Files
sophia/engine/src/application.cpp
T
2026-09-15 02:28:28 -07:00

227 lines
6.8 KiB
C++

#include <array>
#include <chrono>
#include <cstddef>
#include <sophia/application.hpp>
#include <sophia/util/logger.hpp>
#include <string>
#include <utility>
#include <vector>
#include <vulkan/vulkan.hpp>
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <imgui.h>
#include <glm/glm.hpp>
#include "buffer.hpp"
#include "device.hpp"
#include "imgui_renderer.hpp"
#include "mesh.hpp"
#include "pipelines/graphics_pipeline.hpp"
#include "render_context.hpp"
#include "shader.hpp"
#include "systems/model_render_system.hpp"
#include "window.hpp"
namespace sophia {
namespace {
struct Vertex {
glm::vec2 position;
glm::vec3 color;
};
struct PushConstants {
glm::mat4 transform;
glm::vec4 color;
glm::vec4 data;
};
std::vector<std::string> commandLineArgs;
} // namespace
class Application::Impl {
public:
Impl(Application& application, const Application::Config& config)
: application{application},
config{config},
window{config.width, config.height, config.name},
device{&window},
renderContext{window, device} {}
void run() {
ModelRenderSystem modelRenderSystem{device, renderContext};
ImGuiRenderer imguiRenderer{window, device, renderContext.getImageFormat(),
renderContext.getImageCount()};
this->application.onCreate();
auto startTime = std::chrono::high_resolution_clock::now();
auto currentTime = startTime;
u32 frameIndex = 0;
while (!window.shouldClose()) {
glfwPollEvents();
auto newTime = std::chrono::high_resolution_clock::now();
double deltaTime =
std::chrono::duration<double>(newTime - currentTime).count();
currentTime = newTime;
double elapsedTime =
std::chrono::duration<double>(currentTime - startTime).count();
vk::Extent2D extent = renderContext.getExtent();
FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
glm::vec2(static_cast<float>(extent.width),
static_cast<float>(extent.height)),
this->application.camera};
this->application.onUpdate(frameInfo);
this->application.camera.setProjection(
-frameInfo.currentFramebufferExtent.x / 2.f,
frameInfo.currentFramebufferExtent.x / 2.f,
-frameInfo.currentFramebufferExtent.y / 2.f,
frameInfo.currentFramebufferExtent.y / 2.f);
vk::CommandBuffer commandBuffer = renderContext.beginFrame();
if (!commandBuffer) {
continue;
}
imguiRenderer.beginFrame();
this->application.panelRegistry.update(frameInfo);
this->application.onRender();
renderContext.transitionCurrentImage(
commandBuffer, vk::ImageLayout::eColorAttachmentOptimal);
vk::ClearValue clearValue{};
clearValue.color =
vk::ClearColorValue{std::array<float, 4>{0.01f, 0.01f, 0.02f, 1.0f}};
vk::RenderingAttachmentInfo colorAttachment{};
colorAttachment.imageView = renderContext.getCurrentImageView();
colorAttachment.imageLayout = vk::ImageLayout::eColorAttachmentOptimal;
colorAttachment.loadOp = vk::AttachmentLoadOp::eClear;
colorAttachment.storeOp = vk::AttachmentStoreOp::eStore;
colorAttachment.clearValue = clearValue;
vk::RenderingInfo renderingInfo{};
renderingInfo.renderArea = vk::Rect2D{{0, 0}, extent};
renderingInfo.layerCount = 1;
renderingInfo.colorAttachmentCount = 1;
renderingInfo.pColorAttachments = &colorAttachment;
commandBuffer.beginRendering(renderingInfo);
vk::Viewport viewport{0.0f,
0.0f,
static_cast<float>(extent.width),
static_cast<float>(extent.height),
0.0f,
1.0f};
vk::Rect2D scissor{{0, 0}, extent};
commandBuffer.setViewport(0, viewport);
commandBuffer.setScissor(0, scissor);
std::vector<ModelRenderSystem::MeshInstance> instances;
instances.reserve(this->meshes.size() + this->drawCalls.size());
for (const std::unique_ptr<Mesh>& mesh : this->meshes) {
instances.push_back({mesh.get(), glm::mat4{1.f}});
}
instances.insert(instances.end(), this->drawCalls.begin(),
this->drawCalls.end());
modelRenderSystem.render(commandBuffer, instances, frameInfo);
this->drawCalls.clear();
imguiRenderer.endFrame(commandBuffer);
commandBuffer.endRendering();
renderContext.transitionCurrentImage(commandBuffer,
vk::ImageLayout::ePresentSrcKHR);
renderContext.endFrame();
frameIndex++;
}
this->application.onDestroy();
device.waitIdle();
auto endTime = std::chrono::high_resolution_clock::now();
double totalRuntime =
std::chrono::duration<double>(endTime - startTime).count();
log::info("Application ran for", totalRuntime, "s");
}
void pushMesh(std::vector<CanvasVertex> vertices, std::vector<u32> indices) {
Mesh::Builder builder{};
builder.vertices.reserve(vertices.size());
for (const CanvasVertex& vertex : vertices) {
builder.vertices.push_back({vertex.position, vertex.color});
}
builder.indices = std::move(indices);
this->meshes.push_back(std::make_unique<Mesh>(this->device, builder));
}
void clearMeshes() {
// Meshes back live GPU vertex buffers and up to MAX_FRAMES_IN_FLIGHT
// command buffers may still be executing against them, so wait for the
// device to go idle before freeing anything.
this->device.waitIdle();
this->meshes.clear();
}
void drawMesh(const Mesh& mesh, const glm::mat4& transform) {
this->drawCalls.push_back({&mesh, transform});
}
Device& getDevice() { return device; }
private:
Application& application;
const Application::Config config;
Window window;
Device device;
RenderContext renderContext;
std::vector<std::unique_ptr<Mesh>> meshes;
std::vector<ModelRenderSystem::MeshInstance> drawCalls;
};
void Application::setCommandLineArgs(int argc, const char* const* argv) {
commandLineArgs.assign(argv, argv + argc);
}
Application::Application(const Config& config)
: impl{std::make_unique<Impl>(*this, config)},
canvas{this},
args{std::move(commandLineArgs)},
assetRegistry{impl->getDevice()},
_debugUI{this->panelRegistry} {}
Application::~Application() = default;
void Application::run() { impl->run(); }
void Application::pushMesh(std::vector<CanvasVertex> vertices,
std::vector<u32> indices) {
impl->pushMesh(std::move(vertices), std::move(indices));
}
void Application::clearMeshes() { impl->clearMeshes(); }
void Application::drawMesh(MeshHandle handle, const glm::mat4& transform) {
impl->drawMesh(assetRegistry.get<Mesh>(handle), transform);
}
} // namespace sophia