Files
FGL-Engine/src/engine/EngineContext.cpp
2024-10-18 14:47:21 -04:00

292 lines
8.2 KiB
C++

//
// Created by kj16609 on 11/27/23.
//
#include "EngineContext.hpp"
#include <glm/glm.hpp>
#include <tracy/TracyC.h>
#include <tracy/TracyVulkan.hpp>
#include <chrono>
#include <iostream>
#include "KeyboardMovementController.hpp"
#include "assets/material/Material.hpp"
#include "camera/Camera.hpp"
#include "camera/CameraManager.hpp"
#include "camera/CameraRenderer.hpp"
#include "engine/assets/model/builders/SceneBuilder.hpp"
#include "engine/assets/transfer/TransferManager.hpp"
#include "engine/math/Average.hpp"
#include "engine/math/literals/size.hpp"
#include "engine/rendering/pipelines/v2/Pipeline.hpp"
namespace fgl::engine
{
constexpr float MAX_DELTA_TIME { 0.5 };
EngineContext::EngineContext() :
m_ubo_buffer_pool( 1_MiB, vk::BufferUsageFlagBits::eUniformBuffer, vk::MemoryPropertyFlagBits::eHostVisible ),
m_material_data_pool(
1_MiB,
vk::BufferUsageFlagBits::eUniformBuffer | vk::BufferUsageFlagBits::eTransferDst,
vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
m_matrix_info_pool(
256_MiB,
vk::BufferUsageFlagBits::eVertexBuffer,
vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
m_draw_parameter_pool(
128_MiB,
vk::BufferUsageFlagBits::eIndirectBuffer,
vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
m_delta_time( 0.0 )
{
ZoneScoped;
using namespace fgl::literals::size_literals;
memory::TransferManager::createInstance( device, 128_MiB );
m_matrix_info_pool.setDebugName( "Matrix info pool" );
m_draw_parameter_pool.setDebugName( "Draw parameter pool" );
m_vertex_buffer->setDebugName( "Vertex buffer" );
m_index_buffer->setDebugName( "Index buffer" );
m_material_data_pool.setDebugName( "Material data pool" );
initMaterialDataVec( m_material_data_pool );
constexpr auto offset { 2.0f };
constexpr std::size_t grid_size { 16 };
constexpr float factor_offset { 1.0f / static_cast< float >( grid_size ) };
for ( std::size_t x = 0; x < grid_size; ++x )
for ( std::size_t y = 0; y < grid_size; ++y )
{
const std::filesystem::path path {
"/home/kj16609/Desktop/Projects/cxx/Mecha/src/assets/PBRSphere.gltf"
};
SceneBuilder builder { *m_vertex_buffer, *m_index_buffer };
builder.loadScene( path );
std::vector< GameObject > objs { builder.getGameObjects() };
for ( auto& obj : objs )
{
auto model_components { obj.getComponents< ModelComponent >() };
for ( const auto& model_component : model_components )
{
auto& prims = ( *model_component )->m_primitives;
for ( auto& prim : prims )
{
auto& pbr { prim.m_material->properties.pbr };
pbr.roughness_factor = x * factor_offset;
pbr.metallic_factor = y * factor_offset;
prim.m_material->update();
}
}
obj.getTransform().translation = WorldCoordinate( x * offset, y * offset, 0.0f );
m_game_objects_root.addGameObject( std::move( obj ) );
}
}
}
static Average< float, 60 * 15 > rolling_ms_average;
void EngineContext::processInput()
{
glfwPollEvents();
}
void EngineContext::tickDeltaTime()
{
ZoneScoped;
// Get delta time
const auto now { fgl::clock::now() };
const std::chrono::duration< double, std::chrono::seconds::period > time_diff { now - last_tick };
last_tick = now;
// Convert from ms to s
m_delta_time = time_diff.count();
}
void EngineContext::tickSimulation()
{
ZoneScoped;
// TODO: This is where we'll start doing physics stuff.
// The first step here should be culling things that aren't needed to be ticked.
// Perhaps implementing a tick system that doesn't care about the refresh rate might be good?
// That way we can still tick consistantly without actually needing to render anything.
}
void EngineContext::renderCameras( FrameInfo frame_info )
{
ZoneScoped;
for ( auto& current_camera_ptr : m_camera_manager.getCameras() )
{
if ( current_camera_ptr.expired() ) continue;
auto sh_camera { current_camera_ptr.lock() };
Camera& current_camera { *sh_camera };
current_camera.pass( frame_info );
}
}
void EngineContext::renderFrame()
{
ZoneScoped;
if ( auto& command_buffer = m_renderer.beginFrame(); *command_buffer )
{
const FrameIndex frame_index { m_renderer.getFrameIndex() };
const PresentIndex present_idx { m_renderer.getPresentIndex() };
FrameInfo frame_info { frame_index,
present_idx,
m_delta_time,
command_buffer,
nullptr, // Camera
m_camera_manager.getCameras(),
// global_descriptor_sets[ frame_index ],
m_game_objects_root,
m_renderer.getCurrentTracyCTX(),
m_matrix_info_pool,
m_draw_parameter_pool,
*this->m_vertex_buffer,
*this->m_index_buffer,
// m_renderer.getSwapChain().getInputDescriptor( present_idx ),
this->m_renderer.getSwapChain() };
TracyVkCollect( frame_info.tracy_ctx, *command_buffer );
//TODO: Setup semaphores to make this pass not always required.
memory::TransferManager::getInstance().recordOwnershipTransferDst( command_buffer );
//TODO: Add some way of 'activating' cameras. We don't need to render cameras that aren't active.
renderCameras( frame_info );
// m_renderer.clearInputImage( command_buffer );
// camera_manager.getPrimary()
// .copyOutput( command_buffer, frame_index, m_renderer.getSwapChain().getInputImage( present_idx ) );
m_renderer.beginSwapchainRendererPass( command_buffer );
m_gui_system.pass( frame_info );
// TODO: Implement some way we can record extra things into the command buffer during this stage.
// We'll probably just use multiple command buffers and allow the caller to pass some in with flags on where to put them
renderGui( frame_info );
m_renderer.endSwapchainRendererPass( command_buffer );
m_renderer.endFrame();
memory::TransferManager::getInstance().dump();
FrameMark;
}
//Trash handling
descriptors::deleteQueuedDescriptors();
}
Window& EngineContext::getWindow()
{
return m_window;
}
float EngineContext::getWindowAspectRatio()
{
return m_renderer.getAspectRatio();
}
CameraManager& EngineContext::cameraManager()
{
return m_camera_manager;
}
void EngineContext::run()
{
TracyCZoneN( TRACY_PrepareEngine, "Inital Run", true );
std::cout << "Starting main loop run" << std::endl;
auto viewer { GameObject::createGameObject() };
viewer.getTransform().translation = WorldCoordinate( constants::WORLD_CENTER + glm::vec3( 0.0f, 0.0f, 2.5f ) );
KeyboardMovementController camera_controller {};
auto current_time { fgl::clock::now() };
auto previous_frame_start { fgl::clock::now() };
camera_controller.moveInPlaneXZ( m_window.window(), 0.0, viewer );
TracyCZoneEnd( TRACY_PrepareEngine );
while ( good() )
{
memory::TransferManager::getInstance().submitNow();
{
ZoneScopedN( "Poll" );
glfwPollEvents();
}
const auto new_time { fgl::clock::now() };
auto delta_time { std::chrono::duration< float >( new_time - current_time ).count() };
current_time = new_time;
delta_time = glm::min( delta_time, MAX_DELTA_TIME );
camera_controller.moveInPlaneXZ( m_window.window(), delta_time, viewer );
renderFrame();
using namespace std::chrono_literals;
// std::this_thread::sleep_for( 13ms );
}
Device::getInstance().device().waitIdle();
}
void EngineContext::loadGameObjects()
{
ZoneScoped;
std::cout << "Loading game objects" << std::endl;
auto command_buffer { Device::getInstance().beginSingleTimeCommands() };
Device::getInstance().endSingleTimeCommands( command_buffer );
log::info( "Finished loading game object" );
}
EngineContext::~EngineContext()
{
// Destroy all objects
m_game_objects_root.clear();
destroyMaterialDataVec();
cleanupImGui();
}
bool EngineContext::good()
{
return !m_window.shouldClose();
}
void EngineContext::handleTransfers()
{
memory::TransferManager::getInstance().submitNow();
}
} // namespace fgl::engine