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Renderer.hpp
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#pragma once
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#define GLM_FORCE_LEFT_HANDED
#define VK_USE_PLATFORM_XCB_KHR
#include "Mesh.hpp"
#include "RendererBase.hpp"
#include <glm/gtc/quaternion.hpp>
struct Scene
{
glm::vec3 cameraLocation;
glm::vec3 modelLocation;
glm::quat modelRotation;
};
enum class RendererFlags
{
None = 0,
EnableValidation = 1 << 0,
SupportGpuAssistedDebugging = 1 << 1
};
inline RendererFlags operator|(RendererFlags lhs, RendererFlags rhs)
{
return static_cast<RendererFlags>(static_cast<int>(lhs) | static_cast<int>(rhs));
}
inline RendererFlags operator&(RendererFlags lhs, RendererFlags rhs)
{
return static_cast<RendererFlags>(static_cast<int>(lhs) & static_cast<int>(rhs));
}
class Renderer : protected RendererBase
{
public:
Renderer() = delete;
#ifdef VK_USE_PLATFORM_XCB_KHR
Renderer(RendererFlags flags, xcb_connection_t *connection, xcb_window_t window);
#endif
void render(const Scene& scene);
void save_caches();
private:
void create_instance(RendererFlags flags);
void create_surface(xcb_connection_t *connection, xcb_window_t window);
void select_physical_device();
void create_device(RendererFlags flags);
void create_upload_objects();
void allocate_static_memory();
void begin_data_upload();
void create_common();
void create_descriptors();
void create_pipeline();
void create_swapchain();
void finish_data_upload();
void record_command_buffer(uint32_t frameIndex, uint32_t imageIndex, const Scene& scene);
void recreate_swapchain();
private:
const Mesh _mesh;
VkPhysicalDevice physicalDevice;
uint32_t queueFamilyIndex;
VkQueue queue;
VkSurfaceFormatKHR surfaceFormat;
VkExtent2D surfaceExtent;
uint32_t frameIndex;
};