We got GameObjects / Components and shit

This commit is contained in:
2026-01-10 06:09:50 +01:00
parent 10b00b0525
commit 0bfc5e0705
35 changed files with 1546 additions and 331 deletions

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@@ -2,6 +2,10 @@ add_subdirectory(third_party)
set(SRC_FILES
"src/App.cpp"
"src/Event.cpp"
"src/Components/MeshRendererComponent.cpp"
"src/Components/Rotator.cpp"
"src/Graphics/BindlessSetManager.cpp"
"src/Graphics/Camera.cpp"
@@ -24,6 +28,14 @@ set(SRC_FILES
"src/Input/InputManager.cpp"
"src/ObjectModel/Component.cpp"
"src/ObjectModel/GameObject.cpp"
"src/ObjectModel/Object.cpp"
"src/ObjectModel/Transform.cpp"
"src/Scene/Scene.cpp"
"src/Scene/SceneManager.cpp"
"src/FS/AssetFS.cpp"
)

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@@ -28,16 +28,18 @@ public:
void run();
void cleanup();
virtual void customInit() = 0;
virtual void customUpdate(float dt) = 0;
virtual void customDraw() = 0;
virtual void customCleanup() = 0;
virtual void onWindowResize(int newWidth, int newHeight) {};
protected:
SDL_Window* window{nullptr};
AppParams m_params{};
CPUMesh testMesh{};
MeshID testMeshID;
MaterialID testMaterialID;
GfxDevice gfxDevice;
GameRenderer renderer;
Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
@@ -47,10 +49,9 @@ protected:
bool isRunning{false};
bool gamePaused{false};
bool frameLimit{true};
bool frameLimit{false};
float frameTime{0.f};
float avgFPS{0.f};
};

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@@ -0,0 +1,26 @@
#ifndef MESHRENDERERCOMPONENT_H
#define MESHRENDERERCOMPONENT_H
#include <destrum/ObjectModel/Component.h>
#include <destrum/Graphics/ids.h>
class MeshRendererComponent final: public Component {
public:
explicit MeshRendererComponent(GameObject &parent);
void Start() override;
void Update() override;
void Render(const RenderContext& ctx) override;
void SetMeshID(MeshID id) { meshID = id; }
MeshID GetMeshID() const { return meshID; }
void SetMaterialID(MaterialID id) { materialID = id; }
MaterialID GetMaterialID() const { return materialID; }
private:
MeshID meshID{NULL_MESH_ID};
MaterialID materialID{NULL_MATERIAL_ID};
};
#endif //MESHRENDERERCOMPONENT_H

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@@ -0,0 +1,29 @@
#ifndef ROTATOR_H
#define ROTATOR_H
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/Transform.h>
class Rotator final : public Component {
public:
explicit Rotator(GameObject& parent, float distance, float speed);
Rotator(const Rotator& other) = delete;
Rotator(Rotator&& other) noexcept = delete;
Rotator& operator=(const Rotator& other) = delete;
Rotator& operator=(Rotator&& other) noexcept = delete;
void Update() override;
void SetDistance(float distance) { m_Distance = distance; }
void SetSpeed(float speed) { m_Speed = speed; }
void SetRotatePosition(const glm::vec3& position) { GetTransform().SetLocalPosition(position); }
private:
float m_Distance{};
float m_Speed{};
float m_CurrentAngle{};
glm::vec3 m_OriginalPosition{};
};
#endif //ROTATOR_H

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@@ -0,0 +1,104 @@
#ifndef EVENT_H
#define EVENT_H
#include <functional>
#include <unordered_set>
class EventListener;
class BaseEvent {
public:
BaseEvent() = default;
virtual ~BaseEvent() = default;
virtual void RemoveListener(EventListener* listener) = 0;
};
class EventListener {
template <typename... EventArgs>
friend class Event;
public:
virtual ~EventListener() {
for (auto* event: m_Events)
event->RemoveListener(this);
}
EventListener(EventListener&&) = delete;
EventListener(const EventListener&) = delete;
EventListener& operator=(EventListener&&) = delete;
EventListener& operator=(const EventListener&) = delete;
protected:
EventListener() = default;
private:
void AddEvent(BaseEvent* event) { m_Events.insert(event); }
void RemoveEvent(BaseEvent* event) { m_Events.erase(event); }
std::unordered_set<BaseEvent*> m_Events{};
};
template <typename... EventArgs>
class Event final: public BaseEvent {
using EventFunction = std::pair<void*, std::function<void(EventArgs...)>>;
public:
Event() = default;
~Event() override {
for (auto* eventListener: m_EventListeners)
eventListener->RemoveEvent(this);
}
Event(Event&&) = delete;
Event(const Event&) = delete;
Event& operator=(Event&&) = delete;
Event& operator=(const Event&) = delete;
//This is to allow any member function of a EventListener to be bound as a event callback
template <typename ObjectType>
requires std::derived_from<ObjectType, EventListener>
void AddListener(ObjectType* object, void (ObjectType::*memberFunction)(EventArgs...)) {
auto* listener = static_cast<EventListener*>(object);
listener->AddEvent(this);
m_EventListeners.insert(listener);
m_FunctionBinds.emplace_back(
listener, [object, memberFunction] (EventArgs... args) { (object->*memberFunction)(args...); });
}
template <typename Function>
void AddListener(Function function) {
m_FunctionBinds.emplace_back(nullptr, [function] (EventArgs... args) { function(args...); });
}
template <typename... Args>
void Invoke(Args&&... args) {
m_Invoking = true;
for (auto&& listenerFunction: m_FunctionBinds)
listenerFunction.second(args...);
m_Invoking = false;
}
void RemoveListener(EventListener* listener) override {
m_EventListeners.erase(listener);
for (auto it = m_FunctionBinds.begin(); it != m_FunctionBinds.end();) {
if (it->first == static_cast<void*>(listener)) {
it = m_FunctionBinds.erase(it);
} else {
++it;
}
}
}
private:
bool m_Invoking{false};
std::vector<EventFunction> m_FunctionBinds{};
std::unordered_set<EventListener*> m_EventListeners{};
};
#endif //EVENT_H

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@@ -27,6 +27,8 @@ public:
const std::vector<MeshDrawCommand>& drawCommands,
const std::vector<std::size_t>& sortedDrawCommands);
void cleanup(VkDevice device);
private:
VkPipelineLayout m_pipelineLayout;

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@@ -0,0 +1,12 @@
#ifndef RENDERCONTEXT_H
#define RENDERCONTEXT_H
#include <destrum/Graphics/Renderer.h>
struct RenderContext {
GameRenderer& renderer;
const Camera& camera;
const GameRenderer::SceneData& sceneData;
};
#endif //RENDERCONTEXT_H

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@@ -30,7 +30,7 @@ public:
void endDrawing();
void draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera& camera, const SceneData& sceneData);
void cleanup();
void cleanup(VkDevice device);
void drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId);
const GPUImage& getDrawImage(const GfxDevice& gfx_device) const;

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@@ -95,7 +95,7 @@ static std::vector<CPUMesh::Vertex> vertices = {
static std::vector<uint32_t> indices = {
0, 1, 2, 2, 3, 0, // Front (+Z)
4, 7, 6, 6, 5, 4, // Back (-Z)
4, 5, 6, 6, 7, 4, // Back (-Z) <-- fixed
8, 9,10, 10,11, 8, // Right (+X)
12,13,14, 14,15,12, // Left (-X)
16,17,18, 18,19,16, // Top (+Y)

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@@ -17,7 +17,7 @@ public:
void Init();
void BeginFrame();
void ProcessEvent(const SDL_Event& e);
bool ProcessEvent(const SDL_Event& e);
void EndFrame() {}
bool IsKeyDown(SDL_Scancode sc) const;

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@@ -0,0 +1,48 @@
#ifndef COMPONENT_H
#define COMPONENT_H
#include <destrum/Graphics/RenderContext.h>
#include <destrum/ObjectModel/Object.h>
class GameObject;
class Transform;
class Component: public Object {
public:
~Component() override = default;
Component(const Component& other) = delete;
Component(Component&& other) noexcept = delete;
Component& operator=(const Component& other) = delete;
Component& operator=(Component&& other) noexcept = delete;
[[nodiscard]] bool isEnabled() const { return m_IsEnabled; }
[[nodiscard]] GameObject *GetGameObject() const { return m_ParentGameObjectPtr; }
[[nodiscard]] Transform& GetTransform() const;
void Destroy() override;
virtual void Start();
virtual void SetEnabled(bool enabled);
virtual void Update() = 0;
virtual void LateUpdate();
virtual void FixedUpdate();
virtual void ImGuiInspector(); //Specifically for the inspector
virtual void ImGuiRender();
virtual void Render(const RenderContext& ctx);
bool HasStarted{false};
protected:
explicit Component(GameObject& pParent, const std::string& name = "Component");
private:
GameObject* m_ParentGameObjectPtr{};
bool m_IsEnabled{true};
};
#endif //COMPONENT_H

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@@ -0,0 +1,121 @@
#pragma once
#include <memory>
#include <vector>
#include <destrum/ObjectModel/Component.h>
#include <destrum/ObjectModel/Object.h>
#include <destrum/ObjectModel/Transform.h>
class GameObject final: public Object {
public:
friend class Scene;
void Update();
void LateUpdate();
void FixedUpdate();
void Render(const RenderContext& ctx) const;
void Destroy() override;
void CleanupComponents();
void SetActive(bool active) {
if (active == m_Active) {
return;
}
m_Active = active;
SetActiveDirty();
}
[[nodiscard]] std::vector<std::unique_ptr<Component>>& GetComponents() { return m_Components; }
[[nodiscard]] Transform& GetTransform() { return m_TransformPtr; }
[[nodiscard]] bool IsActiveInHierarchy();
[[nodiscard]] bool IsActive() const { return m_Active; }
explicit GameObject(const std::string& name = "GameObject");
~GameObject() override;
GameObject(const GameObject& other) = delete;
GameObject(GameObject&& other) = delete;
GameObject& operator=(const GameObject& other) = delete;
GameObject& operator=(GameObject&& other) = delete;
template <typename Component, typename... Args>
requires std::constructible_from<Component, GameObject&, Args...>
Component *AddComponent(Args&&... args) {
auto& addedComponent = m_Components.emplace_back(
std::make_unique<Component>(*this, std::forward<Args>(args)...));
return reinterpret_cast<Component*>(addedComponent.get());
}
template <typename Component>
[[nodiscard]] Component *GetComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
return casted;
}
}
return nullptr;
}
template <typename Component>
Component *DestroyComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
casted->Destroy();
return casted;
}
}
return nullptr;
}
template <typename Component>
[[nodiscard]] bool HasComponent() {
for (const auto& component: m_Components) {
if (auto casted = dynamic_cast<Component*>(component.get())) {
return true;
}
}
return false;
}
template <typename Component>
Component *GetComponentInChildren() {
return GetComponentInChildrenRecursive<Component>(&GetTransform());
}
private:
template <typename Component>
static Component *GetComponentInChildrenRecursive(Transform* transform) {
if (!transform) return nullptr;
GameObject* owner = transform->GetOwner();
if (owner) {
if (Component* comp = owner->GetComponent<Component>()) {
return comp;
}
}
for (Transform* child: transform->GetChildren()) {
if (Component* found = GetComponentInChildrenRecursive<Component>(child)) {
return found;
}
}
return nullptr;
}
void SetActiveDirty();
bool m_Active{true};
Scene* m_Scene{};
Transform m_TransformPtr{this};
std::vector<std::unique_ptr<Component>> m_Components{};
bool m_ActiveDirty{true};
bool m_ActiveInHierarchy{true}; //Derived
void UpdateActiveState();
};

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@@ -0,0 +1,31 @@
#ifndef OBJECT_H
#define OBJECT_H
#include <string>
class Object {
public:
Object(const Object& other) = delete;
Object(Object&& other) noexcept = delete;
Object& operator=(const Object& other) = delete;
Object& operator=(Object&& other) noexcept = delete;
[[nodiscard]] const std::string& GetName() const { return m_Name; }
[[nodiscard]] bool IsBeingDestroyed() const { return m_BeingDestroyed; }
void SetName(const std::string& newName){ m_Name = newName; }
virtual ~Object();
virtual void Destroy();
protected:
explicit Object(std::string name = "Object");
private:
bool m_BeingDestroyed{false};
std::string m_Name{};
};
#endif //OBJECT_H

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@@ -0,0 +1,96 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class GameObject;
class Transform final {
public:
explicit Transform(GameObject* owner);
~Transform();
Transform(const Transform&) = delete;
Transform(Transform&&) noexcept = delete;
Transform& operator=(const Transform&) = delete;
Transform& operator=(Transform&&) noexcept = delete;
[[nodiscard]] const glm::vec3& GetWorldPosition();
[[nodiscard]] const glm::quat& GetWorldRotation();
[[nodiscard]] const glm::vec3& GetWorldScale();
[[nodiscard]] const glm::mat4& GetWorldMatrix();
void Move(const glm::vec3& move);
void Move(double x, double y, double z);
[[nodiscard]] const glm::vec3& GetLocalPosition() const { return m_LocalPosition; }
[[nodiscard]] const glm::quat& GetLocalRotation() const { return m_LocalRotation; }
[[nodiscard]] const glm::vec3& GetLocalScale() const { return m_LocalScale; }
void SetLocalPosition(const glm::vec3& position);
void SetLocalPosition(float x, float y, float z);
void SetLocalRotation(float x, float y, float z);
void SetLocalRotation(const glm::vec3& rotation);
void SetLocalRotation(const glm::quat& rotation);
void SetLocalScale(float x, float y, float z);
void SetLocalScale(const glm::vec3& scale);
void SetWorldPosition(const glm::vec3& position);
void SetWorldPosition(float x, float y, float z);
void SetWorldRotation(const glm::quat& rotation);
void SetWorldRotation(const glm::vec3& rotation);
void SetWorldRotation(float x, float y, float z);
void SetWorldScale(double x, double y, double z);
void SetWorldScale(const glm::vec3& scale);
[[nodiscard]] Transform* GetParent() const { return m_Parent; }
void SetParent(Transform* parent, bool useWorldPosition = true);
[[nodiscard]] bool IsChild(Transform* child) const;
[[nodiscard]] int GetChildCount() const { return static_cast<int>(m_Children.size()); }
[[nodiscard]] const std::vector<Transform*>& GetChildren() const;
[[nodiscard]] GameObject* GetOwner() const;
private:
void AddChild(Transform* transform);
void RemoveChild(Transform* transform);
void UpdateWorldPosition();
void UpdateWorldRotation();
void UpdateWorldScale();
void UpdateWorldMatrix();
void SetPositionDirty();
void SetRotationDirty();
void SetScaleDirty();
glm::vec3 m_LocalPosition{};
glm::quat m_LocalRotation{ glm::mat4{ 1.0f }};
glm::vec3 m_LocalScale{ 1, 1, 1 };
bool m_PositionDirty{true};
bool m_RotationDirty{true};
bool m_ScaleDirty{true};
bool m_MatrixDirty{true};
glm::vec3 m_WorldPosition{};
glm::quat m_WorldRotation{ glm::mat4{ 1.0f }};
glm::vec3 m_WorldScale{ 1, 1, 1 };
glm::mat4 m_WorldMatrix{};
Transform* m_Parent{};
std::vector<Transform*> m_Children{};
GameObject* m_Owner{};
};

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@@ -0,0 +1,84 @@
#ifndef SCENE_H
#define SCENE_H
#include <functional>
#include <destrum/Event.h>
#include <destrum/Scene/SceneManager.h>
class GameObject;
class Scene final {
friend Scene& SceneManager::CreateScene(const std::string& name);
public:
void Add(std::shared_ptr<GameObject> object);
void Remove(const std::shared_ptr<GameObject>& object);
void RemoveAll();
void Load();
void Update();
void FixedUpdate();
void LateUpdate();
void Render(const RenderContext& ctx) const;
void RenderImgui();
void CleanupDestroyedGameObjects();
void Unload();
void DestroyGameObjects();
[[nodiscard]] bool IsBeingUnloaded() const { return m_BeingUnloaded; }
void SetRegisterBindings(std::function<void()> registerBindings) {
m_registerBindings = std::move(registerBindings);
}
void SetUnregisterBindings(std::function<void()> unregisterBindings) {
m_unregisterBindings = std::move(unregisterBindings);
}
void UnloadBindings() {
if (m_unregisterBindings) {
m_unregisterBindings();
}
}
void LoadBindings() {
OnSceneLoaded.Invoke();
if (m_registerBindings) {
m_registerBindings();
}
}
[[nodiscard]] const std::string& GetName() const { return m_name; }
[[nodiscard]] unsigned int GetId() const { return m_idCounter++; }
~Scene();
Scene(const Scene& other) = delete;
Scene(Scene&& other) = delete;
Scene& operator=(const Scene& other) = delete;
Scene& operator=(Scene&& other) = delete;
Event<> OnSceneLoaded;
private:
explicit Scene(const std::string& name);
std::string m_name;
std::vector<std::shared_ptr<GameObject>> m_objects{};
std::vector<std::shared_ptr<GameObject>> m_pendingAdditions{};
bool m_BeingUnloaded{false};
static unsigned int m_idCounter;
bool m_renderImgui{false};
//Imgui vars
bool m_ShowDemoWindow{false};
std::function<void()> m_registerBindings;
std::function<void()> m_unregisterBindings;
};
#endif // SCENE_H

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@@ -0,0 +1,56 @@
#ifndef SCENEMANAGER_H
#define SCENEMANAGER_H
#include <memory>
#include <string>
#include <vector>
#include <destrum/Singleton.h>
#include <destrum/Graphics/RenderContext.h>
class Scene;
class SceneManager final: public Singleton<SceneManager> {
public:
Scene& CreateScene(const std::string& name);
//TODO: Verry bad fix
Scene& GetCurrentScene() const { return *m_scenes[m_ActiveSceneIndex]; }
void Update();
void FixedUpdate();
void LateUpdate();
void Render(const RenderContext& ctx);
void RenderImgui();
void HandleGameObjectDestroy();
void DestroyGameObjects();
void UnloadAllScenes();
void HandleSceneDestroy();
void HandleScene();
void Destroy();
void SwitchScene(int index);
int GetActiveSceneId() const { return m_ActiveSceneIndex; }
[[nodiscard]] const std::vector<std::shared_ptr<Scene>>& GetScenes() const { return m_scenes; }
int GetSceneCount() const {
return static_cast<int>(m_scenes.size());
}
private:
friend class Singleton<SceneManager>;
SceneManager() = default;
int m_ActiveSceneIndex{0};
std::vector<std::shared_ptr<Scene>> m_scenes;
};
#endif //SCENEMANAGER_H

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@@ -7,8 +7,7 @@
#include "glm/gtx/transform.hpp"
#include "spdlog/spdlog.h"
App::App(): renderer{meshCache, materialCache} {
}
App::App() {}
void App::init(const AppParams& params) {
m_params = params;
@@ -34,132 +33,122 @@ void App::init(const AppParams& params) {
}
gfxDevice.init(window, params.appName, false);
materialCache.init(gfxDevice);
renderer.init(gfxDevice, params.renderSize);
//Read whole file
auto file = AssetFS::GetInstance().ReadBytes("engine://assetfstest.txt");
std::string fileStr(file.begin(), file.end());
spdlog::info("Read from assetfstest.txt: {}", fileStr);
testMesh.name = "Test Mesh";
testMesh.vertices = vertices;
testMesh.indices = indices;
testMeshID = meshCache.addMesh(gfxDevice, testMesh);
spdlog::info("TestMesh uploaded with id: {}", testMeshID);
const auto testimgpath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
auto testimgID = gfxDevice.loadImageFromFile(testimgpath);
spdlog::info("Test image loaded with id: {}", testimgID);
testMaterialID = materialCache.addMaterial(gfxDevice, {
.baseColor = glm::vec3(1.f),
.diffuseTexture = testimgID,
});
spdlog::info("Test material created with id: {}", testMaterialID);
float aspectRatio = static_cast<float>(params.renderSize.x) / static_cast<float>(params.renderSize.y);
camera.setAspectRatio(aspectRatio);
//Look 90 deg to the right
camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
InputManager::GetInstance().Init();
customInit();
}
void App::run() {
const float FPS = 30.f;
const float dt = 1.f / FPS;
using clock = std::chrono::steady_clock;
auto prevTime = std::chrono::high_resolution_clock::now();
float accumulator = dt; // so that we get at least 1 update before render
const float targetHz = 60.0f;
const float dt = 1.0f / targetHz;
const float maxFrameTime = 0.25f; // clamp big hitches
const int maxSteps = 5; // prevent spiral of death
auto prevTime = clock::now();
float accumulator = 0.0f;
isRunning = true;
while (isRunning) {
const auto newTime = std::chrono::high_resolution_clock::now();
frameTime = std::chrono::duration<float>(newTime - prevTime).count();
const auto frameStart = clock::now();
float frameTimeSec = std::chrono::duration<float>(frameStart - prevTime).count();
prevTime = frameStart;
if (frameTime > 0.07f && frameTime < 5.f) {
// if >=5.f - debugging?
spdlog::warn("Frame drop detected, time: {:.4f}s", frameTime);
if (frameTimeSec > 0.07f && frameTimeSec < 5.f) {
spdlog::warn("Frame drop detected, time: {:.4f}s", frameTimeSec);
}
accumulator += frameTime;
prevTime = newTime;
if (frameTimeSec > maxFrameTime) frameTimeSec = maxFrameTime;
if (frameTimeSec < 0.0f) frameTimeSec = 0.0f;
float newFPS = 1.f / frameTime;
if (newFPS == std::numeric_limits<float>::infinity()) {
// can happen when frameTime == 0
newFPS = 0;
}
accumulator += frameTimeSec;
if (frameTimeSec > 0.0f) {
const float newFPS = 1.0f / frameTimeSec;
avgFPS = std::lerp(avgFPS, newFPS, 0.1f);
if (accumulator > 10 * dt) {
// game stopped for debug
accumulator = dt;
}
while (accumulator >= dt) {
InputManager::GetInstance().BeginFrame();
camera.Update(dt);
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
isRunning = false;
return;
break;
}
if (event.type == SDL_WINDOWEVENT) {
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
/* fallthrough */
case SDL_WINDOWEVENT_RESIZED:
m_params.windowSize = { event.window.data1, event.window.data2 };
break;
}
}
InputManager::GetInstance().ProcessEvent(event);
if (InputManager::GetInstance().ProcessEvent(event)) {
isRunning = false;
}
}
if (!isRunning) break;
customUpdate(dt);
camera.Update(dt);
// ---- Swapchain resize check once per frame ----
if (gfxDevice.needsSwapchainRecreate()) {
spdlog::info("Recreating swapchain to size: {}x{}", m_params.windowSize.x, m_params.windowSize.y);
gfxDevice.recreateSwapchain(m_params.windowSize.x, m_params.windowSize.y);
renderer.resize(gfxDevice, { m_params.windowSize.x, m_params.windowSize.y });
float aspectRatio = float(m_params.windowSize.x) / float(m_params.windowSize.y);
camera.setAspectRatio(aspectRatio);
onWindowResize(m_params.windowSize.x, m_params.windowSize.y);
}
// ---- Fixed updates (no event polling inside) ----
int steps = 0;
while (accumulator >= dt && steps < maxSteps) {
//Set window title to fps
SDL_SetWindowTitle(
window,
fmt::format("{} - FPS: {:.2f}", m_params.windowTitle, avgFPS).c_str());
accumulator -= dt;
steps++;
}
// If we hit the step cap, drop leftover time to recover smoothly
if (steps == maxSteps) accumulator = 0.0f;
// Optional interpolation factor for rendering
const float alpha = accumulator / dt;
// ---- Render ----
if (!gfxDevice.needsSwapchainRecreate()) {
glm::mat4 objMatrix = glm::mat4(1.f);
objMatrix = glm::translate(objMatrix, glm::vec3(0.f, -3.0f, 0.f));
renderer.beginDrawing(gfxDevice);
renderer.drawMesh(testMeshID, glm::mat4(1.f), testMaterialID);
renderer.drawMesh(testMeshID, objMatrix, 0);
renderer.endDrawing();
auto cmd = gfxDevice.beginFrame();
const auto& drawImage = renderer.getDrawImage(gfxDevice);
renderer.draw(cmd, gfxDevice, camera, GameRenderer::SceneData{
camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
});
gfxDevice.endFrame(cmd, drawImage, {
.clearColor = {{0.f, 0.f, 0.5f, 1.f}},
.drawImageBlitRect = glm::ivec4{}}
);
// glm::mat4 objMatrix = glm::translate(glm::mat4(1.f), glm::vec3(0.f, -3.0f, 0.f));
//
// renderer.beginDrawing(gfxDevice);
// renderer.drawMesh(testMeshID, glm::mat4(1.f), testMaterialID);
// renderer.drawMesh(testMeshID, objMatrix, 0);
// renderer.endDrawing();
//
// const auto cmd = gfxDevice.beginFrame();
// const auto& drawImage = renderer.getDrawImage(gfxDevice);
//
// renderer.draw(cmd, gfxDevice, camera, GameRenderer::SceneData{
// camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
// });
//
// gfxDevice.endFrame(cmd, drawImage, {
// .clearColor = {{0.f, 0.f, 0.5f, 1.f}},
// .drawImageBlitRect = glm::ivec4{}
// });
customDraw();
}
// ---- Frame cap (if you still want it) ----
if (frameLimit) {
// Delay to not overload the CPU
const auto now = std::chrono::high_resolution_clock::now();
const auto frameTime = std::chrono::duration<float>(now - prevTime).count();
if (dt > frameTime) {
SDL_Delay(static_cast<std::uint32_t>(dt - frameTime));
}
const auto targetEnd = frameStart + std::chrono::duration_cast<clock::duration>(
std::chrono::duration<float>(dt)
);
std::this_thread::sleep_until(targetEnd);
}
}
gfxDevice.waitIdle();
}
void App::cleanup() {

View File

@@ -0,0 +1,19 @@
#include <destrum/Components/MeshRendererComponent.h>
#include <destrum/ObjectModel/Transform.h>
MeshRendererComponent::MeshRendererComponent(GameObject& parent): Component(parent, "MeshRendererComponent") {
}
void MeshRendererComponent::Start() {
Component::Start();
}
void MeshRendererComponent::Update() {
}
void MeshRendererComponent::Render(const RenderContext& ctx) {
if (meshID != NULL_MESH_ID && materialID != NULL_MATERIAL_ID) {
ctx.renderer.drawMesh(meshID, GetTransform().GetWorldMatrix(), materialID);
}
}

View File

@@ -0,0 +1,17 @@
#include <destrum/Components/Rotator.h>
Rotator::Rotator(GameObject& parent, float distance, float speed):
Component(parent, "Rotator"),
m_Distance(distance),
m_Speed(speed),
m_CurrentAngle(0),
m_OriginalPosition(GetTransform().GetWorldPosition())
{}
void Rotator::Update() {
m_CurrentAngle += m_Speed * static_cast<float>(0.001);
const float x = cos(m_CurrentAngle) * m_Distance;
const float y = sin(m_CurrentAngle) * m_Distance;
GetTransform().SetLocalPosition(m_OriginalPosition + glm::vec3(x, y, 0));
}

1
destrum/src/Event.cpp Normal file
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@@ -0,0 +1 @@
#include <destrum/Event.h>

View File

@@ -65,8 +65,8 @@ void Camera::Update(float deltaTime) {
// SDL controller triggers are axes too: 0..1-ish after normalization in our helper, but signless.
// With our NormalizeAxis, triggers will sit near 0 until pressed (depending on mapping).
// If your NormalizeAxis maps triggers weirdly, swap to raw event value approach.
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
const float lt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
const float rt = input.GetPadAxis(pad0, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
const float vertical = (rt - lt);
padMove += m_up * vertical;
@@ -96,7 +96,7 @@ void Camera::Update(float deltaTime) {
const float padLookSpeed = 2.2f; // radians/sec at full deflection
m_yaw += rx * padLookSpeed * deltaTime;
m_pitch -= ry * padLookSpeed * deltaTime;
m_pitch += ry * padLookSpeed * deltaTime;
}
// Clamp pitch again after modifications

View File

@@ -68,6 +68,7 @@ void GfxDevice::init(SDL_Window* window, const std::string& appName, bool vSync)
.set_required_features_12(features12)
.set_required_features_13(features13)
.set_surface(surface)
.prefer_gpu_device_type(vkb::PreferredDeviceType::discrete)
.select()
.value();
@@ -177,7 +178,7 @@ void GfxDevice::endFrame(VkCommandBuffer cmd, const GPUImage& drawImage, const E
auto swapchainLayout = VK_IMAGE_LAYOUT_UNDEFINED;
{
VkImageSubresourceRange clearRange =vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
const VkImageSubresourceRange clearRange = vkinit::imageSubresourceRange(VK_IMAGE_ASPECT_COLOR_BIT);
vkutil::transitionImage(cmd, swapchainImage, swapchainLayout, VK_IMAGE_LAYOUT_GENERAL);
swapchainLayout = VK_IMAGE_LAYOUT_GENERAL;

View File

@@ -127,3 +127,9 @@ void MeshPipeline::draw(VkCommandBuffer cmd,
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
}
}
void MeshPipeline::cleanup(VkDevice device) {
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
m_pipeline.reset();
}

View File

@@ -86,7 +86,8 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
}
void GameRenderer::cleanup() {
void GameRenderer::cleanup(VkDevice device) {
meshPipeline->cleanup(device);
}
void GameRenderer::drawMesh(MeshID id, const glm::mat4& transform, MaterialID materialId) {

View File

@@ -97,8 +97,11 @@ void InputManager::RemoveController(SDL_JoystickID instanceId) {
);
}
void InputManager::ProcessEvent(const SDL_Event& e) {
bool InputManager::ProcessEvent(const SDL_Event& e) {
switch (e.type) {
case SDL_QUIT: {
return true;
}
case SDL_KEYDOWN: {
if (e.key.repeat) break;
SDL_Scancode sc = e.key.keysym.scancode;
@@ -196,6 +199,7 @@ void InputManager::ProcessEvent(const SDL_Event& e) {
default: break;
}
return false;
}
bool InputManager::IsKeyDown(SDL_Scancode sc) const { return m_keysDown.count(sc) != 0; }

View File

@@ -0,0 +1,44 @@
#include <destrum/ObjectModel/Component.h>
#include <stdexcept>
#include <destrum/ObjectModel/GameObject.h>
// #include "imgui.h"
Component::Component(GameObject& pParent, const std::string& name): Object(name), m_ParentGameObjectPtr(&pParent) {
// if (m_ParentGameObjectPtr == nullptr) {
// //TODO: Change pParent ot be a reference
// throw std::runtime_error("Component made with no GameObject??");
// }
}
Transform& Component::GetTransform() const {
return m_ParentGameObjectPtr->GetTransform();
}
void Component::Destroy() {
// const bool isBeingDestroyed = GetIsBeingDestroyed();
Object::Destroy();
}
void Component::Start() {
}
void Component::SetEnabled(bool enabled) {
m_IsEnabled = enabled;
}
void Component::LateUpdate() {
}
void Component::FixedUpdate() {
}
void Component::ImGuiInspector() {
}
void Component::ImGuiRender() {
}
void Component::Render(const RenderContext& ctx) {
}

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@@ -0,0 +1,96 @@
#include <destrum/ObjectModel/GameObject.h>
#include <string>
#include <iostream>
#include "spdlog/spdlog.h"
// #include "Managers/ResourceManager.h"
GameObject::~GameObject() {
spdlog::debug("GameObject destroyed: {}", GetName());
}
void GameObject::SetActiveDirty() {
m_ActiveDirty = true;
for (const Transform* child : m_TransformPtr.GetChildren()) {
child->GetOwner()->SetActiveDirty();
}
}
void GameObject::UpdateActiveState() {
const auto* parentPtr = m_TransformPtr.GetParent();
if(parentPtr == nullptr) {
m_ActiveInHierarchy = m_Active;
} else {
m_ActiveInHierarchy = m_Active && parentPtr->GetOwner()->IsActiveInHierarchy();
}
m_ActiveDirty = false;
}
bool GameObject::IsActiveInHierarchy() {
if (m_ActiveDirty) {
UpdateActiveState();
}
return m_ActiveInHierarchy;
}
GameObject::GameObject(const std::string& name): Object(name) {
}
void GameObject::Update() {
for (const auto& component: m_Components) {
if (!component->HasStarted) {
component->Start();
component->HasStarted = true;
}
component->Update();
}
}
void GameObject::LateUpdate() {
for (const auto& component: m_Components) {
component->LateUpdate();
}
}
void GameObject::FixedUpdate() {
for (const auto& component: m_Components) {
component->FixedUpdate();
}
}
void GameObject::Render(const RenderContext& ctx) const {
for (const auto& component: m_Components) {
component->Render(ctx);
}
}
// void GameObject::ImGuiRender() {
// for (const auto& component: m_Components) {
// component->ImGuiRender();
// }
// }
void GameObject::Destroy() {
Object::Destroy();
m_TransformPtr.SetParent(nullptr);
for (const auto& component: m_Components) {
component->Destroy();
}
for (const auto child : m_TransformPtr.GetChildren()) {
child->GetOwner()->Destroy();
}
}
void GameObject::CleanupComponents() {
std::erase_if(m_Components, [](const std::unique_ptr<Component>& component) {
return component->IsBeingDestroyed();
});
}

View File

@@ -0,0 +1,22 @@
#include <destrum/ObjectModel/Object.h>
#include <cassert>
#include <iostream>
#include "spdlog/spdlog.h"
Object::~Object() {
if (!m_BeingDestroyed) {
assert(false && "Objects destructor called before destroy");
}
spdlog::debug("Object Destroyed: {}", m_Name);
}
void Object::Destroy() {
std::cout << "Marked Object for destruction: " << m_Name << std::endl;
spdlog::debug("Object Destroyed: {}", m_Name);
m_BeingDestroyed = true;
}
Object::Object(std::string name): m_Name(std::move(name)) {
}

View File

@@ -0,0 +1,253 @@
#include <destrum/ObjectModel/Transform.h>
#include <destrum/ObjectModel/GameObject.h>
Transform::Transform(GameObject* owner): m_Owner(owner) {
}
Transform::~Transform() {
SetParent(nullptr);
for (auto it = m_Children.begin(); it != m_Children.end();) {
Transform* child = *it;
it = m_Children.erase(it);
child->SetParent(nullptr);
}
}
const glm::vec3& Transform::GetWorldPosition() {
if (m_PositionDirty) {
UpdateWorldPosition();
}
return m_WorldPosition;
}
const glm::quat& Transform::GetWorldRotation() {
if (m_RotationDirty) {
UpdateWorldRotation();
}
return m_WorldRotation;
}
const glm::vec3& Transform::GetWorldScale() {
if (m_ScaleDirty) {
UpdateWorldScale();
}
return m_WorldScale;
}
const glm::mat4& Transform::GetWorldMatrix() {
if (m_MatrixDirty) {
UpdateWorldMatrix();
}
return m_WorldMatrix;
}
void Transform::SetWorldPosition(const glm::vec3& position) {
if (m_Parent == nullptr) {
SetLocalPosition(position);
} else {
SetLocalPosition(position - m_Parent->GetWorldPosition());
}
}
void Transform::SetWorldPosition(float x, float y, float z) {
SetWorldPosition(glm::vec3(x, y, z));
}
void Transform::SetWorldRotation(const glm::quat& rotation) {
if(m_Parent == nullptr) {
SetLocalRotation(rotation);
} else {
SetLocalRotation(glm::inverse(m_Parent->GetWorldRotation()) * rotation);
}
}
void Transform::SetWorldRotation(const glm::vec3& rotation) {
SetWorldRotation(glm::quat(glm::radians(rotation)));
}
void Transform::SetWorldRotation(float x, float y, float z) {
SetWorldRotation(glm::vec3{x, y, z});
}
void Transform::SetWorldScale(double x, double y, double z) {
SetWorldScale(glm::vec3{x, y, z});
}
void Transform::SetWorldScale(const glm::vec3& scale) {
if (m_Parent == nullptr) {
SetLocalScale(scale);
} else {
SetLocalScale(scale - m_Parent->GetWorldScale());
}
}
void Transform::Move(const glm::vec3& move) {
SetLocalPosition(m_LocalPosition + move);
}
void Transform::Move(double x, double y, double z) {
this->Move(glm::vec3(x, y, z));
}
void Transform::SetLocalPosition(const glm::vec3& position) {
m_LocalPosition = position;
SetPositionDirty();
}
void Transform::SetLocalPosition(float x, float y, float z) {
SetLocalPosition(glm::vec3{x, y, z});
}
void Transform::SetLocalRotation(float x, float y, float z) {
SetLocalRotation(glm::vec3{x, y, z});
}
void Transform::SetLocalRotation(const glm::vec3& rotation) {
SetLocalRotation(glm::quat(glm::radians(rotation)));
}
void Transform::SetLocalRotation(const glm::quat& rotation) {
m_LocalRotation = rotation;
SetRotationDirty();
}
void Transform::SetLocalScale(float x, float y, float z) {
SetLocalScale({x, y, z});
}
void Transform::SetLocalScale(const glm::vec3& scale) {
m_LocalScale = scale;
SetScaleDirty();
}
void Transform::RemoveChild(Transform* transform) {
std::erase(m_Children, transform);
}
void Transform::AddChild(Transform* transform) {
// if (transform == this or transform == nullptr) {
// return;
// }
//
// if (transform->m_Parent) {
// transform->m_Parent->RemoveChild(transform);
// }
//
// transform->SetParent(this);
m_Children.push_back(transform);
//
// transform->SetPositionDirty();
}
void Transform::SetParent(Transform* parent, bool useWorldPosition) {
if (parent == m_Parent or parent == this or IsChild(parent)) {
return;
}
if (parent == nullptr) {
SetLocalPosition(GetWorldPosition());
} else {
if (useWorldPosition) {
SetLocalPosition(GetWorldPosition() - parent->GetWorldPosition());
}
SetPositionDirty();
}
if (m_Parent) {
m_Parent->RemoveChild(this);
}
m_Parent = parent;
if (m_Parent) {
m_Parent->AddChild(this);
}
}
bool Transform::IsChild(Transform* child) const {
return std::ranges::find(m_Children, child) != m_Children.end();
}
const std::vector<Transform*>& Transform::GetChildren() const {
// std::vector<Transform*> validChildren;
// for (auto* child : m_Children) {
// if (child && !child->GetOwner()->IsBeingDestroyed()) {
// validChildren.push_back(child);
// }
// }
// return validChildren;
return m_Children;
}
GameObject *Transform::GetOwner() const {
return m_Owner;
}
void Transform::SetPositionDirty() {
m_PositionDirty = true;
m_MatrixDirty = true;
for (const auto child: m_Children) {
child->SetPositionDirty();
}
}
void Transform::SetRotationDirty() {
m_RotationDirty = true;
m_MatrixDirty = true;
for(Transform* childPtr : m_Children) {
if(not childPtr->m_RotationDirty) {
childPtr->SetRotationDirty();
}
}
}
void Transform::SetScaleDirty() {
m_ScaleDirty = true;
m_MatrixDirty = true;
for(Transform* childPtr : m_Children) {
if(not childPtr->m_ScaleDirty) {
childPtr->SetScaleDirty();
}
}
}
void Transform::UpdateWorldPosition() {
if (m_Parent) {
m_WorldPosition = m_Parent->GetWorldPosition() + m_LocalPosition;
} else {
m_WorldPosition = m_LocalPosition;
}
m_PositionDirty = false;
}
void Transform::UpdateWorldRotation() {
if (m_Parent == nullptr) {
m_WorldRotation = m_LocalRotation;
} else {
m_WorldRotation = m_LocalRotation * m_Parent->GetWorldRotation();
}
m_RotationDirty = false;
}
void Transform::UpdateWorldScale() {
if(m_Parent == nullptr) {
m_WorldScale = m_LocalScale;
} else {
m_WorldScale = m_LocalScale * m_Parent->GetWorldScale();
}
m_ScaleDirty = false;
}
void Transform::UpdateWorldMatrix() {
const glm::mat4 trans = glm::translate(glm::mat4(1.0f), GetWorldPosition());
const glm::mat4 rot = glm::mat4_cast(GetWorldRotation());
const glm::mat4 scale = glm::scale(glm::mat4(1.0f), GetWorldScale());
m_WorldMatrix = trans * rot * scale;
m_MatrixDirty = false;
}

149
destrum/src/Scene/Scene.cpp Normal file
View File

@@ -0,0 +1,149 @@
#include <destrum/Scene/Scene.h>
#include <destrum/ObjectModel/GameObject.h>
#include <algorithm>
#include <functional>
#include <SDL_scancode.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
// #include "ServiceLocator.h"
// #include "Input/InputManager.h"
// #include "Managers/Renderer.h"
unsigned int Scene::m_idCounter = 0;
Scene::Scene(const std::string& name) : m_name(name) {
}
Scene::~Scene() = default;
void Scene::Add(std::shared_ptr<GameObject> object) {
// m_objects.emplace_back(std::move(object));
m_pendingAdditions.emplace_back(std::move(object));
}
void Scene::Remove(const std::shared_ptr<GameObject>& object) {
std::erase(m_objects, object);
}
void Scene::RemoveAll() {
m_objects.clear();
}
void Scene::Load() {
OnSceneLoaded.Invoke();
if (m_registerBindings) {
m_registerBindings();
}
}
void Scene::Update() {
if (!m_pendingAdditions.empty()) {
for (auto& obj : m_pendingAdditions) {
m_objects.emplace_back(std::move(obj));
}
m_pendingAdditions.clear();
}
for (const auto& object: m_objects) {
if (object->IsActiveInHierarchy()) {
object->Update();
}
}
}
void Scene::FixedUpdate() {
for (const auto& object: m_objects) {
if (object->IsActiveInHierarchy()) {
object->FixedUpdate();
}
}
}
void Scene::LateUpdate() {
for (const auto& object: m_objects) {
if (object->IsActiveInHierarchy()) {
object->LateUpdate();
}
}
}
void Scene::Render(const RenderContext& ctx) const {
for (const auto& object: m_objects) {
if (object->IsActiveInHierarchy()) {
object->Render(ctx);
}
}
// int width, height;
// SDL_GetWindowSize(Renderer::GetInstance().GetSDLWindow(), &width, &height);
//
// Renderer::GetInstance().RenderLine(
// static_cast<float>(width / 2), 0,
// static_cast<float>(width / 2), static_cast<float>(height), SDL_Color(255, 0, 0, 255) // Red vertical line
// );
//
// Renderer::GetInstance().RenderLine(
// 0, static_cast<float>(height / 2), static_cast<float>(width), static_cast<float>(height / 2), SDL_Color(0, 255, 0, 255) // Green horizontal line
// );
}
void Scene::RenderImgui() {
}
void Scene::CleanupDestroyedGameObjects() {
if (m_BeingUnloaded) {
//Scene is gone anyways, kill everything
m_objects.clear();
return;
}
for (const auto& gameObject: m_objects) {
//First check if a gameobjects components needs to be destroyed
gameObject->CleanupComponents();
}
// //Strange for loop since im deleting during looping over it
// for (auto it = m_objects.begin(); it != m_objects.end();) {
// if ((*it)->IsBeingDestroyed()) {
// it = m_objects.erase(it);
// } else {
// ++it;
// }
// }
std::erase_if(m_objects, [] (const std::shared_ptr<GameObject>& gameObject) {
return gameObject->IsBeingDestroyed();
});
}
void Scene::Unload() {
if (m_unregisterBindings) {
m_unregisterBindings();
}
m_BeingUnloaded = true;
}
void Scene::DestroyGameObjects() {
if (m_BeingUnloaded) {
for (auto& obj : m_pendingAdditions) {
m_objects.emplace_back(std::move(obj));
}
m_pendingAdditions.clear();
//Scene is gone anyways, kill everything
for (const auto& gameObject: m_objects) {
gameObject->Destroy();
}
} else {
assert(true && "Scene is being cleared but not unloaded? Wierd");
}
}

View File

@@ -0,0 +1,83 @@
#include <destrum/Scene/SceneManager.h>
#include <stdexcept>
#include <destrum/Scene/Scene.h>
void SceneManager::Update() {
m_scenes[m_ActiveSceneIndex]->Update();
}
void SceneManager::FixedUpdate() {
m_scenes[m_ActiveSceneIndex]->FixedUpdate();
}
void SceneManager::LateUpdate() {
m_scenes[m_ActiveSceneIndex]->LateUpdate();
}
void SceneManager::Render(const RenderContext& ctx) {
m_scenes[m_ActiveSceneIndex]->Render(ctx);
}
void SceneManager::RenderImgui() {
m_scenes[m_ActiveSceneIndex]->RenderImgui();
}
void SceneManager::HandleGameObjectDestroy() {
for (const auto& scene : m_scenes) {
scene->CleanupDestroyedGameObjects();
}
}
void SceneManager::DestroyGameObjects() {
for (const auto& scene: m_scenes) {
scene->DestroyGameObjects();
}
}
void SceneManager::UnloadAllScenes() {
for (const auto& scene : m_scenes) {
scene->Unload();
}
}
void SceneManager::HandleSceneDestroy() {
for (auto it = m_scenes.begin(); it != m_scenes.end();) {
if ((*it)->IsBeingUnloaded()) {
it = m_scenes.erase(it);
} else {
++it;
}
}
}
void SceneManager::HandleScene() {
DestroyGameObjects();
HandleGameObjectDestroy();
HandleSceneDestroy();
}
void SceneManager::Destroy() {
UnloadAllScenes();
DestroyGameObjects();
HandleGameObjectDestroy();
HandleSceneDestroy();
}
void SceneManager::SwitchScene(int index) {
// InputManager::GetInstance().RemoveAllBindings();
if (index < 0 || index >= static_cast<int>(m_scenes.size())) {
throw std::out_of_range("Scene index out of range");
}
m_scenes[m_ActiveSceneIndex]->UnloadBindings();
m_ActiveSceneIndex = index;
m_scenes[m_ActiveSceneIndex]->LoadBindings();
}
Scene &SceneManager::CreateScene(const std::string &name) {
const auto &scene = std::shared_ptr<Scene>(new Scene(name));
m_scenes.push_back(scene);
return *scene;
}

View File

@@ -2,12 +2,28 @@
#define LIGHTKEEPER_H
#include <destrum/App.h>
#include <destrum/Scene/SceneManager.h>
class LightKeeper : public App {
class LightKeeper final : public App {
public:
LightKeeper();
virtual ~LightKeeper();
void customInit() override;
void customUpdate(float dt) override;
void customDraw() override;
void customCleanup() override;
void onWindowResize(int newWidth, int newHeight) override;
private:
MeshCache meshCache;
MaterialCache materialCache;
GameRenderer renderer;
Camera camera{glm::vec3(0.f, 0.f, -5.f), glm::vec3(0, 1, 0)};
CPUMesh testMesh{};
MeshID testMeshID;
MaterialID testMaterialID;
};
#endif //LIGHTKEEPER_H

View File

@@ -1,4 +1,108 @@
#include "Lightkeeper.h"
LightKeeper::LightKeeper() {
#include <destrum/FS/AssetFS.h>
#include "glm/gtx/transform.hpp"
#include "spdlog/spdlog.h"
#include <destrum/Scene/Scene.h>
#include "destrum/Components/MeshRendererComponent.h"
#include "destrum/Components/Rotator.h"
#include "destrum/ObjectModel/GameObject.h"
LightKeeper::LightKeeper(): App(), renderer(meshCache, materialCache) {
}
LightKeeper::~LightKeeper() {
}
void LightKeeper::customInit() {
materialCache.init(gfxDevice);
renderer.init(gfxDevice, m_params.renderSize);
const float aspectRatio = static_cast<float>(m_params.renderSize.x) / static_cast<float>(m_params.renderSize.y);
camera.setAspectRatio(aspectRatio);
auto file = AssetFS::GetInstance().ReadBytes("engine://assetfstest.txt");
std::string fileStr(file.begin(), file.end());
spdlog::info("Read from assetfstest.txt: {}", fileStr);
testMesh.name = "Test Mesh";
testMesh.vertices = vertices;
testMesh.indices = indices;
testMeshID = meshCache.addMesh(gfxDevice, testMesh);
spdlog::info("TestMesh uploaded with id: {}", testMeshID);
const auto testimgpath = AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png");
auto testimgID = gfxDevice.loadImageFromFile(testimgpath);
spdlog::info("Test image loaded with id: {}", testimgID);
testMaterialID = materialCache.addMaterial(gfxDevice, {
.baseColor = glm::vec3(1.f),
.diffuseTexture = testimgID,
});
spdlog::info("Test material created with id: {}", testMaterialID);
camera.SetRotation(glm::radians(glm::vec2(90.f, 0.f)));
auto& scene = SceneManager::GetInstance().CreateScene("Main");
auto testCube = std::make_shared<GameObject>("TestCube");
auto meshComp = testCube->AddComponent<MeshRendererComponent>();
meshComp->SetMeshID(testMeshID);
meshComp->SetMaterialID(testMaterialID);
testCube->AddComponent<Rotator>(10, 5);
scene.Add(testCube);
}
void LightKeeper::customUpdate(float dt) {
camera.Update(dt);
SceneManager::GetInstance().Update();
}
void LightKeeper::customDraw() {
renderer.beginDrawing(gfxDevice);
const RenderContext ctx{
.renderer = renderer,
.camera = camera,
.sceneData = {
.camera = camera,
.ambientColor = glm::vec3(0.1f),
.ambientIntensity = 0.5f,
.fogColor = glm::vec3(0.5f),
.fogDensity = 0.01f
}
};
SceneManager::GetInstance().Render(ctx);
renderer.endDrawing();
const auto cmd = gfxDevice.beginFrame();
const auto& drawImage = renderer.getDrawImage(gfxDevice);
renderer.draw(
cmd, gfxDevice, camera, GameRenderer::SceneData{
camera, glm::vec3(0.1f), 0.5f, glm::vec3(0.5f), 0.01f
});
gfxDevice.endFrame(
cmd, drawImage, {
.clearColor = {{0.f, 0.f, 0.5f, 1.f}},
.drawImageBlitRect = glm::ivec4{}
});
}
void LightKeeper::customCleanup() {
SceneManager::GetInstance().Destroy();
renderer.cleanup(gfxDevice.getDevice().device);
}
void LightKeeper::onWindowResize(int newWidth, int newHeight) {
renderer.resize(gfxDevice, glm::ivec2{newWidth, newHeight});
const float aspectRatio = static_cast<float>(newWidth) / static_cast<float>(newHeight);
camera.setAspectRatio(aspectRatio);
}

View File

@@ -23,6 +23,7 @@ int main(int argc, char* argv[]) {
.exeDir = exeDir,
});
app.run();
app.cleanup();
SDL_Quit();
return 0;

View File

@@ -1,213 +0,0 @@
#include <SDL.h>
#include <SDL_vulkan.h>
#include <vulkan/vulkan.h>
#include <VkBootstrap.h>
#include <vk_mem_alloc.h>
#include <vector>
#include <iostream>
#include <stdexcept>
#include <volk.h>
const int MAX_FRAMES_IN_FLIGHT = 2;
struct FrameData {
VkSemaphore imageAvailable;
VkSemaphore renderFinished;
VkFence inFlight;
VkCommandBuffer commandBuffer;
};
SDL_Window* window = nullptr;
VkInstance instance;
vkb::PhysicalDevice physicalDevice;
VkDevice device;
vkb::Device vkbDevice;
VkQueue graphicsQueue;
VkQueue presentQueue;
VkSurfaceKHR surface;
VkSwapchainKHR swapchain;
std::vector<VkImage> swapchainImages;
std::vector<VkImageView> swapchainImageViews;
VkCommandPool commandPool;
FrameData frames[MAX_FRAMES_IN_FLIGHT];
std::vector<VkFence> imagesInFlight;
size_t currentFrame = 0;
VkFormat swapchainImageFormat;
VkExtent2D swapchainExtent;
// --- Helper: allocate command buffer ---
VkCommandBuffer allocateCommandBuffer(VkDevice device, VkCommandPool pool) {
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = pool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
VkCommandBuffer cmd;
vkAllocateCommandBuffers(device, &allocInfo, &cmd);
return cmd;
}
// --- Helper: record command buffer with dynamic rendering ---
void recordCommandBuffer(VkCommandBuffer cmd, VkImage image) {
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vkBeginCommandBuffer(cmd, &beginInfo);
VkRenderingAttachmentInfo colorAttachment{};
colorAttachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colorAttachment.imageView = VK_NULL_HANDLE; // placeholder, normally swapchainImageViews[i]
colorAttachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkClearValue clearColor{ {{0.1f, 0.2f, 0.3f, 1.0f}} };
colorAttachment.clearValue = clearColor;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
VkRenderingInfo renderingInfo{};
renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
renderingInfo.renderArea.offset = {0, 0};
renderingInfo.renderArea.extent = {800, 600};
renderingInfo.layerCount = 1;
renderingInfo.colorAttachmentCount = 1;
renderingInfo.pColorAttachments = &colorAttachment;
vkCmdBeginRendering(cmd, &renderingInfo);
// No draw calls, just clear
vkCmdEndRendering(cmd);
vkEndCommandBuffer(cmd);
}
int SDL_main(int argc, char* argv[]) {
// --- SDL Window ---
if (SDL_Init(SDL_INIT_VIDEO) != 0)
throw std::runtime_error("SDL_Init failed");
window = SDL_CreateWindow("Vulkan SDL Dynamic Rendering",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
800, 600,
SDL_WINDOW_VULKAN);
// --- Vulkan instance ---
volkInitialize();
vkb::InstanceBuilder builder;
auto instRet = builder.set_app_name("SDL Dynamic Rendering")
.request_validation_layers(true)
.build();
if (!instRet) throw std::runtime_error("Failed to create instance");
instance = instRet.value().instance;
if (!SDL_Vulkan_CreateSurface(window, instance, &surface))
throw std::runtime_error("Failed to create Vulkan surface");
// --- Physical device & logical device ---
vkb::PhysicalDeviceSelector selector{instRet.value()};
auto physRet = selector.set_minimum_version(1,2).set_surface(surface).require_dedicated_transfer_queue().select();
if (!physRet) throw std::runtime_error("Failed to select physical device");
physicalDevice = physRet.value();
vkb::DeviceBuilder deviceBuilder{physicalDevice};
auto devRet = deviceBuilder.build();
if (!devRet) throw std::runtime_error("Failed to create device");
device = devRet.value().device;
vkbDevice = devRet.value();
graphicsQueue = devRet.value().get_queue(vkb::QueueType::graphics).value();
presentQueue = devRet.value().get_queue(vkb::QueueType::present).value();
// --- Swapchain ---
vkb::SwapchainBuilder swapchainBuilder{vkbDevice};
auto swapRet = swapchainBuilder.set_desired_format(VkSurfaceFormatKHR{
.format = VK_FORMAT_B8G8R8A8_SRGB,
.colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR,
})
.set_desired_present_mode(VK_PRESENT_MODE_FIFO_KHR)
.set_desired_extent(800,600)
.build();
if (!swapRet) throw std::runtime_error("Failed to create swapchain");
swapchain = swapRet.value().swapchain;
swapchainImages = swapRet.value().get_images().value();
swapchainImageFormat = swapRet.value().image_format;
swapchainExtent = swapRet.value().extent;
// --- Command pool ---
VkCommandPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolInfo.queueFamilyIndex = vkbDevice.get_queue_index(vkb::QueueType::graphics).value();
poolInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
vkCreateCommandPool(device, &poolInfo, nullptr, &commandPool);
// --- Frames ---
imagesInFlight.resize(swapchainImages.size(), VK_NULL_HANDLE);
for (int i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) {
VkSemaphoreCreateInfo semInfo{};
semInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
vkCreateSemaphore(device, &semInfo, nullptr, &frames[i].imageAvailable);
vkCreateSemaphore(device, &semInfo, nullptr, &frames[i].renderFinished);
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
vkCreateFence(device, &fenceInfo, nullptr, &frames[i].inFlight);
frames[i].commandBuffer = allocateCommandBuffer(device, commandPool);
}
// --- Main loop ---
bool running = true;
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) running = false;
}
FrameData& frame = frames[currentFrame];
vkWaitForFences(device, 1, &frame.inFlight, VK_TRUE, UINT64_MAX);
uint32_t imageIndex;
vkAcquireNextImageKHR(device, swapchain, UINT64_MAX, frame.imageAvailable, VK_NULL_HANDLE, &imageIndex);
if (imagesInFlight[imageIndex] != VK_NULL_HANDLE)
vkWaitForFences(device, 1, &imagesInFlight[imageIndex], VK_TRUE, UINT64_MAX);
imagesInFlight[imageIndex] = frame.inFlight;
vkResetFences(device, 1, &frame.inFlight);
vkResetCommandBuffer(frame.commandBuffer, 0);
recordCommandBuffer(frame.commandBuffer, swapchainImages[imageIndex]);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
VkSemaphore waitSemaphores[] = { frame.imageAvailable };
VkPipelineStageFlags waitStages[] = { VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT };
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &frame.commandBuffer;
VkSemaphore signalSemaphores[] = { frame.renderFinished };
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores;
vkQueueSubmit(graphicsQueue, 1, &submitInfo, frame.inFlight);
VkPresentInfoKHR presentInfo{};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = signalSemaphores;
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = &swapchain;
presentInfo.pImageIndices = &imageIndex;
vkQueuePresentKHR(presentQueue, &presentInfo);
currentFrame = (currentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
}
vkDeviceWaitIdle(device);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}