Big application changes
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+242
-10
@@ -1,25 +1,257 @@
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <sophia/application.hpp>
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#include <sophia/util/logger.hpp>
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#include <string>
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#include <utility>
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#include <vector>
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#include <vulkan/vulkan.hpp>
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#include "engine.hpp"
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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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 "pipelines/graphics_pipeline.hpp"
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#include "render_context.hpp"
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#include "shader.hpp"
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#include "systems/model_render_system.hpp"
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#include "window.hpp"
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namespace sophia {
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class Application::Impl {
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public:
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Impl(const Application::Config& config)
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: engine{{config.width, config.height, config.name, config.headless}} {}
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namespace {
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void run() { engine.run(); }
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private:
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Engine engine;
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struct Vertex {
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glm::vec2 position;
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glm::vec3 color;
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};
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struct PushConstants {
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glm::mat4 transform;
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glm::vec4 color;
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glm::vec4 data;
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};
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std::vector<std::string> commandLineArgs;
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} // namespace
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class Application::Impl {
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public:
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Impl(Application& application, const Application::Config& config)
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: application{application},
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config{config},
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window{config.width, config.height, config.name},
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device{&window},
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renderContext{window, device} {}
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/*void run(const std::string& vertShaderPath,
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const std::string& fragShaderPath) {
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log::info("Running Render Triangle Test...");
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RenderContext renderContext{window, device};
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auto vertexShader = Shader::Builder()
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.fromGLSL(vertShaderPath)
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.setStage(ShaderStage::VERTEX)
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.build();
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auto fragmentShader = Shader::Builder()
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.fromGLSL(fragShaderPath)
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.setStage(ShaderStage::FRAGMENT)
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.build();
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vk::PushConstantRange pushConstantRange{};
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pushConstantRange.stageFlags =
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vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment;
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pushConstantRange.offset = 0;
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pushConstantRange.size = sizeof(PushConstants);
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vk::PipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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vk::UniquePipelineLayout pipelineLayout =
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device.get()->createPipelineLayoutUnique(pipelineLayoutInfo);
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std::vector<vk::VertexInputBindingDescription> bindingDescriptions{
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{0, sizeof(Vertex), vk::VertexInputRate::eVertex}};
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std::vector<vk::VertexInputAttributeDescription> attributeDescriptions{
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{0, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, position)},
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{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, color)}};
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std::unique_ptr<sophia::GraphicsPipeline> graphicsPipeline =
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GraphicsPipeline::Builder(device)
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.setVertexShader(*vertexShader)
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.setFragmentShader(*fragmentShader)
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.setPipelineLayout(pipelineLayout.get())
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.setColorAttachmentFormats({renderContext.getImageFormat()})
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.setVertexInput(bindingDescriptions, attributeDescriptions)
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.build();
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// Oversized triangle covering the full screen so the fragment shader runs
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// for every pixel.
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std::vector<Vertex> vertices{
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{{-1.0f, -1.0f}, {1.0f, 0.0f, 0.0f}},
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{{3.0f, -1.0f}, {0.0f, 1.0f, 0.0f}},
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{{-1.0f, 3.0f}, {0.0f, 0.0f, 1.0f}},
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};
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Buffer vertexBuffer{device, sizeof(Vertex),
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static_cast<u32>(vertices.size()),
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vk::BufferUsageFlagBits::eVertexBuffer,
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vk::MemoryPropertyFlagBits::eHostVisible |
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vk::MemoryPropertyFlagBits::eHostCoherent};
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vertexBuffer.map();
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vertexBuffer.writeToBuffer(vertices.data(),
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sizeof(Vertex) * vertices.size());
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vertexBuffer.unmap();
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}*/
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void run() {
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ModelRenderSystem modelRenderSystem{device, renderContext};
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this->application.onCreate();
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auto startTime = std::chrono::high_resolution_clock::now();
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auto currentTime = startTime;
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u32 frameIndex = 0;
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while (!window.shouldClose()) {
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glfwPollEvents();
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auto newTime = std::chrono::high_resolution_clock::now();
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double deltaTime =
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std::chrono::duration<double>(newTime - currentTime).count();
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currentTime = newTime;
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double elapsedTime =
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std::chrono::duration<double>(currentTime - startTime).count();
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vk::Extent2D extent = renderContext.getExtent();
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FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
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glm::vec2(static_cast<float>(extent.width),
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static_cast<float>(extent.height)),
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this->application.camera};
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this->application.onUpdate(frameInfo);
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this->application.onRender();
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this->application.camera.setProjection(
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-frameInfo.currentFramebufferExtent.x / 2.f,
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frameInfo.currentFramebufferExtent.x / 2.f,
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-frameInfo.currentFramebufferExtent.y / 2.f,
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frameInfo.currentFramebufferExtent.y / 2.f);
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vk::CommandBuffer commandBuffer = renderContext.beginFrame();
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if (!commandBuffer) {
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continue;
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}
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renderContext.transitionCurrentImage(
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commandBuffer, vk::ImageLayout::eColorAttachmentOptimal);
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vk::ClearValue clearValue{};
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clearValue.color =
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vk::ClearColorValue{std::array<float, 4>{0.01f, 0.01f, 0.02f, 1.0f}};
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vk::RenderingAttachmentInfo colorAttachment{};
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colorAttachment.imageView = renderContext.getCurrentImageView();
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colorAttachment.imageLayout = vk::ImageLayout::eColorAttachmentOptimal;
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colorAttachment.loadOp = vk::AttachmentLoadOp::eClear;
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colorAttachment.storeOp = vk::AttachmentStoreOp::eStore;
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colorAttachment.clearValue = clearValue;
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vk::RenderingInfo renderingInfo{};
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renderingInfo.renderArea = vk::Rect2D{{0, 0}, extent};
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renderingInfo.layerCount = 1;
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renderingInfo.colorAttachmentCount = 1;
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renderingInfo.pColorAttachments = &colorAttachment;
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commandBuffer.beginRendering(renderingInfo);
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vk::Viewport viewport{0.0f,
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0.0f,
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static_cast<float>(extent.width),
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static_cast<float>(extent.height),
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0.0f,
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1.0f};
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vk::Rect2D scissor{{0, 0}, extent};
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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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commandBuffer.endRendering();
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renderContext.transitionCurrentImage(commandBuffer,
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vk::ImageLayout::ePresentSrcKHR);
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renderContext.endFrame();
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frameIndex++;
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}
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this->application.onDestroy();
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device.waitIdle();
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auto endTime = std::chrono::high_resolution_clock::now();
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double totalRuntime =
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std::chrono::duration<double>(endTime - startTime).count();
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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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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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}
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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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// 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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}
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private:
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Application& application;
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const Application::Config config;
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Window window;
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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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};
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void Application::setCommandLineArgs(int argc, const char* const* argv) {
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commandLineArgs.assign(argv, argv + argc);
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}
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Application::Application(const Config& config)
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: impl{std::make_unique<Impl>(config)} {}
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: impl{std::make_unique<Impl>(*this, config)},
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canvas{this},
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args{std::move(commandLineArgs)} {}
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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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}
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void Application::clearModels() { impl->clearModels(); }
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} // namespace sophia
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