vktutorial/first_app.cpp

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#include "first_app.hpp"
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#include "simple_render_system.hpp"
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// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
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// std
#include <stdexcept>
#include <array>
namespace hk
{
FirstApp::FirstApp()
{
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loadGameObjects();
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}
FirstApp::~FirstApp()
{
}
void FirstApp::run()
{
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SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
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while (!m_window.shouldClose())
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{
glfwPollEvents();
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if (auto commandBuffer = m_renderer.beginFrame())
{
m_renderer.beginSwapChainRenderPass(commandBuffer);
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simpleRenderSystem.renderGameObjects(commandBuffer, m_gameObjects);
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m_renderer.endSwapChainRenderPass(commandBuffer);
m_renderer.endFrame();
}
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}
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vkDeviceWaitIdle(m_device.device());
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}
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void FirstApp::loadGameObjects()
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{
std::vector<Model::Vertex> vertices{
{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
};
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auto model = std::make_shared<Model>(m_device, vertices);
auto triangle = GameObject::createGameObject();
triangle.m_model = model;
triangle.m_color = {.1f, .8f, .1f};
triangle.m_transform2d.translation.x = .2f;
triangle.m_transform2d.scale = {2.0f, .5f};
triangle.m_transform2d.rotation = .25f * glm::two_pi<float>();
m_gameObjects.push_back(std::move(triangle));
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}
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} // namespace hk