Files
QuaternionEngine/src/core/vk_engine.h
2025-11-03 14:37:52 +09:00

139 lines
3.4 KiB
C++

// vulkan_engine.h : Include file for standard system include files,
// or project specific include files.
#pragma once
#include <core/vk_types.h>
#include <vector>
#include <string>
#include <unordered_map>
#include "vk_mem_alloc.h"
#include <deque>
#include <functional>
#include "vk_descriptors.h"
#include "scene/vk_loader.h"
#include "compute/vk_compute.h"
#include <scene/camera.h>
#include "vk_device.h"
#include "render/vk_renderpass.h"
#include "render/vk_renderpass_background.h"
#include "vk_resource.h"
#include "vk_swapchain.h"
#include "scene/vk_scene.h"
#include "render/vk_materials.h"
#include "frame_resources.h"
#include "vk_descriptor_manager.h"
#include "vk_sampler_manager.h"
#include "core/engine_context.h"
#include "core/vk_pipeline_manager.h"
#include "core/asset_manager.h"
#include "render/rg_graph.h"
#include "core/vk_raytracing.h"
#include "core/texture_cache.h"
// Number of frames-in-flight. Affects per-frame command buffers, fences,
// semaphores, and transient descriptor pools in FrameResources.
constexpr unsigned int FRAME_OVERLAP = 2;
// Compute push constants and effects are declared in compute/vk_compute.h now.
struct RenderPass
{
std::string name;
std::function<void(VkCommandBuffer)> execute;
};
struct MeshNode : public Node
{
std::shared_ptr<MeshAsset> mesh;
virtual void Draw(const glm::mat4 &topMatrix, DrawContext &ctx) override;
};
class VulkanEngine
{
public:
bool _isInitialized{false};
int _frameNumber{0};
std::shared_ptr<DeviceManager> _deviceManager;
std::unique_ptr<SwapchainManager> _swapchainManager;
std::shared_ptr<ResourceManager> _resourceManager;
std::unique_ptr<RenderPassManager> _renderPassManager;
std::unique_ptr<SceneManager> _sceneManager;
std::unique_ptr<PipelineManager> _pipelineManager;
std::unique_ptr<AssetManager> _assetManager;
std::unique_ptr<RenderGraph> _renderGraph;
std::unique_ptr<RayTracingManager> _rayManager;
std::unique_ptr<TextureCache> _textureCache;
struct SDL_Window *_window{nullptr};
FrameResources _frames[FRAME_OVERLAP];
FrameResources &get_current_frame() { return _frames[_frameNumber % FRAME_OVERLAP]; };
VkExtent2D _drawExtent;
float renderScale = 1.f;
std::unique_ptr<DescriptorManager> _descriptorManager;
std::unique_ptr<SamplerManager> _samplerManager;
ComputeManager compute;
std::shared_ptr<EngineContext> _context;
std::vector<VkFramebuffer> _framebuffers;
DeletionQueue _mainDeletionQueue;
VkPipelineLayout _meshPipelineLayout;
VkPipeline _meshPipeline;
std::shared_ptr<MeshAsset> cubeMesh;
std::shared_ptr<MeshAsset> sphereMesh;
AllocatedImage _whiteImage;
AllocatedImage _blackImage;
AllocatedImage _greyImage;
AllocatedImage _errorCheckerboardImage;
AllocatedImage _flatNormalImage; // 1x1 (0.5,0.5,1.0)
MaterialInstance defaultData;
GLTFMetallic_Roughness metalRoughMaterial;
EngineStats stats;
std::vector<RenderPass> renderPasses;
// Debug: persistent pass enable overrides (by pass name)
std::unordered_map<std::string, bool> _rgPassToggles;
//initializes everything in the engine
void init();
//shuts down the engine
void cleanup();
//draw loop
void draw();
//run main loop
void run();
bool resize_requested{false};
bool freeze_rendering{false};
private:
void init_frame_resources();
void init_pipelines();
void init_mesh_pipeline();
void init_default_data();
};