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lve_app.cpp
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162 lines (136 loc) · 5.36 KB
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#pragma once
#include "lve_app.hpp"
#include "lve_camera.hpp"
#include "keyboard_movement_controller.hpp"
#include "lve_buffer.hpp"
#include "render_system.hpp"
#include "point_light_system.hpp"
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <stdexcept>
#include <array>
#include <cassert>
#include <chrono>
constexpr float MAX_FRAME_RATE = 1.0f / 60.0f;
namespace lve{
LveApp::LveApp() {
globalPool =
LveDescriptorPool::Builder(lveDevice)
.setMaxSets(LveSwapChain::MAX_FRAMES_IN_FLIGHT)
.addPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, LveSwapChain::MAX_FRAMES_IN_FLIGHT)
.build();
loadGameObjects();
}
LveApp::~LveApp() { }
void LveApp::run() {
std::vector<std::unique_ptr<LveBuffer>> uboBuffers(LveSwapChain::MAX_FRAMES_IN_FLIGHT);
for (size_t i = 0; i < uboBuffers.size(); i++) {
uboBuffers[i] = std::make_unique<LveBuffer>(
lveDevice,
sizeof(GlobalUbo),
1,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
);
uboBuffers[i]->map();
}
auto globalSetLayout = LveDescriptorSetLayout::Builder(lveDevice)
.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_ALL_GRAPHICS)
.build();
std::vector<VkDescriptorSet> globalDescriptorSets(LveSwapChain::MAX_FRAMES_IN_FLIGHT);
for (size_t i = 0; i < globalDescriptorSets.size(); i++) {
auto bufferInfo = uboBuffers[i]->descriptorInfo();
LveDescriptorWriter(*globalSetLayout, *globalPool)
.writeBuffer(0, &bufferInfo)
.build(globalDescriptorSets[i]);
}
RenderSystem renderSystem{lveDevice, lveRenderer.getSwapChainRenderPass(), globalSetLayout->getDescriptorSetLayout()};
PointLightSystem pointLightSystem{lveDevice, lveRenderer.getSwapChainRenderPass(), globalSetLayout->getDescriptorSetLayout()};
LveCamera camera{};
camera.setViewTarget(glm::vec3(-1.0, -2.0, -2.0), glm::vec3(0.0f, 0.0f, 2.5f));
auto viewObject = LveGameObject::createGameObject();
viewObject.transform.translation.z = -2.5f;
KeyboardMovementController cameraController{};
auto currentTime = std::chrono::high_resolution_clock::now();
while (!lveWindow.shouldClose()) {
glfwPollEvents();
auto newTime = std::chrono::high_resolution_clock::now();
float frameTime = std::chrono::duration<float, std::chrono::seconds::period>(newTime - currentTime).count();
currentTime = newTime;
frameTime = glm::min(frameTime, MAX_FRAME_RATE);
cameraController.moveInPlaneXZ(lveWindow.getGLFWwindow(), frameTime, viewObject);
camera.setViewYXZ(viewObject.transform.translation, viewObject.transform.rotation);
float aspect = lveRenderer.getAspectRatio();
camera.setPerspectiveProjection(glm::radians(50.0f), aspect, 0.1f, 100.0f);
if (auto commandBuffer = lveRenderer.beginFrame()) {
int frameIndex = lveRenderer.getFrameIndex();
FrameInfo frameInfo{
frameIndex,
frameTime,
commandBuffer,
camera,
globalDescriptorSets[frameIndex],
gameObjects
};
// update
GlobalUbo ubo{};
ubo.projection = camera.getProjection();
ubo.view = camera.getView();
ubo.inverseView = camera.getInverseView();
pointLightSystem.update(frameInfo, ubo);
uboBuffers[frameIndex]->writeToBuffer(&ubo);
uboBuffers[frameIndex]->flush();
// render
lveRenderer.beginSwapChainRenderPass(commandBuffer);
renderSystem.renderGameObjects(frameInfo);
pointLightSystem.render(frameInfo);
lveRenderer.endSwapChainRenderPass(commandBuffer);
lveRenderer.endFrame();
}
}
vkDeviceWaitIdle(lveDevice.device());
}
void LveApp::loadGameObjects() {
std::shared_ptr<LveModel> lveModel =
LveModel::createModelFromFile(lveDevice, "models/flat_vase.obj");
auto flatVase = LveGameObject::createGameObject();
flatVase.model = lveModel;
flatVase.transform.translation = { -0.5f, 0.5f, 0.0f };
flatVase.transform.scale = glm::vec3(3.0f, 1.5f, 3.0f);
gameObjects.emplace(flatVase.getId(), std::move(flatVase));
lveModel =
LveModel::createModelFromFile(lveDevice, "models/smooth_vase.obj");
auto smoothVase = LveGameObject::createGameObject();
smoothVase.model = lveModel;
smoothVase.transform.translation = { 0.5f, 0.5f, 0.0f };
smoothVase.transform.scale = glm::vec3(3.0f, 1.5f, 3.0f);
gameObjects.emplace(smoothVase.getId(), std::move(smoothVase));
lveModel =
LveModel::createModelFromFile(lveDevice, "models/quad.obj");
auto floor = LveGameObject::createGameObject();
floor.model = lveModel;
floor.transform.translation = { 0.0f, 0.5f, 0.0f };
floor.transform.scale = glm::vec3(3.0f);
gameObjects.emplace(floor.getId(), std::move(floor));
std::vector<glm::vec3> lightColors{
{1.f, .1f, .1f},
{.1f, .1f, 1.f},
{.1f, 1.f, .1f},
{1.f, 1.f, .1f},
{.1f, 1.f, 1.f},
{1.f, 1.f, 1.f}
};
for (int i = 0; i < lightColors.size(); i++) {
auto pointLight = LveGameObject::makePointLight(0.2f);
pointLight.color = lightColors[i];
auto rotateLight = glm::rotate(
glm::mat4(1.f),
(i * glm::two_pi<float>()) / lightColors.size(),
{ 0.f, -1.f, 0.f });
pointLight.transform.translation = glm::vec3(rotateLight * glm::vec4(-1.f, -1.f, -1.f, 1.f));
gameObjects.emplace(pointLight.getId(), std::move(pointLight));
}
}
}