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Copy pathfirst_app.cpp
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61 lines (47 loc) · 1.5 KB
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#include "first_app.hpp"
#include "simple_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 <stdexcept>
namespace lve {
FirstApp::FirstApp() {
loadGameObjects();
}
FirstApp::~FirstApp() {}
void FirstApp::run() {
SimpleRenderSystem simpleRenderSystem{lveD}
while (!lveWindow.shouldClose()) {
glfwPollEvents();
if (auto commandBuffer = lveRenderer.beginFrame()) {
//begin offscreen shadow pass
//render shadow casting objects
//end offscreen shadow pass
lveRenderer.beginSwapChainRenderPass(commandBuffer);
simpleRenderSystem.renderGameObjects(commandBuffer, gameObjects, lastFrameTime);
lveRenderer.endSwapChainRenderPass(commandBuffer);
lveRenderer.endFrame();
}
}
vkDeviceWaitIdle(lveDevice.device());
}
void FirstApp::loadGameObjects() {
std::vector<LveModel::Vertex> vertices{
{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}};
auto lveModel = std::make_shared<LveModel>(lveDevice, vertices);
auto triangle = LveGameObject::createGameObject();
triangle.model = lveModel;
triangle.color = {.1f, .8f, .1f};
triangle.transform2d.translation.x = .2f;
triangle.transform2d.scale = {2.f, .5f};
triangle.transform2d.rotation = .25f * glm::two_pi<float>();
gameObjects.push_back(std::move(triangle));
}
} // namespace lve