pleascach/pléascach.cpp
connellpaxton c9e2877530 Added shader compilation to build process
Created mechanism to construct pipelines, still need to finish debugging that.
2024-01-25 17:07:47 -05:00

52 lines
1.3 KiB
C++

#include <Window/Window.hpp>
#include <Input/Input.hpp>
#include <Renderer/Renderer.hpp>
#include <util/log.hpp>
#include <util/Timer.hpp>
#include <iostream>
int main(int argc, char* argv[]) {
try {
Window win(argv[0], 256, 512);
auto in = win.getInput();
Renderer ren(win);
while (!in->shouldClose()) {
Timer frame_timer;
in->poll();
while (in->queue.size()) {
/* take event from front of queue, then process it */
auto event = in->queue.front();
in->queue.pop();
switch (event.tag) {
case InputEvent::Tag::RESIZE:
Log::info("Event Processed: Resized to %dx%d\n", event.resize.width, event.resize.height);
/* no need to have a resize() function in the renderer, b/c swapchain images will be
* automatically marked out-of-date, and recreation will be triggered in our code
*/
break;
case InputEvent::Tag::KEY:
Log::info("Event Processed: Button 0x%x %d\n", event.key.key, event.key.state);
break;
case InputEvent::Tag::EXIT:
win.close();
break;
case InputEvent::Tag::CURSOR:
case InputEvent::Tag::BUTTON:
break;
}
}
ren.draw();
ren.present();
Log::debug("Frame: %.2lf milliseconds (60fps ~ 16.67)\n", frame_timer.stop());
}
} catch (const std::string& e) {
std::cerr << "Exception: " << e << std::endl;
}
}