pleascach/Renderer/Renderer.hpp
2024-01-31 16:44:45 -05:00

68 lines
1.4 KiB
C++

#pragma once
#include <memory>
#define VULKAN_HPP_NO_STRUCT_CONSTRUCTORS
#include <vulkan/vulkan.hpp>
#include <Renderer/Swapchain.hpp>
#include <Renderer/CommandBuffer.hpp>
#include <Renderer/RenderPass.hpp>
#include <Scene/Camera.hpp>
#include <Model/Model.hpp>
#include <UI/UI.hpp>
struct Window;
struct UniformBuffer;
struct VertexBuffer;
struct Texture;
/* Contains all of the Vulkan objects involved in rendering the scene */
struct Renderer {
Renderer(Window& win);
~Renderer();
std::vector<Texture> createTextures(const std::vector<std::string>& names);
void draw();
void present();
Window& win;
vk::Instance instance;
vk::PhysicalDevice phys_dev;
vk::Device dev;
vk::Fence render_fence;
vk::Semaphore image_wait_semaphore, render_wait_semaphore;
vk::SurfaceKHR surface;
std::unique_ptr<Swapchain> swapchain;
int queue_family;
vk::Queue queue;
std::unique_ptr<CommandBuffer> command_buffer;
std::unique_ptr<RenderPass> render_pass;
/* For now, couple it all together as one pipeline with one uniform buffer, vertex buffer, etc */
std::unique_ptr<GraphicsPipeline> pipeline;
std::unique_ptr<VertexBuffer> vertex_buffer;
std::unique_ptr<UniformBuffer> uniform_buffer;
std::vector<Texture> textures;
uint32_t current_image_idx;
uint64_t frame = 0;
std::vector<std::shared_ptr<Model>> models;
std::unique_ptr<UI> ui;
Camera cam {};
bool capture_mouse = false;
bool flycam = false;
};