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1 change: 1 addition & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -1 +1,2 @@
build/
src/shaders/*.spv
270 changes: 125 additions & 145 deletions src/cfx_app.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2,163 +2,143 @@
#include "cfx_render_system.hpp"
#include "cfx_camera.hpp"
#include "keyboard_movement_controller.hpp"
#include<stdexcept>
#include<array>
#include<iostream>
#include<memory>
#include <stdexcept>
#include <array>
#include <iostream>
#include <memory>
#include <chrono>

#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>


namespace cfx{
struct SimplePushConstantData{
namespace cfx
{
struct SimplePushConstantData
{
glm::mat2 transform{1.f};
glm::vec2 offset;
alignas(16) glm::vec3 color;

};
App::App(){
loadGameObjects();


}
App::~App(){

}
void App::run(){
// std::cout << "CREATE RENDER SYSTEM"<< std::endl;
CFXRenderSystem cfxRenderSystem{cfxDevice,cfxRenderer.getSwapChainRenderPasses()};
CFXCamera camera{};
// camera.setViewDirection(glm::vec3(0.f),glm::vec3(0.5f,0.f,1.f));
// camera.setViewTarget(glm::vec3(-1.f,-2.f,2.f),glm::vec3(0.f,0.f,2.5f));

auto viewerObject = CFXGameObject::createGameObject();
KeyboardMovementController cameraController{};

// std::cout << "CREATED RENDER SYSTEM"<< std::endl;
auto currentTime = std::chrono::high_resolution_clock::now();
while(!window.shouldClose()){

glfwPollEvents();
auto newTime = std::chrono::high_resolution_clock::now();
float frameTime = std::chrono::duration<float,std::chrono::milliseconds::period>(newTime-currentTime).count();
currentTime = newTime;
cameraController.moveInPlaneXZ(window.getGLFWwindow(),frameTime,viewerObject);
camera.setViewYXZ(viewerObject.transformComponent.translation,viewerObject.transformComponent.rotation);
float aspect = cfxRenderer.getAspectRatio();
// camera.setOrthographicProjection(-aspect,aspect,-1,1,-1,1);
camera.setPerspectiveProjection(glm::radians(50.f),aspect,0.1f,10.f);



auto renderBuffer = cfxRenderer.beginFrame();
if(renderBuffer.commandBuffer != nullptr){
cfxRenderer.beginSwapChainRenderPass(renderBuffer.commandBuffer,renderBuffer.deviceMask,renderBuffer.deviceIndex);
cfxRenderSystem.renderGameObjects(renderBuffer.commandBuffer,cfxGameObjects,renderBuffer.deviceIndex,camera);
cfxRenderer.endSwapChainRenderPass(renderBuffer.commandBuffer,renderBuffer.deviceMask,renderBuffer.deviceIndex);
cfxRenderer.endFrame(renderBuffer.deviceIndex);
vkDeviceWaitIdle(cfxDevice.device(renderBuffer.deviceIndex));
}



}

// for(int i=0; i < cfxDevice.getDevicesinDeviceGroup(); i++){


// }


App::App()
{
loadGameObjects();
}
App::~App()
{
}
void App::run()
{
// std::cout << "CREATE RENDER SYSTEM"<< std::endl;
CFXRenderSystem cfxRenderSystem{cfxDevice, cfxRenderer.getSwapChainRenderPasses()};
CFXCamera camera{};
// camera.setViewDirection(glm::vec3(0.f),glm::vec3(0.5f,0.f,1.f));
// camera.setViewTarget(glm::vec3(-1.f,-2.f,2.f),glm::vec3(0.f,0.f,2.5f));

auto viewerObject = CFXGameObject::createGameObject();
KeyboardMovementController cameraController{};

// std::cout << "CREATED RENDER SYSTEM"<< std::endl;
auto currentTime = std::chrono::high_resolution_clock::now();
while (!window.shouldClose())
{

glfwPollEvents();
auto newTime = std::chrono::high_resolution_clock::now();
float frameTime = std::chrono::duration<float, std::chrono::milliseconds::period>(newTime - currentTime).count();
currentTime = newTime;
cameraController.moveInPlaneXZ(window.getGLFWwindow(), frameTime, viewerObject);
camera.setViewYXZ(viewerObject.transformComponent.translation, viewerObject.transformComponent.rotation);
float aspect = cfxRenderer.getAspectRatio();
// camera.setOrthographicProjection(-aspect,aspect,-1,1,-1,1);
camera.setPerspectiveProjection(glm::radians(50.f), aspect, 0.1f, 10.f);

auto renderBuffer = cfxRenderer.beginFrame();
if (renderBuffer.commandBuffer != nullptr)
{
cfxRenderer.beginSwapChainRenderPass(renderBuffer.commandBuffer, renderBuffer.deviceMask, renderBuffer.deviceIndex);
cfxRenderSystem.renderGameObjects(renderBuffer.commandBuffer, cfxGameObjects, renderBuffer.deviceIndex, camera);
cfxRenderer.endSwapChainRenderPass(renderBuffer.commandBuffer, renderBuffer.deviceMask, renderBuffer.deviceIndex);
cfxRenderer.endFrame(renderBuffer.deviceIndex);
vkDeviceWaitIdle(cfxDevice.device(renderBuffer.deviceIndex));
}
}
// temporary helper function, creates a 1x1x1 cube centered at offset
// std::unique_ptr<CFXModel> createCubeModel(CFXDevice& device, glm::vec3 offset) {
// CFXModel::Builder modelBuilder{};

// modelBuilder.vertices = {
// // left face (white)
// {{-.5f, -.5f, -.5f}, {.9f, .9f, .9f}},
// {{-.5f, .5f, .5f}, {.9f, .9f, .9f}},
// {{-.5f, -.5f, .5f}, {.9f, .9f, .9f}},
// {{-.5f, .5f, -.5f}, {.9f, .9f, .9f}},

// // right face (yellow)
// {{.5f, -.5f, -.5f}, {.8f, .8f, .1f}},
// {{.5f, .5f, .5f}, {.8f, .8f, .1f}},
// {{.5f, -.5f, .5f}, {.8f, .8f, .1f}},
// {{.5f, .5f, -.5f}, {.8f, .8f, .1f}},

// // top face (orange, remember y axis points down)
// {{-.5f, -.5f, -.5f}, {.9f, .6f, .1f}},
// {{.5f, -.5f, .5f}, {.9f, .6f, .1f}},
// {{-.5f, -.5f, .5f}, {.9f, .6f, .1f}},
// {{.5f, -.5f, -.5f}, {.9f, .6f, .1f}},

// // bottom face (red)
// {{-.5f, .5f, -.5f}, {.8f, .1f, .1f}},
// {{.5f, .5f, .5f}, {.8f, .1f, .1f}},
// {{-.5f, .5f, .5f}, {.8f, .1f, .1f}},
// {{.5f, .5f, -.5f}, {.8f, .1f, .1f}},

// // nose face (blue)
// {{-.5f, -.5f, 0.5f}, {.1f, .1f, .8f}},
// {{.5f, .5f, 0.5f}, {.1f, .1f, .8f}},
// {{-.5f, .5f, 0.5f}, {.1f, .1f, .8f}},
// {{.5f, -.5f, 0.5f}, {.1f, .1f, .8f}},

// // tail face (green)
// {{-.5f, -.5f, -0.5f}, {.1f, .8f, .1f}},
// {{.5f, .5f, -0.5f}, {.1f, .8f, .1f}},
// {{-.5f, .5f, -0.5f}, {.1f, .8f, .1f}},
// {{.5f, -.5f, -0.5f}, {.1f, .8f, .1f}},
// };
// for (auto& v : modelBuilder.vertices) {
// v.position += offset;
// }

// modelBuilder.indices = {0, 1, 2, 0, 3, 1, 4, 5, 6, 4, 7, 5, 8, 9, 10, 8, 11, 9,
// 12, 13, 14, 12, 15, 13, 16, 17, 18, 16, 19, 17, 20, 21, 22, 20, 23, 21};

// return std::make_unique<CFXModel>(device, modelBuilder);
// // return nullptr;
// }



void App::loadGameObjects(){
// std::cout << "LOAD MODELS" << std::endl;
// std::vector<CFXModel::Vertex> vertices {
// {{0.0f,-0.5f},{1.0f,0.0f,0.0f}},
// {{0.5f,0.5f},{.0f,1.0f,0.0f}},
// {{-0.5f,0.5f},{0.0f,0.0f,1.0f}},
// };
// sierpinski(vertices, 5, {-0.5f, 0.5f}, {0.5f, 0.5f}, {0.0f, -0.5f});
// auto cfxModel = std::make_shared<CFXModel>(cfxDevice,vertices);


std::shared_ptr<CFXModel> cfxModel = CFXModel::createModelFromFile(cfxDevice, "models/smooth_vase.obj");
auto gameObject = CFXGameObject::createGameObject();
gameObject.transformComponent.translation = {.0f,.0f,2.5f};
gameObject.transformComponent.scale = glm::vec3{3.f};
gameObject.model = cfxModel;


cfxGameObjects.push_back(std::move(gameObject));
}






// for(int i=0; i < cfxDevice.getDevicesinDeviceGroup(); i++){

// }
}
// temporary helper function, creates a 1x1x1 cube centered at offset
// std::unique_ptr<CFXModel> createCubeModel(CFXDevice& device, glm::vec3 offset) {
// CFXModel::Builder modelBuilder{};

// modelBuilder.vertices = {
// // left face (white)
// {{-.5f, -.5f, -.5f}, {.9f, .9f, .9f}},
// {{-.5f, .5f, .5f}, {.9f, .9f, .9f}},
// {{-.5f, -.5f, .5f}, {.9f, .9f, .9f}},
// {{-.5f, .5f, -.5f}, {.9f, .9f, .9f}},

// // right face (yellow)
// {{.5f, -.5f, -.5f}, {.8f, .8f, .1f}},
// {{.5f, .5f, .5f}, {.8f, .8f, .1f}},
// {{.5f, -.5f, .5f}, {.8f, .8f, .1f}},
// {{.5f, .5f, -.5f}, {.8f, .8f, .1f}},

// // top face (orange, remember y axis points down)
// {{-.5f, -.5f, -.5f}, {.9f, .6f, .1f}},
// {{.5f, -.5f, .5f}, {.9f, .6f, .1f}},
// {{-.5f, -.5f, .5f}, {.9f, .6f, .1f}},
// {{.5f, -.5f, -.5f}, {.9f, .6f, .1f}},

// // bottom face (red)
// {{-.5f, .5f, -.5f}, {.8f, .1f, .1f}},
// {{.5f, .5f, .5f}, {.8f, .1f, .1f}},
// {{-.5f, .5f, .5f}, {.8f, .1f, .1f}},
// {{.5f, .5f, -.5f}, {.8f, .1f, .1f}},

// // nose face (blue)
// {{-.5f, -.5f, 0.5f}, {.1f, .1f, .8f}},
// {{.5f, .5f, 0.5f}, {.1f, .1f, .8f}},
// {{-.5f, .5f, 0.5f}, {.1f, .1f, .8f}},
// {{.5f, -.5f, 0.5f}, {.1f, .1f, .8f}},

// // tail face (green)
// {{-.5f, -.5f, -0.5f}, {.1f, .8f, .1f}},
// {{.5f, .5f, -0.5f}, {.1f, .8f, .1f}},
// {{-.5f, .5f, -0.5f}, {.1f, .8f, .1f}},
// {{.5f, -.5f, -0.5f}, {.1f, .8f, .1f}},
// };
// for (auto& v : modelBuilder.vertices) {
// v.position += offset;
// }

// modelBuilder.indices = {0, 1, 2, 0, 3, 1, 4, 5, 6, 4, 7, 5, 8, 9, 10, 8, 11, 9,
// 12, 13, 14, 12, 15, 13, 16, 17, 18, 16, 19, 17, 20, 21, 22, 20, 23, 21};

// return std::make_unique<CFXModel>(device, modelBuilder);
// // return nullptr;
// }

void App::loadGameObjects()
{
// std::cout << "LOAD MODELS" << std::endl;
// std::vector<CFXModel::Vertex> vertices {
// {{0.0f,-0.5f},{1.0f,0.0f,0.0f}},
// {{0.5f,0.5f},{.0f,1.0f,0.0f}},
// {{-0.5f,0.5f},{0.0f,0.0f,1.0f}},
// };
// sierpinski(vertices, 5, {-0.5f, 0.5f}, {0.5f, 0.5f}, {0.0f, -0.5f});
// auto cfxModel = std::make_shared<CFXModel>(cfxDevice,vertices);

std::shared_ptr<CFXModel> cfxModel = CFXModel::createModelFromFile(cfxDevice, "models/smooth_vase.obj");
auto gameObject = CFXGameObject::createGameObject();
gameObject.transformComponent.translation = {.0f, .0f, 2.5f};
gameObject.transformComponent.scale = glm::vec3{3.f};
gameObject.model = cfxModel;

cfxGameObjects.push_back(std::move(gameObject));
}






}
29 changes: 11 additions & 18 deletions src/cfx_app.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,12 +5,14 @@
#include "cfx_renderer.hpp"
#include "cfx_model.hpp"
#include "cfx_game_object.hpp"
#include<memory>
#include<vector>
#include <memory>
#include <vector>
#include <glm/glm.hpp>
namespace cfx{
class App{
public:
namespace cfx
{
class App
{
public:
static constexpr int WIDTH = 800;
static constexpr int HEIGHT = 600;
App();
Expand All @@ -19,23 +21,14 @@ namespace cfx{
App &operator=(const App &) = delete;
void run();


private:
private:
void loadGameObjects();








CFXWindow window{WIDTH,HEIGHT,"Hello Vulkan"};
CFXWindow window{WIDTH, HEIGHT, "Hello Vulkan"};
CFXDevice cfxDevice{window};
// CFXSwapChain cfxSwapChain{cfxDevice,window.getExtent()};
Renderer cfxRenderer{window,cfxDevice};
Renderer cfxRenderer{window, cfxDevice};
std::vector<VkCommandBuffer> commandBuffers;
std::vector<CFXGameObject> cfxGameObjects;

std::vector<CFXGameObject> cfxGameObjects;
};
}
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