bind the buffers to the GPU memory using the VkTool file. We also created a separate descriptor class, which has our descriptor set layout and pool. In addition, we created descriptor sets. Finally, we created the SPIRV bytecode shader files, which were compiled from the GLSL shader.
In the next chapter, we will use the resources we created here to draw our first colored geometry.