Add namespace to all classes
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#pragma once
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#include "Buffer.h"
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#include "DescriptorPool.h"
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#include "DescriptorSet.h"
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#include "Framebuffer.h"
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#include "IndexBuffer.h"
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#include "Instance.h"
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#include "Pipeline.h"
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#include "Texture2D.h"
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#include "Timer.h"
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#include "UniformBuffer.h"
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#include "Vertex.h"
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#include "VertexBuffer.h"
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#include "VertexPassthrough.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include <optional>
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#include <set>
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#include <vector>
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namespace Copium
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{
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const std::vector<Vertex> vertices = {
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Vertex{{-0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
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Vertex{{ 0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
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Vertex{{ 0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
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Vertex{{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
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Vertex{{-0.5f, 0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}, {0.0f, 0.0f}},
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Vertex{{ 0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
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Vertex{{ 0.5f, 0.0f, 0.5f}, {0.0f, 0.0f, 1.0f}, {1.0f, 1.0f}},
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Vertex{{-0.5f, 0.0f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
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};
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const std::vector<uint16_t> indices = {
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0, 1, 2, 2, 3, 0,
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4, 5, 6, 6, 7, 4
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};
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const std::vector<VertexPassthrough> verticesPassthrough = {
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VertexPassthrough{{-1.0f, -1.0f}},
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VertexPassthrough{{ 1.0f, -1.0f}},
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VertexPassthrough{{ 1.0f, 1.0f}},
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VertexPassthrough{{-1.0f, 1.0f}},
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};
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const std::vector<uint16_t> indicesPassthrough = {
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0, 1, 2, 2, 3, 0,
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};
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struct alignas(64) ShaderUniform
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{
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alignas(16) glm::mat4 projection;
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alignas(16) glm::mat4 view;
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alignas(16) glm::mat4 model;
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alignas(16) glm::vec3 lightPos;
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};
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class Application final
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{
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private:
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std::unique_ptr<Instance> instance;
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std::unique_ptr<Pipeline> graphicsPipeline;
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std::unique_ptr<Texture2D> texture2D;
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std::unique_ptr<UniformBuffer> shaderUniformBuffer;
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std::unique_ptr<DescriptorPool> descriptorPool;
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std::unique_ptr<DescriptorSet> descriptorSet;
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std::unique_ptr<VertexBuffer> vertexBuffer;
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std::unique_ptr<IndexBuffer> indexBuffer;
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std::unique_ptr<CommandBuffer> commandBuffer;
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std::unique_ptr<Framebuffer> framebuffer;
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std::unique_ptr<Pipeline> graphicsPipelinePassthrough;
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std::unique_ptr<VertexBuffer> vertexBufferPassthrough;
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std::unique_ptr<IndexBuffer> indexBufferPassthrough;
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std::unique_ptr<DescriptorSet> descriptorSetPassthrough;
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public:
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Application()
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{
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InitializeInstance();
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InitializeFrameBuffer();
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InitializeGraphicsPipeline();
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InitializeTextureSampler();
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InitializeUniformBuffer();
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InitializeDescriptorSets();
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InitializeVertexBuffer();
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InitializeIndexBuffer();
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InitializeCommandBuffer();
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}
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~Application()
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{
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vkDeviceWaitIdle(instance->GetDevice());
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}
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Application(Application&&) = delete;
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Application(const Application&) = delete;
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Application& operator=(Application&&) = delete;
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Application& operator=(const Application&) = delete;
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bool Update()
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{
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if (!instance->BeginPresent())
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return true;
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RecordCommandBuffer();
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commandBuffer->SubmitAsGraphicsQueue();
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return instance->EndPresent();
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}
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private:
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void InitializeInstance()
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{
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instance = std::make_unique<Instance>("Copium Engine");
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}
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void InitializeFrameBuffer()
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{
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framebuffer = std::make_unique<Framebuffer>(*instance, instance->GetSwapChain().GetExtent().width, instance->GetSwapChain().GetExtent().height);
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}
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void InitializeTextureSampler()
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{
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texture2D = std::make_unique<Texture2D>(*instance, "res/textures/texture.png");
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}
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void InitializeUniformBuffer()
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{
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shaderUniformBuffer = std::make_unique<UniformBuffer>(*instance, sizeof(ShaderUniform));
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}
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void InitializeDescriptorSets()
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{
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descriptorPool = std::make_unique<DescriptorPool>(*instance);
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descriptorSet = std::make_unique<DescriptorSet>(*instance, *descriptorPool, graphicsPipeline->GetDescriptorSetLayout(0));
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descriptorSet->AddUniform(*shaderUniformBuffer, 0);
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descriptorSet->AddTexture2D(*texture2D, 1);
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descriptorSetPassthrough = std::make_unique<DescriptorSet>(*instance, *descriptorPool, graphicsPipelinePassthrough->GetDescriptorSetLayout(0));
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descriptorSetPassthrough->AddTexture2D(framebuffer->GetTexture2D(), 0);
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}
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void InitializeGraphicsPipeline()
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{
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PipelineCreator creator{framebuffer->GetRenderPass(), "res/shaders/shader.vert", "res/shaders/shader.frag"};
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creator.AddDescriptorSetLayoutBinding(0, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
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creator.AddDescriptorSetLayoutBinding(0, 1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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creator.SetVertexDescriptor(Vertex::GetDescriptor());
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creator.SetCullMode(VK_CULL_MODE_NONE);
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graphicsPipeline = std::make_unique<Pipeline>(*instance, creator);
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PipelineCreator creatorPassthrough{instance->GetSwapChain().GetRenderPass(), "res/shaders/passthrough.vert", "res/shaders/passthrough.frag"};
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creatorPassthrough.AddDescriptorSetLayoutBinding(0, 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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creatorPassthrough.SetVertexDescriptor(VertexPassthrough::GetDescriptor());
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creatorPassthrough.SetCullMode(VK_CULL_MODE_NONE);
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graphicsPipelinePassthrough = std::make_unique<Pipeline>(*instance, creatorPassthrough);
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}
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void InitializeVertexBuffer()
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{
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vertexBuffer = std::make_unique<VertexBuffer>(*instance, Vertex::GetDescriptor(), vertices.size());
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vertexBuffer->Update(0, (void*)vertices.data());
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vertexBufferPassthrough = std::make_unique<VertexBuffer>(*instance, VertexPassthrough::GetDescriptor(), verticesPassthrough.size());
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vertexBufferPassthrough->Update(0, (void*)verticesPassthrough.data());
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}
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void InitializeIndexBuffer()
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{
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indexBuffer = std::make_unique<IndexBuffer>(*instance, indices.size());
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indexBuffer->UpdateStaging((void*)indices.data());
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indexBufferPassthrough = std::make_unique<IndexBuffer>(*instance, indicesPassthrough.size());
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indexBufferPassthrough->UpdateStaging((void*)indicesPassthrough.data());
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}
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void InitializeCommandBuffer()
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{
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commandBuffer = std::make_unique<CommandBuffer>(*instance, CommandBuffer::Type::Dynamic);
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}
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void RecordCommandBuffer()
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{
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commandBuffer->Begin();
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std::vector<VkClearValue> clearValues{2};
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clearValues[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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clearValues[1].depthStencil = {1.0f, 0};
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framebuffer->Bind(*commandBuffer);
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graphicsPipeline->Bind(*commandBuffer);
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UpdateUniformBuffer();
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vertexBuffer->Bind(*commandBuffer);
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indexBuffer->Bind(*commandBuffer);
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graphicsPipeline->SetDescriptorSet(0, *descriptorSet);
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graphicsPipeline->BindDescriptorSets(commandBuffer->GetHandle());
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indexBuffer->Draw(*commandBuffer);
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framebuffer->Unbind(*commandBuffer);
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instance->GetSwapChain().BeginFrameBuffer(*commandBuffer);
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graphicsPipelinePassthrough->Bind(*commandBuffer);
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graphicsPipelinePassthrough->SetDescriptorSet(0, *descriptorSetPassthrough);
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graphicsPipelinePassthrough->BindDescriptorSets(commandBuffer->GetHandle());
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vertexBufferPassthrough->Bind(*commandBuffer);
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indexBufferPassthrough->Bind(*commandBuffer);
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indexBufferPassthrough->Draw(*commandBuffer);
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instance->GetSwapChain().EndFrameBuffer(*commandBuffer);
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commandBuffer->End();
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}
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void UpdateUniformBuffer()
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{
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static Timer startTimer;
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float time = startTimer.Elapsed();
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ShaderUniform shaderUniform;
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shaderUniform.view = glm::lookAt(glm::vec3(2.0f, 2.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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shaderUniform.projection = glm::perspective(glm::radians(45.0f), instance->GetSwapChain().GetExtent().width / (float)instance->GetSwapChain().GetExtent().height, 0.1f, 10.0f);
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shaderUniform.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
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shaderUniform.projection[1][1] *= -1;
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shaderUniform.lightPos = glm::rotate(glm::mat4{1.0f}, time * glm::radians(45.0f), glm::vec3(0, 1, 0)) * glm::vec4{0.3, 0.1, 0, 1};
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shaderUniformBuffer->Update(shaderUniform);
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}
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};
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}
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