Some organization cleanup
This commit is contained in:
@@ -14,9 +14,9 @@
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#include "KeyboardMovementController.hpp"
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#include "camera/Camera.hpp"
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#include "camera/CameraManager.hpp"
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#include "engine/Average.hpp"
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#include "engine/assets/TransferManager.hpp"
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#include "engine/assets/model/builders/SceneBuilder.hpp"
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#include "engine/assets/transfer/TransferManager.hpp"
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#include "engine/math/Average.hpp"
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#include "engine/math/literals/size.hpp"
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namespace fgl::engine
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@@ -56,6 +56,7 @@ namespace fgl::engine
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void EngineContext::tickDeltaTime()
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{
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ZoneScoped;
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// Get delta time
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const auto now { fgl::clock::now() };
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const std::chrono::duration< double, std::chrono::seconds::period > time_diff { now - last_tick };
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@@ -67,6 +68,7 @@ namespace fgl::engine
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void EngineContext::tickSimulation()
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{
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ZoneScoped;
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// TODO: This is where we'll start doing physics stuff.
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// The first step here should be culling things that aren't needed to be ticked.
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// Perhaps implementing a tick system that doesn't care about the refresh rate might be good?
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@@ -75,6 +77,7 @@ namespace fgl::engine
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void EngineContext::renderCameras( FrameInfo frame_info )
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{
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ZoneScoped;
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auto& camera_manager { CameraManager::getInstance() };
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for ( auto& current_camera_ptr : camera_manager.getCameras() )
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{
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@@ -90,9 +93,9 @@ namespace fgl::engine
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void EngineContext::renderFrame()
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{
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ZoneScoped;
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if ( auto& command_buffer = m_renderer.beginFrame(); *command_buffer )
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{
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ZoneScopedN( "Render" );
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const FrameIndex frame_index { m_renderer.getFrameIndex() };
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const PresentIndex present_idx { m_renderer.getPresentIndex() };
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@@ -181,8 +184,10 @@ namespace fgl::engine
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{
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memory::TransferManager::getInstance().submitNow();
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ZoneScopedN( "Poll" );
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glfwPollEvents();
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{
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ZoneScopedN( "Poll" );
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glfwPollEvents();
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}
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const auto new_time { fgl::clock::now() };
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@@ -47,6 +47,7 @@ namespace fgl::engine
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void Camera::updateInfo( const FrameIndex frame_index )
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{
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ZoneScoped;
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CameraInfo current_camera_info { .projection = getProjectionMatrix(),
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.view = getViewMatrix(),
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.inverse_view = getInverseViewMatrix() };
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@@ -68,6 +69,7 @@ namespace fgl::engine
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void Camera::pass( FrameInfo& frame_info )
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{
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ZoneScopedN( "Camera::pass" );
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if ( m_cold && m_swapchain )
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{
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//TODO: Make some way to destroy the swapchain in a deffered manner.
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@@ -129,6 +129,7 @@ namespace fgl::engine
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void CameraRenderer::pass( FrameInfo& frame_info, CameraSwapchain& camera_swapchain )
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{
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ZoneScopedN( "CameraRenderer::pass" );
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m_culling_system.startPass( frame_info );
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auto& command_buffer { frame_info.command_buffer };
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@@ -1,7 +0,0 @@
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//
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// Created by kj16609 on 2/29/24.
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//
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#pragma once
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#include "midpoint.hpp"
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@@ -4,7 +4,7 @@
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#include "BufferVector.hpp"
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#include "engine/assets/TransferManager.hpp"
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#include "engine/assets/transfer/TransferManager.hpp"
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#include "engine/memory/buffers/Buffer.hpp"
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namespace fgl::engine::memory
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@@ -6,7 +6,7 @@
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#include "BufferVector.hpp"
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#include "concepts.hpp"
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#include "engine/assets/TransferManager.hpp"
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#include "engine/assets/transfer/TransferManager.hpp"
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#include "engine/math/literals/size.hpp"
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#include "engine/debug/logging/logging.hpp"
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@@ -7,7 +7,7 @@
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#include <limits>
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#include <stdexcept>
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#include "engine/assets/TransferManager.hpp"
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#include "engine/assets/transfer/TransferManager.hpp"
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#include "engine/descriptors/DescriptorSet.hpp"
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#include "pipelines/Attachment.hpp"
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#include "renderpass/RenderPass.hpp"
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@@ -34,6 +34,7 @@ namespace fgl::engine
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void GuiSystem::pass( FrameInfo& info )
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{
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ZoneScopedN( "GuiSystem::pass" );
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auto& command_buffer { setupSystem( info ) };
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command_buffer.draw( 3, 1, 0, 0 );
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@@ -49,9 +49,9 @@ namespace fgl::engine
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void LineDrawer::pass( FrameInfo& info )
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{
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ZoneScopedN( "LineDrawer::pass" );
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debug::drawAxisHelper();
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ZoneScopedN( "Debug line drawing" );
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auto& command_buffer { setupSystem( info ) };
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TracyVkZone( info.tracy_ctx, *command_buffer, "Draw debug lines" );
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@@ -7,7 +7,7 @@
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#include <initializer_list>
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#include "engine/FrameInfo.hpp"
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#include "engine/assets/TransferManager.hpp"
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#include "engine/assets/transfer/TransferManager.hpp"
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#include "engine/descriptors/DescriptorSet.hpp"
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#include "engine/assets/image/Image.hpp"
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#include "engine/assets/image/ImageView.hpp"
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