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module;
#include <filesystem>
#include <functional>
#include <VkBootstrap.h>
module demos.gltf.DemoApp;
import vulkan_hpp;
import ddge.deprecated.cache.Handle;
import ddge.deprecated.gltf.Model;
import ddge.deprecated.renderer.base.swapchain.Swapchain;
import ddge.deprecated.renderer.base.swapchain.SwapchainHolder;
import ddge.deprecated.renderer.scene.Scene;
import ddge.deprecated.window.Window;
import examples.base.init;
import demos.gltf.init;
auto demo::DemoPlugin::operator()(
ddge::cache::Cache& cache,
const ddge::renderer::base::Device& device,
const ddge::renderer::base::Allocator& allocator,
ddge::renderer::base::SwapchainHolder& swapchain_holder
) const -> DemoApp
{
return DemoApp{ cache, device,
allocator, swapchain_holder,
model_filepath, use_virtual_images };
}
template <std::invocable<vk::CommandBuffer> Executor>
static auto
execute_command(const ddge::renderer::base::Device& device, Executor&& executor)
-> void
{
const vk::UniqueCommandPool command_pool{ examples::base::init::create_command_pool(
device.get(), device.info().get_queue_index(vkb::QueueType::graphics).value()
) };
const vk::CommandBufferAllocateInfo command_buffer_allocate_info{
.commandPool = command_pool.get(),
.level = vk::CommandBufferLevel::ePrimary,
.commandBufferCount = 1
};
const vk::CommandBuffer command_buffer{
device->allocateCommandBuffers(command_buffer_allocate_info).front()
};
constexpr static vk::CommandBufferBeginInfo begin_info{};
command_buffer.begin(begin_info);
std::invoke(std::forward<Executor>(executor), command_buffer);
command_buffer.end();
const vk::SubmitInfo submit_info{
.commandBufferCount = 1,
.pCommandBuffers = &command_buffer,
};
vk::UniqueFence fence{ device->createFenceUnique({}) };
static_cast<vk::Queue>(device.info().get_queue(vkb::QueueType::graphics).value())
.submit(submit_info, fence.get());
std::ignore =
device->waitForFences(std::array{ fence.get() }, vk::True, 100'000'000'000);
device->resetCommandPool(command_pool.get());
}
[[nodiscard]]
static auto load_scene(
const ddge::renderer::base::Device& device,
const ddge::renderer::base::Allocator& allocator,
const vk::RenderPass render_pass,
ddge::gltf::Model&& model,
ddge::cache::Cache& cache,
const bool use_virtual_images
) -> ddge::renderer::Scene
{
auto packaged_scene{
ddge::renderer::Scene::create()
.add_model(ddge::cache::make_handle<const ddge::gltf::Model>(std::move(model)))
.set_cache(cache)
.build(device, allocator, render_pass, use_virtual_images)
};
::execute_command(device, packaged_scene);
return packaged_scene.get_future().get();
}
demo::DemoApp::DemoApp(
ddge::cache::Cache& cache,
const ddge::renderer::base::Device& device,
const ddge::renderer::base::Allocator& allocator,
ddge::renderer::base::SwapchainHolder& swapchain_holder,
const std::filesystem::path& model_filepath,
const bool use_virtual_images
)
: m_allocator{ allocator },
m_device{ device },
m_render_pass{
init::create_render_pass(swapchain_holder.get().value().format(), device)
},
m_depth_image{ init::create_depth_image(
device.physical_device(),
allocator,
swapchain_holder.get().value().extent()
) },
m_depth_image_view{ init::create_depth_image_view(device, m_depth_image.get()) },
m_framebuffers{ init::create_framebuffers(
device.get(),
swapchain_holder.get().value().extent(),
swapchain_holder.get().value().image_views(),
m_render_pass.get(),
m_depth_image_view.get()
) },
m_scene{ ::load_scene(
device,
allocator,
m_render_pass.get(),
ddge::gltf::Loader::load_from_file(model_filepath).value(),
cache,
use_virtual_images
) }
{
swapchain_holder.on_swapchain_recreated(
[&](const ddge::renderer::base::Swapchain& swapchain) {
m_depth_image.reset();
m_depth_image = init::create_depth_image(
device.physical_device(), allocator, swapchain.extent()
);
}
);
swapchain_holder.on_swapchain_recreated([&](const ddge::renderer::base::Swapchain&) {
m_depth_image_view.reset();
m_depth_image_view = init::create_depth_image_view(device, m_depth_image.get());
});
swapchain_holder.on_swapchain_recreated(
[&](const ddge::renderer::base::Swapchain& swapchain) {
m_framebuffers.clear();
m_framebuffers = init::create_framebuffers(
device.get(),
swapchain.extent(),
swapchain.image_views(),
m_render_pass.get(),
m_depth_image_view.get()
);
}
);
}
auto demo::DemoApp::record_command_buffer(
const uint32_t image_index,
const vk::Extent2D swapchain_extent,
const vk::CommandBuffer graphics_command_buffer,
const ddge::gfx::Camera& camera
) -> void
{
constexpr static std::array clear_values{
vk::ClearValue{ vk::ClearColorValue{ std::array{ 0.01f, 0.01f, 0.01f, 0.01f } } },
vk::ClearValue{ vk::ClearDepthStencilValue{ .depth = 1.f } }
};
const vk::RenderPassBeginInfo render_pass_begin_info{
.renderPass = m_render_pass.get(),
.framebuffer = m_framebuffers[image_index].get(),
.renderArea = vk::Rect2D{ .extent = swapchain_extent },
.clearValueCount = static_cast<uint32_t>(clear_values.size()),
.pClearValues = clear_values.data()
};
graphics_command_buffer.beginRenderPass(
render_pass_begin_info, vk::SubpassContents::eInline
);
::execute_command(
m_device,
std::bind_front(
&ddge::renderer::Scene::update,
std::ref(m_scene),
std::cref(camera),
m_allocator,
m_device.get().info().get_queue(vkb::QueueType::graphics).value()
)
);
m_scene.draw(graphics_command_buffer, camera);
graphics_command_buffer.endRenderPass();
}