Files
FGL-Engine/src/engine/EngineContext.cpp
2025-12-15 19:56:18 -05:00

241 lines
6.1 KiB
C++

//
// Created by kj16609 on 11/27/23.
//
#include "EngineContext.hpp"
#include <tracy/TracyC.h>
#include <tracy/TracyVulkan.hpp>
#include <chrono>
#include <iostream>
#include "KeyboardMovementController.hpp"
#include "camera/CameraManager.hpp"
#include "camera/GBufferRenderer.hpp"
#include "camera/RenderCamera.hpp"
#include "camera/ShadowMap.hpp"
#include "debug/timing/FlameGraph.hpp"
#include "engine/assets/model/builders/SceneBuilder.hpp"
#include "engine/assets/transfer/TransferManager.hpp"
#include "engine/flags.hpp"
#include "engine/math/Average.hpp"
#include "engine/math/literals/size.hpp"
#include "memory/buffers/VulkanBuffer.hpp"
#include "systems/RenderGraph.hpp"
namespace fgl::engine
{
constexpr float MAX_DELTA_TIME { 0.5 };
inline static EngineContext* instance { nullptr };
EngineContext::EngineContext() :
m_ubo_buffer_pool( 1_MiB, vk::BufferUsageFlagBits::eUniformBuffer, vk::MemoryPropertyFlagBits::eHostVisible ),
m_delta_time( 0.0 ),
m_camera_manager(),
m_sun( nullptr )
{
ZoneScoped;
using namespace fgl::literals::size_literals;
instance = this;
m_camera_manager.createPrimary();
m_sun = std::make_unique< Sun >();
// memory::TransferManager::createInstance( device, 128_MiB );
}
void EngineContext::processInput()
{
auto timer = debug::timing::push( "Process Inputs" );
glfwPollEvents();
}
void EngineContext::tickDeltaTime()
{
ZoneScoped;
// Get delta time
const auto now { fgl::Clock::now() };
const std::chrono::duration< DeltaTime, std::chrono::seconds::period > time_diff { now - m_last_tick };
m_last_tick = now;
// Convert from ms to s
m_delta_time = time_diff.count();
}
/*
World EngineContext::tickSimulation()
{
ZoneScoped;
auto timer = debug::timing::push( "Tick Simulation" );
// 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.
return {};
}
*/
void EngineContext::renderCameras( FrameInfo frame_info )
{
ZoneScoped;
auto timer = debug::timing::push( "Render Cameras" );
for ( auto& current_camera_ptr : m_camera_manager.getCameras() )
{
if ( current_camera_ptr.expired() ) continue;
auto sh_camera { current_camera_ptr.lock() };
RenderCamera& current_camera { *sh_camera };
current_camera.pass( frame_info );
}
for ( auto& shadow_map : getShadowmaps() )
{
if ( shadow_map.expired() ) continue;
auto shadowmap { shadow_map.lock() };
shadowmap->pass( frame_info );
}
}
void EngineContext::renderFrame()
{
ZoneScoped;
RenderGraph graph {};
if ( auto command_buffers_o = m_renderer.beginFrame(); command_buffers_o.has_value() )
{
const auto timer = debug::timing::push( "Render Frame" );
const FrameIndex in_flight_idx { m_renderer.getFrameIndex() };
const PresentIndex present_idx { m_renderer.getPresentIndex() };
auto& command_buffers { command_buffers_o.value() };
// Begin by getting every single instance ready.
DeviceVector< PrimitiveInstanceInfo >& instances { m_model_buffers.m_primitive_instances.vec() };
FrameInfo frame_info { in_flight_idx,
present_idx,
m_delta_time,
graph,
command_buffers,
nullptr, // Camera
m_camera_manager.getCameras(),
m_renderer.getCurrentTracyCTX(),
*m_model_buffers.m_primitives_desc,
*m_model_buffers.m_instances_desc,
instances,
// *m_gpu_draw_cmds_desc[ in_flight_idx ],
// m_gpu_draw_commands[ in_flight_idx ],
m_game_objects,
this->m_renderer.getSwapChain() };
{
ZoneScopedN( "Pre frame hooks" );
for ( const auto& hook : m_pre_frame_hooks ) hook( frame_info );
}
TracyVkCollect( frame_info.tracy_ctx, **command_buffers.transfer_cb );
for ( const auto& hook : m_early_render_hooks ) hook( frame_info );
//TODO: Add some way of 'activating' cameras. We don't need to render cameras that aren't active.
renderCameras( frame_info );
for ( const auto& hook : m_render_hooks ) hook( frame_info );
m_renderer.beginSwapchainRendererPass( command_buffers.imgui_cb );
m_gui_system.pass( frame_info );
for ( const auto& hook : m_late_render_hooks ) hook( frame_info );
m_renderer.endSwapchainRendererPass( command_buffers.imgui_cb );
m_transfer_manager.recordOwnershipTransferDst( command_buffers.transfer_cb );
m_renderer.endFrame( command_buffers );
//TODO: Setup semaphores to make this pass not always required.
m_transfer_manager.dump();
m_device.getCmdBufferPool().advanceInFlight();
{
ZoneScopedN( "Post frame hooks" );
for ( const auto& hook : m_post_frame_hooks ) hook( frame_info );
}
flags::resetFlags();
FrameMark;
}
//Trash handling
descriptors::deleteQueuedDescriptors();
}
void EngineContext::finishFrame()
{}
void EngineContext::waitIdle()
{
m_device->waitIdle();
}
Window& EngineContext::getWindow()
{
return m_window;
}
float EngineContext::getWindowAspectRatio()
{
return m_renderer.getAspectRatio();
}
CameraManager& EngineContext::cameraManager()
{
return m_camera_manager;
}
MaterialManager& EngineContext::getMaterialManager()
{
return m_material_manager;
}
EngineContext::~EngineContext()
{
log::info( "Destroying EngineContext" );
// Destroy all objects
// m_game_objects_root.clear();
descriptors::deleteQueuedDescriptors();
log::info( "Performing {} destruction hooks", m_destruction_hooks.size() );
for ( const auto& hook : m_destruction_hooks ) hook();
}
EngineContext& EngineContext::getInstance()
{
assert( instance );
return *instance;
}
bool EngineContext::good()
{
return !m_window.shouldClose();
}
void EngineContext::handleTransfers()
{
memory::TransferManager::getInstance().submitNow();
}
} // namespace fgl::engine