engine/src/application.cpp

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#include "application.hpp"
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#include <filesystem>
#include <memory>
#include <stdexcept>
#include <string>
#include <thread>
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#include <glm/mat4x4.hpp>
#include "gfx.hpp"
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#include "gfx_device.hpp"
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#include "input_manager.hpp"
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#include "log.hpp"
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#include "resources/material.hpp"
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#include "resources/mesh.hpp"
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#include "resources/shader.hpp"
#include "resources/texture.hpp"
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#include "scene.hpp"
#include "scene_manager.hpp"
#include "window.hpp"
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#ifdef _MSC_VER
#include <windows.h>
#include <direct.h>
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#define WIN_MAX_PATH 260
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#endif
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namespace engine {
static std::filesystem::path getResourcesPath()
{
std::filesystem::path resourcesPath{};
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#ifdef _MSC_VER
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CHAR exeDirBuf[MAX_PATH + 1];
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GetModuleFileNameA(NULL, exeDirBuf, WIN_MAX_PATH + 1);
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std::filesystem::path cwd = std::filesystem::path(exeDirBuf).parent_path();
(void)_chdir((const char*)std::filesystem::absolute(cwd).c_str());
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#else
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std::filesystem::path cwd = std::filesystem::current_path();
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#endif
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if (std::filesystem::is_directory(cwd / "res")) {
resourcesPath = cwd / "res";
}
else {
resourcesPath = cwd.parent_path() / "share" / "sdltest";
}
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if (std::filesystem::is_directory(resourcesPath) == false) {
resourcesPath = cwd.root_path() / "usr" / "local" / "share" / "sdltest";
}
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if (std::filesystem::is_directory(resourcesPath) == false) {
throw std::runtime_error("Unable to determine resources location. CWD: " + cwd.string());
}
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return resourcesPath;
}
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Application::Application(const char* appName, const char* appVersion, gfx::GraphicsSettings graphicsSettings)
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{
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window_ = std::make_unique<Window>(appName, true, false);
input_manager_ = std::make_unique<InputManager>(window_.get());
scene_manager_ = std::make_unique<SceneManager>(this);
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// get base path for resources
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resources_path_ = getResourcesPath();
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// register resource managers
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RegisterResourceManager<resources::Texture>();
RegisterResourceManager<resources::Shader>();
RegisterResourceManager<resources::Material>();
RegisterResourceManager<resources::Mesh>();
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// initialise the render data
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render_data_.gfxdev = std::make_unique<GFXDevice>(appName, appVersion, window_->GetHandle(), graphicsSettings);
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std::vector<gfx::DescriptorSetLayoutBinding> globalSetBindings;
{
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auto& binding0 = globalSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
}
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render_data_.global_set_layout = gfxdev()->CreateDescriptorSetLayout(globalSetBindings);
render_data_.global_set = gfxdev()->AllocateDescriptorSet(render_data_.global_set_layout);
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RenderData::GlobalSetUniformBuffer globalSetUniformBufferData{
.proj = glm::mat4{ 1.0f },
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};
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render_data_.global_set_uniform_buffer = gfxdev()->CreateUniformBuffer(sizeof(RenderData::GlobalSetUniformBuffer), &globalSetUniformBufferData);
gfxdev()->UpdateDescriptorUniformBuffer(render_data_.global_set, 0, render_data_.global_set_uniform_buffer, 0, sizeof(RenderData::GlobalSetUniformBuffer));
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std::vector<gfx::DescriptorSetLayoutBinding> frameSetBindings;
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{
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auto& binding0 = frameSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
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}
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render_data_.frame_set_layout = gfxdev()->CreateDescriptorSetLayout(frameSetBindings);
render_data_.frame_set = gfxdev()->AllocateDescriptorSet(render_data_.frame_set_layout);
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RenderData::FrameSetUniformBuffer initialSetOneData{
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.view = glm::mat4{ 1.0f },
};
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render_data_.frame_set_uniform_buffer = gfxdev()->CreateUniformBuffer(sizeof(RenderData::FrameSetUniformBuffer), &initialSetOneData);
gfxdev()->UpdateDescriptorUniformBuffer(render_data_.frame_set, 0, render_data_.frame_set_uniform_buffer, 0, sizeof(RenderData::FrameSetUniformBuffer));
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std::vector<gfx::DescriptorSetLayoutBinding> materialSetBindings;
{
auto& binding0 = materialSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
binding0.stage_flags = gfx::ShaderStageFlags::kFragment;
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}
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render_data_.material_set_layout = gfxdev()->CreateDescriptorSetLayout(materialSetBindings);
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// default resources
{
resources::Shader::VertexParams vertParams{};
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vertParams.has_normal = true;
vertParams.has_uv0 = true;
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auto texturedShader = std::make_unique<resources::Shader>(
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&render_data_,
GetResourcePath("engine/shaders/standard.vert").c_str(),
GetResourcePath("engine/shaders/standard.frag").c_str(),
vertParams,
false,
true
);
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GetResourceManager<resources::Shader>()->AddPersistent("builtin.standard", std::move(texturedShader));
}
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{
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resources::Shader::VertexParams vertParams{};
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vertParams.has_normal = true;
vertParams.has_uv0 = true;
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auto skyboxShader = std::make_unique<resources::Shader>(
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&render_data_,
GetResourcePath("engine/shaders/skybox.vert").c_str(),
GetResourcePath("engine/shaders/skybox.frag").c_str(),
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vertParams,
false,
true
);
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GetResourceManager<resources::Shader>()->AddPersistent("builtin.skybox", std::move(skyboxShader));
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}
{
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auto whiteTexture = std::make_unique<resources::Texture>(
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&render_data_,
GetResourcePath("engine/textures/white.png"),
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resources::Texture::Filtering::kOff
);
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GetResourceManager<resources::Texture>()->AddPersistent("builtin.white", std::move(whiteTexture));
}
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}
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Application::~Application()
{
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for (const auto& [info, sampler] : render_data_.samplers) {
gfxdev()->DestroySampler(sampler);
}
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gfxdev()->DestroyDescriptorSetLayout(render_data_.material_set_layout);
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gfxdev()->DestroyUniformBuffer(render_data_.frame_set_uniform_buffer);
gfxdev()->DestroyDescriptorSetLayout(render_data_.frame_set_layout);
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gfxdev()->DestroyUniformBuffer(render_data_.global_set_uniform_buffer);
gfxdev()->DestroyDescriptorSetLayout(render_data_.global_set_layout);
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}
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void Application::GameLoop()
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{
LOG_TRACE("Begin game loop...");
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constexpr int FPS_LIMIT = 240;
constexpr auto FRAMETIME_LIMIT = std::chrono::nanoseconds(1000000000 / FPS_LIMIT);
auto beginFrame = std::chrono::steady_clock::now();
auto endFrame = beginFrame + FRAMETIME_LIMIT;
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auto lastTick = window_->GetNanos();
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// single-threaded game loop
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while (window_->IsRunning()) {
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/* logic */
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scene_manager_->UpdateActiveScene(window_->dt());
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if(window_->GetKeyPress(inputs::Key::K_F)) [[unlikely]] {
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window_->InfoBox("fps", std::to_string(window_->GetFPS()) + " fps " + std::to_string(window_->dt() * 1000.0f) + " ms");
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}
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uint64_t now = window_->GetNanos();
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if (now - lastTick >= 1000000000LL * 5LL) [[unlikely]] {
lastTick = now;
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LOG_INFO("fps: {}", window_->GetAvgFPS());
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gfxdev()->LogPerformanceInfo();
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window_->ResetAvgFPS();
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}
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/* poll events */
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window_->GetInputAndEvents();
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/* fps limiter */
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if (enable_frame_limiter_) {
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std::this_thread::sleep_until(endFrame);
}
beginFrame = endFrame;
endFrame = beginFrame + FRAMETIME_LIMIT;
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}
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gfxdev()->WaitIdle();
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}
}