184 lines
5.0 KiB
C++
184 lines
5.0 KiB
C++
#include "application.h"
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#include <assert.h>
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#include <iostream>
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#include "command_line.h"
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#include "imgui_impl_sdl3.h"
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#include "imgui_internal.h"
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#include "filesystem/stb_image.h"
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#include "rhi/texture.h"
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#include "spdlog/async.h"
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#include "spdlog/spdlog.h"
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#include "spdlog/sinks/basic_file_sink.h"
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#if WIN32
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#include "rhi/windows/dx11/renderer_dx11.h"
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#endif
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bool g_is_running = true;
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bool g_exit_requested = false;
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application::~application()
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{
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application::shutdown();
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}
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void application::init(window_params in_window_params, int argc, char** argv)
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{
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try
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{
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auto async_file = spdlog::basic_logger_mt<spdlog::async_factory>("async_file_logger", "logs/log.txt");
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}
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catch (const spdlog::spdlog_ex &ex)
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{
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std::cout << "Log init failed: " << ex.what() << std::endl;
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}
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command_line::instance().init(argc, argv);
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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init_imgui(ImGui::CreateContext());
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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unsigned int window_flags = 0;
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#if WIN32
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bool use_dx11 = false;
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bool use_dx12 = false;
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bool use_vulkan = false;
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#else
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bool use_vulkan = true;
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#endif
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#if WIN32
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command_line::instance().get_arg("dx11", use_dx11);
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command_line::instance().get_arg("dx12", use_dx12);
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command_line::instance().get_arg("vulkan", use_vulkan);
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// only one renderer can be used at a time
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const int renderer_count = use_dx11 + use_dx12 + use_vulkan;
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assert(renderer_count <= 1);
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// if no renderer is specified, use dx11
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if (!(use_dx11 || use_dx12 || use_vulkan))
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{
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use_dx11 = true;
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}
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if (use_dx11)
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{
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renderer_ = new renderer_dx11();
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}
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// if (use_dx12)
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// {
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// renderer_ = new renderer_dx12();
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// }
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// if (use_vulkan)
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// {
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// renderer_ = new renderer_vulkan();
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// window_flags |= SDL_WINDOW_VULKAN;
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// }
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#else
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if (use_vulkan)
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{
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renderer_ = new renderer_vulkan();
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window_flags |= SDL_WINDOW_VULKAN;
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}
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#endif
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// if (!renderer_)
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// renderer_ = new renderer_null();
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if (in_window_params.fullscreen)
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window_flags |= SDL_WINDOW_FULLSCREEN;
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if (in_window_params.borderless)
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window_flags |= SDL_WINDOW_BORDERLESS;
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if (in_window_params.resizable)
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window_flags |= SDL_WINDOW_RESIZABLE;
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if (in_window_params.minimized)
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window_flags |= SDL_WINDOW_MINIMIZED;
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if (in_window_params.maximized)
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window_flags |= SDL_WINDOW_MAXIMIZED;
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if (in_window_params.hi_dpi)
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window_flags |= SDL_WINDOW_HIGH_PIXEL_DENSITY;
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if (in_window_params.always_on_top)
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window_flags |= SDL_WINDOW_ALWAYS_ON_TOP;
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// new SDL window
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window_ = SDL_CreateWindow(in_window_params.title.c_str(), in_window_params.width, in_window_params.height, window_flags);
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if (!window_)
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{
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spdlog::error("Failed to create SDL window: {}", SDL_GetError());
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return;
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}
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SDL_SetWindowPosition(window_, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window_);
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renderer_->init(window_);
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renderer_->resize(in_window_params.width, in_window_params.height);
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g_is_running = true;
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}
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int application::run()
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{
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while (!g_exit_requested)
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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ImGui_ImplSDL3_ProcessEvent(&event);
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if (event.type == SDL_EVENT_QUIT)
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g_exit_requested = true;
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if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window_))
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g_exit_requested = true;
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if (event.type == SDL_EVENT_WINDOW_RESIZED)
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{
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const int width = event.window.data1;
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const int height = event.window.data2;
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renderer_->resize(width, height);
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}
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}
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if (g_exit_requested)
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break;
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renderer_->new_frame();
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draw_gui();
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renderer_->end_frame();
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}
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return 0;
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}
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void application::shutdown()
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{
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renderer_->shutdown();
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ImGui::DestroyContext();
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delete renderer_;
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}
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texture* application::load_texture(const std::string& path) const
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{
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int width = 0;
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int height = 0;
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unsigned char* image_data = stbi_load(path.c_str(), &width, &height, nullptr, 4);
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if (!image_data)
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{
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spdlog::error("Failed to load texture: {}", path.c_str());
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return nullptr;
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}
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const auto texture = renderer_->create_texture(image_data, width, height);
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stbi_image_free(image_data);
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return texture;
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}
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texture* application::create_texture(const unsigned char* data, const int width, const int height) const
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{
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return renderer_->create_texture(data, width, height);
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}
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