renamed model to mesh
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+13
-13
@@ -14,7 +14,7 @@
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#include "buffer.hpp"
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#include "device.hpp"
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#include "model.hpp"
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#include "mesh.hpp"
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#include "pipelines/graphics_pipeline.hpp"
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#include "render_context.hpp"
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#include "shader.hpp"
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@@ -183,7 +183,7 @@ class Application::Impl {
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commandBuffer.setViewport(0, viewport);
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commandBuffer.setScissor(0, scissor);
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modelRenderSystem.render(commandBuffer, this->models, frameInfo);
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modelRenderSystem.render(commandBuffer, this->meshes, frameInfo);
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commandBuffer.endRendering();
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@@ -205,23 +205,23 @@ class Application::Impl {
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log::info("Application ran for", totalRuntime, "s");
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}
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void pushModel(std::vector<CanvasVertex> vertices, std::vector<u32> indices) {
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Model::Builder builder{};
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void pushMesh(std::vector<CanvasVertex> vertices, std::vector<u32> indices) {
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Mesh::Builder builder{};
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builder.vertices.reserve(vertices.size());
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for (const CanvasVertex& vertex : vertices) {
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builder.vertices.push_back({vertex.position, vertex.color});
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}
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builder.indices = std::move(indices);
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this->models.push_back(std::make_unique<Model>(this->device, builder));
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this->meshes.push_back(std::make_unique<Mesh>(this->device, builder));
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}
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void clearModels() {
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// Models back live GPU vertex buffers and up to MAX_FRAMES_IN_FLIGHT
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void clearMeshes() {
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// Meshes back live GPU vertex buffers and up to MAX_FRAMES_IN_FLIGHT
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// command buffers may still be executing against them, so wait for the
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// device to go idle before freeing anything.
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this->device.waitIdle();
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this->models.clear();
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this->meshes.clear();
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}
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private:
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@@ -231,7 +231,7 @@ class Application::Impl {
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Device device;
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RenderContext renderContext;
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std::vector<std::unique_ptr<Model>> models;
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std::vector<std::unique_ptr<Mesh>> meshes;
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};
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void Application::setCommandLineArgs(int argc, const char* const* argv) {
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@@ -247,11 +247,11 @@ Application::~Application() = default;
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void Application::run() { impl->run(); }
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void Application::pushModel(std::vector<CanvasVertex> vertices,
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std::vector<u32> indices) {
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impl->pushModel(std::move(vertices), std::move(indices));
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void Application::pushMesh(std::vector<CanvasVertex> vertices,
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std::vector<u32> indices) {
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impl->pushMesh(std::move(vertices), std::move(indices));
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}
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void Application::clearModels() { impl->clearModels(); }
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void Application::clearMeshes() { impl->clearMeshes(); }
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} // namespace sophia
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