Finish GPU driven rendering basics
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@@ -3,6 +3,7 @@
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//
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#include <cstdlib>
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#include "assets/model/builders/SceneBuilder.hpp"
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#include "debug/profiling/counters.hpp"
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#include "engine/EngineContext.hpp"
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#include "engine/camera/CameraManager.hpp"
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@@ -52,7 +53,7 @@ int main()
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profiling::resetCounters();
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} );
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engine_ctx.hookEarlyFrame( [ & ]( [[maybe_unused]] FrameInfo& info ) { editor_ctx.draw( info ); } );
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engine_ctx.hookLateFrame( [ & ]( [[maybe_unused]] FrameInfo& info ) { editor_ctx.draw( info ); } );
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engine_ctx.hookLateFrame( [ & ]( FrameInfo& info ) { editor_ctx.endDraw( info ); } );
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// Now we need to create the camera for the editor.
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@@ -67,6 +68,32 @@ int main()
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constexpr bool playing { false };
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{
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auto& buffers { getModelBuffers() };
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SceneBuilder builder { buffers.m_vertex_buffer, buffers.m_index_buffer };
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constexpr std::string_view sponza_path {
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"/home/kj16609/Desktop/Projects/cxx/Mecha/src/assets/khronos-sponza/Sponza.gltf"
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};
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builder.loadScene( sponza_path );
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std::vector< GameObject > objs { builder.getGameObjects() };
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for ( auto& obj : objs )
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{
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if ( obj.hasComponent< components::ModelComponent >() )
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{
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auto model_components { obj.getComponents< components::ModelComponent >() };
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for ( auto& component : model_components )
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{}
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}
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engine_ctx.game_objects.emplace_back( std::move( obj ) );
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}
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}
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//! Will be true until the window says it wants to close.
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while ( engine_ctx.good() )
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{
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