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headless.cpp
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216 lines (187 loc) · 7.98 KB
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#include "headless.hpp"
#include "Core/camera_controller.hpp"
#include "Core/movement_controller.hpp"
#include "Core/ve_camera.hpp"
#include "Core/ve_frame_info.hpp"
#include "Core/ve_material.hpp"
#include "Renderer/ve_texture.hpp"
#include "systems/point_light_system.hpp"
#include "systems/simple_render_system.hpp"
#include "systems/skybox_render_system.hpp"
// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
// std
#include <array>
#include <cassert>
#include <chrono>
#include <cmath>
#include <iostream>
#include <stdexcept>
namespace ve {
struct GlobalUbo {
glm::mat4 projection{1.f};
glm::mat4 view{1.f};
glm::vec3 lightPosition{0.f, -4.f, 0.0};
alignas(16) glm::vec3 lightColor{150.f, 150.f, 150.f};
alignas(16) glm::vec3 viewPos;
};
Headless::Headless() {
}
void Headless::run() {
// Set clear color.
veRenderer.setClearColor({0.05, 0.05, 0.05, 1.f});
// Start game loop.
while (!veWindow.shouldClose()) {
// beginFrame() will return a nullptr if swap chain needs to be recreated (window resized).
if (auto commandBuffer = veRenderer.beginFrame()) {
int frameIndex = veRenderer.getFrameIndex();
FrameInfo frameInfo{frameIndex,
frameTime,
commandBuffer,
camera,
globalDescriptorSets[frameIndex],
gameObjects};
// update
// Set up ubo
GlobalUbo ubo{};
ubo.projection = camera.getProjection();
ubo.view = camera.getView();
ubo.viewPos = camera.getPosition();
uboBuffers[frameIndex]->writeToBuffer(&ubo);
uboBuffers[frameIndex]->flush();
// Begin render pass.
veRenderer.beginSwapChainRenderPass(commandBuffer);
simpleRenderSystem.renderGameObjects(frameInfo);
pointLightSystem.render(frameInfo);
skyboxSystem.renderSkybox(frameInfo);
// Render ImGui.
VeImGui::render(commandBuffer);
// End render pass and frame.
veRenderer.endSwapChainRenderPass(commandBuffer);
veRenderer.endFrame();
}
}
// Wait for GPU to finish before exiting.
vkDeviceWaitIdle(veDevice.device());
frame += 1;
}
void FirstApp::initScene() {
loadAssets();
loadTestScene();
}
void FirstApp::loadAssets() {
// Load textures.
// m_textures["rustedIronAlbedo"] = VeTexture::createTextureFromFile(
// veDevice, "assets/materials/rusted_iron2/rustediron2_albedo.png");
// m_textures["rustedIronMetallic"] = VeTexture::createTextureFromFile(
// veDevice, "assets/materials/rusted_iron2/rustediron2_metallic.png");
// m_textures["rustedIronRoughness"] = VeTexture::createTextureFromFile(
// veDevice, "assets/materials/rusted_iron2/rustediron2_roughness.png");
m_textures["empty"] = VeTexture::createEmptyTexture(veDevice);
// Load models.
m_models["cube"] = VeModel::createModelFromFile(veDevice, "assets/models/cube/cube.obj");
m_models["sphere"] = VeModel::createModelFromFile(veDevice, "assets/models/sphere.obj");
// Load materials.
m_materials["default"] = Material::createDefaultMaterial(veDevice);
}
void FirstApp::loadTestScene() {
// std::shared_ptr<VeTexture> woodTexture =
// VeTexture::createTextureFromFile(veDevice, "assets/textures/wood.png");
// std::shared_ptr<VeModel> sphereModel =
// VeModel::createModelFromFile(veDevice, "assets/models/sphere.obj");
// std::shared_ptr<VeModel> cubeModel =
// VeModel::createModelFromFile(veDevice, "assets/models/cube/cube.obj");
// std::shared_ptr<VeModel> monkeyModel =
// VeModel::createModelFromFile(veDevice, "assets/models/suzanne.obj");
// std::shared_ptr<VeModel> bunnyModel =
// VeModel::createModelFromFile(veDevice, "assets/models/bunny.obj");
// std::shared_ptr<VeModel> minecraft =
// VeModel::createModelFromFile(veDevice, "assets/models/lost_empire/lost_empire.obj");
auto cubeObj = VeGameObject::createGameObject();
cubeObj.model = m_models["cube"];
cubeObj.transform.scale *= 5.0f;
cubeObj.material = m_materials["default"];
// cubeObj.albedoMap = m_textures["empty"];
// cubeObj.metallicMap = m_textures["empty"];
// cubeObj.roughnessMap = m_textures["empty"];
// cubeObj.aoMap = m_textures["empty"];
gameObjects.emplace(cubeObj.getId(), std::move(cubeObj));
int numSpheres = 4;
for (int i = 0; i < numSpheres; i++) {
for (int j = 0; j < numSpheres; j++) {
auto x = static_cast<float>(j);
auto y = static_cast<float>(i);
auto delta = 1.0f / static_cast<float>(numSpheres);
float metallic = y * delta;
float roughness = x * delta + 0.05f;
if (roughness > 1.0) {
roughness = 1.0;
}
auto sphereObj = VeGameObject::createGameObject();
sphereObj.model = m_models["sphere"];
sphereObj.transform.translation = {x * 2.5f, -y * 2.5f, 15.f};
sphereObj.material = m_materials["default"];
gameObjects.emplace(sphereObj.getId(), std::move(sphereObj));
}
}
// auto cubeObj = VeGameObject::createGameObject();
// cubeObj.model = cubeModel;
// cubeObj.transform.scale *= 20.f;
// cubeObj.transform.translation = {0.f, 10.f, 0.f};
// cubeObj.texture = woodTexture;
// cubeObj.material.roughness = 0.9f;
// cubeObj.material.albedo = {0.9f, 0.9f, 0.9f};
// cubeObj.material.metallic = 0.0f;
// cubeObj.material.ao = 1.f;
// gameObjects.emplace(cubeObj.getId(), std::move(cubeObj));
//
// auto monkeyObj = VeGameObject::createGameObject();
// monkeyObj.model = monkeyModel;
// monkeyObj.texture = woodTexture;
// monkeyObj.transform.translation = {-3.f, -3.f, 0.0f};
// // monkeyObj.transform.rotation = {M_PI, M_PI / 2.f, 0.f};
// monkeyObj.transform.scale *= 3.0;
// monkeyObj.material.roughness = 0.4f;
// monkeyObj.material.albedo = {0.4f, 0.6f, 0.9f};
// monkeyObj.material.metallic = 0.1f;
// monkeyObj.material.ao = 1.f;
// gameObjects.emplace(monkeyObj.getId(), std::move(monkeyObj));
//
// auto bunnyObj = VeGameObject::createGameObject();
// bunnyObj.model = bunnyModel;
// bunnyObj.texture = woodTexture;
// bunnyObj.transform.translation = {0.f, 0.f, 4.f};
// bunnyObj.transform.rotation = {M_PI, 0.f, 0.f};
// bunnyObj.material.roughness = 0.4f;
// bunnyObj.material.albedo = {0.0f, 0.6f, 0.0f};
// bunnyObj.material.metallic = 0.1f;
// bunnyObj.material.ao = 1.f;
// gameObjects.emplace(bunnyObj.getId(), std::move(bunnyObj));
//
// auto minecraftObj = VeGameObject::createGameObject();
// minecraftObj.model = minecraft;
// minecraftObj.transform.rotation.x = M_PI;
// minecraftObj.transform.translation.y = 50.f;
// minecraftObj.texture = woodTexture;
// minecraftObj.material.roughness = 0.9f;
// minecraftObj.material.albedo = {0.9f, 0.9f, 0.9f};
// minecraftObj.material.metallic = 0.0f;
// minecraftObj.material.ao = 1.f;
// gameObjects.emplace(minecraftObj.getId(), std::move(minecraftObj));
}
// TODO: Sponza model does not work at all lol
// void FirstApp::initSponzaScene() {
// std::shared_ptr<VeModel> sponzaModel =
// VeModel::createModelFromFile(veDevice, "models/sponza/sponza.obj");
// auto sponzaObj = VeGameObject::createGameObject();
// sponzaObj.model = sponzaModel;
// sponzaObj.material.roughness = 0.9f;
// sponzaObj.material.albedo = {0.9f, 0.9f, 0.9f};
// sponzaObj.material.metallic = 0.0f;
// sponzaObj.material.ao = 1.f;
// gameObjects.emplace(sponzaObj.getId(), std::move(sponzaObj));
// }
} // namespace ve