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2 Commits
69ea48ad22
...
9b1e7d56a3
| Author | SHA1 | Date | |
|---|---|---|---|
| 9b1e7d56a3 | |||
| dc40e973d3 |
+18
-2
@@ -91,6 +91,19 @@ Shader::Builder& Shader::Builder::fromGLSL(const std::string& path) {
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Shader::Builder& Shader::Builder::fromSPIRV(const std::string& path) {
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this->path = path;
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this->precompiled = true;
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this->embedded = false;
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return *this;
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}
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Shader::Builder& Shader::Builder::fromSPIRV(std::vector<u32> spirv) {
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this->embeddedSpirv = std::move(spirv);
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this->embedded = true;
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return *this;
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}
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Shader::Builder& Shader::Builder::fromSPIRV(std::span<const u32> spirv) {
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this->embeddedSpirv.assign(spirv.begin(), spirv.end());
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this->embedded = true;
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return *this;
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}
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@@ -101,7 +114,7 @@ Shader::Builder& Shader::Builder::setStage(ShaderStage shaderStage) {
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}
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std::unique_ptr<Shader> Shader::Builder::build() {
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if (this->path.empty()) {
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if (!this->embedded && this->path.empty()) {
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log::fatal("failed to build shader: no source path provided");
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throw std::runtime_error("failed to build shader: no source path provided");
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}
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@@ -113,7 +126,10 @@ std::unique_ptr<Shader> Shader::Builder::build() {
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auto shader = std::unique_ptr<Shader>(new Shader());
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if (this->precompiled) {
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if (this->embedded) {
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shader->stage = this->stage;
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shader->spirv = std::move(this->embeddedSpirv);
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} else if (this->precompiled) {
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shader->load(this->path, this->stage);
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} else {
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shader->compile(this->path, this->stage);
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@@ -2,6 +2,7 @@
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#include <memory>
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#include <sophia/types.hpp>
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#include <span>
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#include <string>
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#include <vector>
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@@ -37,15 +38,19 @@ class Shader::Builder {
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Builder& fromGLSL(const std::string& path);
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Builder& fromSPIRV(const std::string& path);
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Builder& fromSPIRV(std::vector<u32> spirv);
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Builder& fromSPIRV(std::span<const u32> spirv);
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Builder& setStage(ShaderStage shaderStage);
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std::unique_ptr<Shader> build();
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private:
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std::string path;
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std::vector<u32> embeddedSpirv;
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ShaderStage stage;
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bool stageSet = false;
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bool precompiled = false;
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bool embedded = false;
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};
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} // namespace sophia
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@@ -0,0 +1,18 @@
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#version 450
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layout (location = 0) out vec2 uv;
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vec2 positions[6] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, -1.0),
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vec2( 1.0, 1.0)
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);
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void main() {
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vec2 pos = positions[gl_VertexIndex];
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gl_Position = vec4(pos, 0.0, 1.0);
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uv = pos * 0.5 + 0.5;
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}
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@@ -0,0 +1,9 @@
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#version 450
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layout (location = 0) in vec3 fragColor;
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layout (location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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@@ -0,0 +1,16 @@
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#version 450
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layout (location = 0) in vec2 position;
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layout (location = 1) in vec3 color;
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layout (location = 0) out vec3 fragColor;
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layout (push_constant) uniform Push {
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mat4 transform;
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vec4 color;
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} push;
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void main() {
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gl_Position = vec4(push.transform * vec4(position, 0.0, 1.0));
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fragColor = color;
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}
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@@ -0,0 +1,88 @@
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#include "model_render_system.hpp"
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#include <cassert>
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#include "shaders/model_render_system.frag.spv.h"
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#include "shaders/model_render_system.vert.spv.h"
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namespace sophia {
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ModelRenderSystem::ModelRenderSystem(Device& device,
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RenderContext& renderContext)
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: device{device}, renderContext{renderContext} {
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createPipelineLayout();
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assert(this->pipelineLayout.get() != nullptr &&
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"Cannot create pipeline before pipeline layout");
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auto vertexShader = Shader::Builder()
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.fromSPIRV(shaders::model_render_system_vert_spv)
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.setStage(ShaderStage::VERTEX)
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.build();
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auto fragmentShader = Shader::Builder()
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.fromSPIRV(shaders::model_render_system_frag_spv)
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.setStage(ShaderStage::FRAGMENT)
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.build();
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auto bindingDescriptions = Model::Vertex::getBindingDescriptions();
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auto attributeDescriptions = Model::Vertex::getAttributeDescriptions();
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this->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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}
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ModelRenderSystem::~ModelRenderSystem() {
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log::trace("destroyed sophia::ModelRenderSystem");
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}
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void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
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std::span<const std::unique_ptr<Model>> models,
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const FrameInfo& frameInfo) {
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glm::mat4 viewProjection = frameInfo.camera.getViewProjection();
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this->graphicsPipeline->bind(commandBuffer);
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for (const std::unique_ptr<Model>& model : models) {
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PushConstantData push{};
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push.modelMatrix = viewProjection;
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commandBuffer.pushConstants(
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this->pipelineLayout.get(),
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vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment,
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0, sizeof(PushConstantData), &push);
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model->bind(commandBuffer);
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model->draw(commandBuffer);
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}
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}
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void ModelRenderSystem::createPipelineLayout() {
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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(PushConstantData);
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vk::PipelineLayoutCreateInfo pipelineLayoutInfo = {};
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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try {
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this->pipelineLayout =
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this->device.get()->createPipelineLayoutUnique(pipelineLayoutInfo);
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log::trace("created vk::PipelineLayout");
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} catch (const vk::SystemError& err) {
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log::fatal("failed to create vk::PipelineLayout");
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throw std::runtime_error("failed to create vk::PipelineLayout");
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}
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}
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} // namespace sophia
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@@ -0,0 +1,42 @@
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#pragma once
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#include <memory>
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#include <sophia/frame_info.hpp>
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#include <span>
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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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namespace sophia {
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class ModelRenderSystem {
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public:
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struct PushConstantData {
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glm::mat4 modelMatrix{1.f};
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glm::mat4 normalMatrix{1.f};
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};
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ModelRenderSystem(const ModelRenderSystem&) = delete;
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ModelRenderSystem& operator=(const ModelRenderSystem&) = delete;
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ModelRenderSystem(Device& device, RenderContext& renderContext);
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~ModelRenderSystem();
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void render(vk::CommandBuffer commandBuffer,
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std::span<const std::unique_ptr<Model>> models,
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const FrameInfo& frameInfo);
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private:
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void createPipelineLayout();
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void createPipeline();
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Device& device;
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RenderContext& renderContext;
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std::unique_ptr<sophia::GraphicsPipeline> graphicsPipeline;
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vk::UniquePipelineLayout pipelineLayout;
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};
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} // namespace sophia
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@@ -1,9 +1,14 @@
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#include <iostream>
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#include <sophia/application.hpp>
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int main() {
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sophia::Application app{{.width = 800, .height = 600, .name = "Triangle"}};
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class ExampleTriangle : public sophia::Application {
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public:
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ExampleTriangle()
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: Application{{.width = 800, .height = 600, .name = "ExampleTriangle"}} {}
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app.run();
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void onCreate() override {
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canvas.triangle({0.0f, -200.0f}, {100.0f, 0.0f}, {-100.0f, 0.0f});
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}
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};
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return EXIT_SUCCESS;
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}
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SOPHIA_MAIN(ExampleTriangle)
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+192
-17
@@ -1,25 +1,200 @@
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#include <cmath>
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#include <iostream>
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// #include <sophia/application.hpp>
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#include <sophia/render_triangle_test.hpp>
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#include <random>
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#include <sophia/application.hpp>
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#include <sophia/event.hpp>
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#include <sophia/key_event.hpp>
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#include <stdexcept>
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#include <string>
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#include <vector>
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int main(int argc, const char** argv) {
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(void)argc;
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(void)argv;
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std::cout << __FILE__ << "::" << __LINE__ << '\n';
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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 <glm/gtc/constants.hpp>
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try {
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sophia::runRenderTriangleTest(TESTBED_SHADER_DIR "/triangle.vert",
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TESTBED_SHADER_DIR "/triangle.frag");
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} catch (const std::exception& error) {
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std::cerr << "Render triangle test failed: " << error.what() << '\n';
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return EXIT_FAILURE;
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struct Boid {
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glm::vec2 position;
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glm::vec2 velocity;
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};
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constexpr uint32_t DEFAULT_NUMBER_OF_BOIDS = 25;
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class Testbed : public sophia::Application {
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public:
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static constexpr float SCROLL_SPEED = 200.0f;
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// World is a fixed box independent of the camera; boids wrap at its edges.
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static constexpr float WORLD_HALF_WIDTH = 375.0f;
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static constexpr float WORLD_HALF_HEIGHT = 500.0f;
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static constexpr float MAX_SPEED = 120.0f;
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static constexpr float MAX_FORCE = 200.0f;
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static constexpr float PERCEPTION_RADIUS = 150.0f;
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static constexpr float SEPARATION_RADIUS = 40.0f;
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static constexpr float ALIGNMENT_WEIGHT = 1.0f;
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static constexpr float COHESION_WEIGHT = 1.0f;
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static constexpr float SEPARATION_WEIGHT = 1.5f;
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Testbed() : Application{{.width = 750, .height = 1000, .name = "Testbed"}} {
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uint32_t numberOfBoids = DEFAULT_NUMBER_OF_BOIDS;
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if (args.size() > 1) {
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numberOfBoids = static_cast<uint32_t>(std::stoul(args[1]));
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}
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boids.resize(numberOfBoids);
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sophia::EventSystem::get().addListener<sophia::KeyPressedEvent>(
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[this](sophia::KeyPressedEvent& e) {
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setScrollKeyHeld(e.getKeyCode(), true);
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});
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sophia::EventSystem::get().addListener<sophia::KeyReleasedEvent>(
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[this](sophia::KeyReleasedEvent& e) {
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setScrollKeyHeld(e.getKeyCode(), false);
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});
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}
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// sophia::Application app{
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// {.width = 750, .height = 1000, .name = "Testbed", .headless = true}};
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void onCreate() override {
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std::cout << "Testbed created" << std::endl;
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// app.run();
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std::mt19937 rng{std::random_device{}()};
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std::uniform_real_distribution<float> posX{-WORLD_HALF_WIDTH,
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WORLD_HALF_WIDTH};
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std::uniform_real_distribution<float> posY{-WORLD_HALF_HEIGHT,
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WORLD_HALF_HEIGHT};
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std::uniform_real_distribution<float> angle{0.0f, glm::two_pi<float>()};
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return EXIT_SUCCESS;
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}
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for (Boid& boid : boids) {
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boid.position = {posX(rng), posY(rng)};
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float theta = angle(rng);
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boid.velocity = glm::vec2{std::cos(theta), std::sin(theta)} * MAX_SPEED;
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}
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}
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void onUpdate(const sophia::FrameInfo& frameInfo) override {
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float scrollDistance =
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SCROLL_SPEED * static_cast<float>(frameInfo.deltaTime);
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if (scrollLeft) camera.position.x -= scrollDistance;
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if (scrollRight) camera.position.x += scrollDistance;
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if (scrollUp) camera.position.y -= scrollDistance;
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if (scrollDown) camera.position.y += scrollDistance;
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updateBoids(static_cast<float>(frameInfo.deltaTime));
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canvas.clear();
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for (const Boid& boid : boids) {
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drawBoid(boid);
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}
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}
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private:
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void updateBoids(float deltaTime) {
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std::vector<glm::vec2> accelerations(boids.size());
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for (size_t i = 0; i < boids.size(); ++i) {
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glm::vec2 separation{0.0f};
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glm::vec2 averageVelocity{0.0f};
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glm::vec2 averagePosition{0.0f};
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int neighborCount = 0;
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for (size_t j = 0; j < boids.size(); ++j) {
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if (i == j) continue;
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glm::vec2 offset = boids[i].position - boids[j].position;
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float dist = glm::length(offset);
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if (dist >= PERCEPTION_RADIUS) continue;
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averageVelocity += boids[j].velocity;
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averagePosition += boids[j].position;
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++neighborCount;
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if (dist > 0.0f && dist < SEPARATION_RADIUS) {
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separation += offset / (dist * dist);
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}
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}
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glm::vec2 acceleration =
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steerTowards(boids[i], separation) * SEPARATION_WEIGHT;
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if (neighborCount > 0) {
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averageVelocity /= static_cast<float>(neighborCount);
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acceleration +=
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steerTowards(boids[i], averageVelocity) * ALIGNMENT_WEIGHT;
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averagePosition /= static_cast<float>(neighborCount);
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glm::vec2 towardsGroup = averagePosition - boids[i].position;
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acceleration += steerTowards(boids[i], towardsGroup) * COHESION_WEIGHT;
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}
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accelerations[i] = acceleration;
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}
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for (size_t i = 0; i < boids.size(); ++i) {
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Boid& boid = boids[i];
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boid.velocity += accelerations[i] * deltaTime;
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float speed = glm::length(boid.velocity);
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if (speed > MAX_SPEED) {
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boid.velocity = boid.velocity / speed * MAX_SPEED;
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}
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boid.position += boid.velocity * deltaTime;
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wrapPosition(boid.position);
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}
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}
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// Steers boid towards desiredDirection at up to MAX_SPEED, clamped to
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// MAX_FORCE.
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glm::vec2 steerTowards(const Boid& boid, glm::vec2 desiredDirection) {
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float directionLength = glm::length(desiredDirection);
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if (directionLength < 1e-5f) return glm::vec2{0.0f};
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glm::vec2 desired = desiredDirection / directionLength * MAX_SPEED;
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glm::vec2 steer = desired - boid.velocity;
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float steerLength = glm::length(steer);
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if (steerLength > MAX_FORCE) {
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steer = steer / steerLength * MAX_FORCE;
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}
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return steer;
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}
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void wrapPosition(glm::vec2& position) {
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if (position.x > WORLD_HALF_WIDTH) position.x = -WORLD_HALF_WIDTH;
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if (position.x < -WORLD_HALF_WIDTH) position.x = WORLD_HALF_WIDTH;
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if (position.y > WORLD_HALF_HEIGHT) position.y = -WORLD_HALF_HEIGHT;
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if (position.y < -WORLD_HALF_HEIGHT) position.y = WORLD_HALF_HEIGHT;
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}
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void drawBoid(const Boid& boid) {
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constexpr float LENGTH = 20.0f;
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constexpr float WIDTH = 12.0f;
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|
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glm::vec2 direction = boid.velocity;
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||||
float speed = glm::length(direction);
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direction = speed > 1e-5f ? direction / speed : glm::vec2{0.0f, -1.0f};
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glm::vec2 perpendicular{-direction.y, direction.x};
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glm::vec2 nose = boid.position + direction * (LENGTH * 0.5f);
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||||
glm::vec2 tailLeft = boid.position - direction * (LENGTH * 0.5f) +
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||||
perpendicular * (WIDTH * 0.5f);
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||||
glm::vec2 tailRight = boid.position - direction * (LENGTH * 0.5f) -
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perpendicular * (WIDTH * 0.5f);
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||||
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||||
canvas.triangle(nose, tailLeft, tailRight, {1.0f, 1.0f, 1.0f});
|
||||
}
|
||||
|
||||
void setScrollKeyHeld(sophia::KeyCode keycode, bool held) {
|
||||
if (keycode == sophia::Key::Left) scrollLeft = held;
|
||||
if (keycode == sophia::Key::Right) scrollRight = held;
|
||||
if (keycode == sophia::Key::Up) scrollUp = held;
|
||||
if (keycode == sophia::Key::Down) scrollDown = held;
|
||||
}
|
||||
|
||||
std::vector<Boid> boids;
|
||||
bool scrollLeft = false;
|
||||
bool scrollRight = false;
|
||||
bool scrollUp = false;
|
||||
bool scrollDown = false;
|
||||
};
|
||||
|
||||
SOPHIA_MAIN(Testbed)
|
||||
|
||||
Reference in New Issue
Block a user