254 lines
7.2 KiB
C++
254 lines
7.2 KiB
C++
//
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// Created by kj16609 on 11/27/23.
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//
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#include "EngineContext.hpp"
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#include <tracy/TracyC.h>
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#include <tracy/TracyVulkan.hpp>
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#include <chrono>
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#include <iostream>
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#include "KeyboardMovementController.hpp"
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#include "assets/material/Material.hpp"
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#include "camera/Camera.hpp"
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#include "camera/CameraManager.hpp"
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#include "camera/GBufferRenderer.hpp"
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#include "debug/timing/FlameGraph.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/flags.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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{
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constexpr float MAX_DELTA_TIME { 0.5 };
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EngineContext::EngineContext() :
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m_ubo_buffer_pool( 1_MiB, vk::BufferUsageFlagBits::eUniformBuffer, vk::MemoryPropertyFlagBits::eHostVisible ),
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m_material_data_pool(
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1_MiB,
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vk::BufferUsageFlagBits::eUniformBuffer | vk::BufferUsageFlagBits::eTransferDst,
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vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
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m_matrix_info_pool(
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256_MiB,
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vk::BufferUsageFlagBits::eVertexBuffer,
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vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
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m_draw_parameter_pool(
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128_MiB,
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vk::BufferUsageFlagBits::eIndirectBuffer,
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vk::MemoryPropertyFlagBits::eDeviceLocal | vk::MemoryPropertyFlagBits::eHostVisible ),
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m_delta_time( 0.0 )
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{
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ZoneScoped;
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using namespace fgl::literals::size_literals;
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memory::TransferManager::createInstance( device, 128_MiB );
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m_matrix_info_pool.setDebugName( "Matrix info pool" );
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m_draw_parameter_pool.setDebugName( "Draw parameter pool" );
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m_vertex_buffer->setDebugName( "Vertex buffer" );
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m_index_buffer->setDebugName( "Index buffer" );
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m_material_data_pool.setDebugName( "Material data pool" );
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initMaterialDataVec( m_material_data_pool );
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constexpr float offset { 8.0f };
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constexpr std::size_t grid_size { 6 };
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constexpr float factor_offset { 1.0f / static_cast< float >( grid_size ) };
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for ( std::size_t x = 0; x < grid_size; ++x )
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for ( std::size_t y = 0; y < grid_size; ++y )
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{
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const std::filesystem::path path {
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"/home/kj16609/Desktop/Projects/cxx/Mecha/src/assets/PBRSphere.gltf"
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};
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SceneBuilder builder { *m_vertex_buffer, *m_index_buffer };
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builder.loadScene( 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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auto model_components { obj.getComponents< ModelComponent >() };
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for ( const auto& model_component : model_components )
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{
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auto& prims = ( *model_component )->m_primitives;
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for ( auto& prim : prims )
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{
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auto& pbr { prim.m_material->properties.pbr };
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pbr.roughness_factor = static_cast< float >( x ) * factor_offset;
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pbr.metallic_factor = static_cast< float >( y ) * factor_offset;
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prim.m_material->update();
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}
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}
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obj.getTransform().translation = WorldCoordinate(
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-10.0f + ( static_cast< float >( x ) * offset ),
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-10.0f + ( static_cast< float >( y ) * offset ),
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0.0f );
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m_game_objects_root.addGameObject( std::move( obj ) );
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}
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}
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}
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static Average< float, 60 * 15 > rolling_ms_average;
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void EngineContext::processInput()
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{
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auto timer = debug::timing::push( "Process Inputs" );
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glfwPollEvents();
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}
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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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last_tick = now;
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// Convert from ms to s
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m_delta_time = time_diff.count();
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}
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void EngineContext::tickSimulation()
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{
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ZoneScoped;
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auto timer = debug::timing::push( "Tick Simulation" );
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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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// That way we can still tick consistantly without actually needing to render anything.
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}
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void EngineContext::renderCameras( FrameInfo frame_info )
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{
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ZoneScoped;
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auto timer = debug::timing::push( "Render Cameras" );
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for ( auto& current_camera_ptr : m_camera_manager.getCameras() )
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{
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if ( current_camera_ptr.expired() ) continue;
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auto sh_camera { current_camera_ptr.lock() };
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Camera& current_camera { *sh_camera };
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current_camera.pass( frame_info );
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}
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}
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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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const auto timer = debug::timing::push( "Render Frame" );
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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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FrameInfo frame_info { frame_index,
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present_idx,
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m_delta_time,
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command_buffer,
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nullptr, // Camera
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m_camera_manager.getCameras(),
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// global_descriptor_sets[ frame_index ],
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m_game_objects_root,
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m_renderer.getCurrentTracyCTX(),
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m_matrix_info_pool,
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m_draw_parameter_pool,
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*this->m_vertex_buffer,
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*this->m_index_buffer,
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// m_renderer.getSwapChain().getInputDescriptor( present_idx ),
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this->m_renderer.getSwapChain() };
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{
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ZoneScopedN( "Pre frame hooks" );
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for ( const auto& hook : pre_frame_hooks ) hook( frame_info );
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}
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TracyVkCollect( frame_info.tracy_ctx, *command_buffer );
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//TODO: Setup semaphores to make this pass not always required.
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memory::TransferManager::getInstance().recordOwnershipTransferDst( command_buffer );
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for ( const auto& hook : early_render_hooks ) hook( frame_info );
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//TODO: Add some way of 'activating' cameras. We don't need to render cameras that aren't active.
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renderCameras( frame_info );
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for ( const auto& hook : render_hooks ) hook( frame_info );
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m_renderer.beginSwapchainRendererPass( command_buffer );
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m_gui_system.pass( frame_info );
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for ( const auto& hook : late_render_hooks ) hook( frame_info );
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m_renderer.endSwapchainRendererPass( command_buffer );
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m_renderer.endFrame();
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memory::TransferManager::getInstance().dump();
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{
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ZoneScopedN( "Post frame hooks" );
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for ( const auto& hook : post_frame_hooks ) hook( frame_info );
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}
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flags::resetFlags();
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FrameMark;
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}
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//Trash handling
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descriptors::deleteQueuedDescriptors();
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}
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void EngineContext::finishFrame()
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{}
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Window& EngineContext::getWindow()
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{
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return m_window;
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}
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float EngineContext::getWindowAspectRatio()
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{
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return m_renderer.getAspectRatio();
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}
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CameraManager& EngineContext::cameraManager()
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{
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return m_camera_manager;
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}
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EngineContext::~EngineContext()
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{
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// Destroy all objects
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m_game_objects_root.clear();
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destroyMaterialDataVec();
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for ( const auto& hook : destruction_hooks ) hook();
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}
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bool EngineContext::good()
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{
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return !m_window.shouldClose();
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}
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void EngineContext::handleTransfers()
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{
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memory::TransferManager::getInstance().submitNow();
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}
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} // namespace fgl::engine
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