5e1caabde6
Add a RenderTarget resource so the scene can render offscreen instead of straight to the swapchain. The editor uses it to show the scene inside the Viewport panel. - Rename AssetRegistry to ResourceRegistry (AssetTraits -> ResourceTraits, assets() -> resources()) and move the pools from engine/src/assets to engine/src/resources. It now covers non-asset GPU resources as well. - Replace loadMesh() with create<T>(...), and add create<RenderTarget>(), requestResize(), getExtent() and isAlive(). - Add RenderTarget and RenderTargetPool with RenderTargetHandle. Resizes are deferred and applied at the start of the next frame, when the GPU is idle. - Add Application::setSceneTarget(). With no target set, the scene still renders to the swapchain. With a target set, the scene renders offscreen and the swapchain receives only the UI. Frame extent and camera projection follow the target's size. - Add sophia::UI (Application::ui()) with image() and getTextureId() to draw a render target in an ImGui window, sizing the target to the available space. ImGuiRenderer now registers the target textures for this. - ViewportPanel takes the UI and a target, and draws the scene image in place of the flat background fill. - Update the testbed, the boids example, and the glossary for the rename.
286 lines
9.0 KiB
C++
286 lines
9.0 KiB
C++
#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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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <imgui.h>
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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 "imgui_renderer.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 "render_target.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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namespace {
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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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void beginColorPass(vk::CommandBuffer commandBuffer, vk::ImageView view,
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vk::Extent2D extent) {
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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 = view;
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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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}
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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() {
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ModelRenderSystem modelRenderSystem{device, renderContext};
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ImGuiRenderer imguiRenderer{window, device, renderContext.getImageFormat(),
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renderContext.getImageCount(),
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this->application.resourceRegistry};
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this->application._ui.renderer = &imguiRenderer;
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this->application.consoleCommandRegistry.registerCommand(
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"reset_layout", "Restore the default panel layout",
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[&imguiRenderer](const std::vector<std::string>&) {
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imguiRenderer.resetLayout();
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return std::string{"Layout reset"};
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});
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this->application.onCreate();
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imguiRenderer.setDefaultLayout(
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this->application.panelRegistry.getDefaultLayout());
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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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// Resizing waits for the GPU, so it has to happen before any of this
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// frame's work (or ImGui's references to the targets) is recorded.
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this->application.resourceRegistry.applyPendingResizes();
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RenderTarget* sceneTarget =
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this->sceneTargetHandle.isValid()
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? &this->application.resourceRegistry.getRenderTarget(
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this->sceneTargetHandle)
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: nullptr;
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vk::Extent2D extent = renderContext.getExtent();
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vk::Extent2D sceneExtent =
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sceneTarget ? sceneTarget->getExtent() : extent;
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FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
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glm::vec2(static_cast<float>(sceneExtent.width),
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static_cast<float>(sceneExtent.height)),
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this->application.camera};
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this->application.onUpdate(frameInfo);
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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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imguiRenderer.beginFrame();
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this->application.panelRegistry.update(frameInfo);
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this->application.onRender();
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std::vector<ModelRenderSystem::MeshInstance> instances;
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instances.reserve(this->meshes.size() + this->drawCalls.size());
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for (const std::unique_ptr<Mesh>& mesh : this->meshes) {
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instances.push_back({mesh.get(), glm::mat4{1.f}});
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}
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instances.insert(instances.end(), this->drawCalls.begin(),
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this->drawCalls.end());
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this->drawCalls.clear();
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if (sceneTarget) {
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Image& targetImage = sceneTarget->getImage();
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targetImage.transitionLayout(commandBuffer,
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vk::ImageLayout::eColorAttachmentOptimal);
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beginColorPass(commandBuffer, targetImage.getView(), sceneExtent);
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modelRenderSystem.render(commandBuffer, instances, frameInfo);
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commandBuffer.endRendering();
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targetImage.transitionLayout(commandBuffer,
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vk::ImageLayout::eShaderReadOnlyOptimal);
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}
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renderContext.transitionCurrentImage(
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commandBuffer, vk::ImageLayout::eColorAttachmentOptimal);
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beginColorPass(commandBuffer, renderContext.getCurrentImageView(),
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extent);
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if (!sceneTarget) {
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modelRenderSystem.render(commandBuffer, instances, frameInfo);
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}
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imguiRenderer.endFrame(commandBuffer);
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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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this->application._ui.renderer = nullptr;
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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 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->meshes.push_back(std::make_unique<Mesh>(this->device, builder));
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}
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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->meshes.clear();
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}
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void drawMesh(const Mesh& mesh, const glm::mat4& transform) {
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this->drawCalls.push_back({&mesh, transform});
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}
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void setSceneTarget(RenderTargetHandle handle) {
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this->sceneTargetHandle = handle;
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}
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u32 getColorFormat() const {
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return static_cast<u32>(this->renderContext.getImageFormat());
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}
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Device& getDevice() { return device; }
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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<Mesh>> meshes;
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std::vector<ModelRenderSystem::MeshInstance> drawCalls;
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RenderTargetHandle sceneTargetHandle = RenderTargetHandle::invalid();
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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>(*this, config)},
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canvas{this},
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args{std::move(commandLineArgs)},
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resourceRegistry{impl->getDevice(), impl->getColorFormat()},
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_ui{resourceRegistry},
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_debugUI{this->panelRegistry, this->consoleCommandRegistry} {}
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Application::~Application() = default;
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void Application::run() { impl->run(); }
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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::setSceneTarget(RenderTargetHandle handle) {
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impl->setSceneTarget(handle);
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}
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void Application::clearMeshes() { impl->clearMeshes(); }
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void Application::drawMesh(MeshHandle handle, const glm::mat4& transform) {
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impl->drawMesh(resourceRegistry.get<Mesh>(handle), transform);
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}
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} // namespace sophia
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