dep: glm -> directxmath.
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@ -1,9 +1,9 @@
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// Blaze.cpp : This file contains the 'main' function. Program execution begins and ends there.
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// Blaze.cpp : This file contains the 'main' function. Program execution begins and ends there.
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//
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//
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#include <array>
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#include <array>
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#include <cassert>
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#include <cassert>
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#include <limits>
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#include <span>
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#include <span>
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#include <volk.h>
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#include <volk.h>
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@ -13,8 +13,6 @@
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#include <SDL3/SDL_filesystem.h>
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#include <SDL3/SDL_filesystem.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_vulkan.h>
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#include <SDL3/SDL_vulkan.h>
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#include <glm/ext/matrix_transform.hpp>
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#include <memory>
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#include "AppState.h"
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#include "AppState.h"
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#include "Frame.h"
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#include "Frame.h"
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@ -72,10 +70,9 @@ SDL_AppResult SDL_AppIterate( void* appstate )
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SDL_SetWindowTitle( appState.window, appState.sprintfBuffer );
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SDL_SetWindowTitle( appState.window, appState.sprintfBuffer );
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}
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}
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misc.cameraData.modelMatrix = glm::rotate(
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misc.cameraData.modelMatrix = DirectX::XMMatrixMultiply(
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misc.cameraData.modelMatrix,
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misc.cameraData.modelMatrix,
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glm::radians( 60.0f ) * static_cast<float>( deltaTime ),
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DirectX::XMMatrixRotationY( DirectX::XMConvertToRadians( 60.0f ) * static_cast<float>( deltaTime ) ) );
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glm::vec3{ 0.0f, 1.0f, 0.0f } );
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memcpy( misc.cameraUniformBufferPtr, &misc.cameraData, sizeof misc.cameraData );
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memcpy( misc.cameraUniformBufferPtr, &misc.cameraData, sizeof misc.cameraData );
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uint32_t currentImageIndex;
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uint32_t currentImageIndex;
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19
MiscData.cpp
19
MiscData.cpp
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#include "MiscData.h"
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#include "MiscData.h"
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#include <SDL3/SDL_log.h>
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#include <array>
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#include <array>
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#include <SDL3/SDL_log.h>
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#include "MacroUtils.h"
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#include "MacroUtils.h"
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#include "RenderDevice.h"
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#include "RenderDevice.h"
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#include <glm/gtc/matrix_transform.hpp>
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void MiscData::init( RenderDevice const& renderDevice )
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void MiscData::init( RenderDevice const& renderDevice )
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{
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{
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VkDevice const device = renderDevice.device;
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VkDevice const device = renderDevice.device;
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@ -332,13 +331,15 @@ void MiscData::init( RenderDevice const& renderDevice )
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// Camera
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// Camera
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{
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{
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cameraPosition = glm::vec3{ 0.0f, 0.0f, -5.0f };
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cameraPosition = DirectX::XMVectorSet( 0.0f, 0.0f, -5.0f, 1.0f );
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cameraTarget = glm::vec3{ 0.0f, 0.0f, 0.0f };
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cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
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cameraData.modelMatrix = glm::mat4{ 1.0f };
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cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
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cameraData.viewMatrix = glm::lookAt( cameraPosition, cameraTarget, glm::vec3{ 0.0f, 1.0f, 0.0f } );
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cameraData.modelMatrix = DirectX::XMMatrixIdentity();
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cameraData.projectionMatrix = glm::perspective( glm::radians( 70.0f ), 16.0f / 9.0f, 0.1f, 1000.0f );
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cameraData.viewMatrix = DirectX::XMMatrixLookAtLH( cameraPosition, cameraTarget, cameraUp );
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cameraData.projectionMatrix =
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DirectX::XMMatrixPerspectiveFovLH( DirectX::XMConvertToRadians( 70.0f ), 16.0f / 9.0f, 0.1f, 1000.0f );
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cameraUniformBufferSize = sizeof( CameraData );
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cameraUniformBufferSize = sizeof( CameraData );
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VkBufferCreateInfo const bufferCreateInfo = {
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VkBufferCreateInfo const bufferCreateInfo = {
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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15
MiscData.h
15
MiscData.h
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#include <vma/vk_mem_alloc.h>
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#include <vma/vk_mem_alloc.h>
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#include <glm/glm.hpp>
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#include <DirectXMath.h>
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struct RenderDevice;
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struct RenderDevice;
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@ -19,9 +19,9 @@ struct MiscData
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{
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{
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struct CameraData
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struct CameraData
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{
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{
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glm::mat4x4 modelMatrix;
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DirectX::XMMATRIX modelMatrix;
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glm::mat4x4 viewMatrix;
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DirectX::XMMATRIX viewMatrix;
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glm::mat4x4 projectionMatrix;
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DirectX::XMMATRIX projectionMatrix;
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};
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};
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uint64_t previousCounter;
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uint64_t previousCounter;
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size_t vertexBufferSize;
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size_t vertexBufferSize;
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std::array<Vertex, 4> vertices;
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std::array<Vertex, 4> vertices;
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glm::vec3 cameraPosition;
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uint64_t _padding; // TODO: Optimize out?
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glm::vec3 cameraTarget;
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DirectX::XMVECTOR cameraPosition;
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DirectX::XMVECTOR cameraTarget;
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DirectX::XMVECTOR cameraUp;
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CameraData cameraData;
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CameraData cameraData;
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VkBuffer cameraUniformBuffer;
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VkBuffer cameraUniformBuffer;
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VmaAllocation cameraUniformBufferAllocation;
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VmaAllocation cameraUniformBufferAllocation;
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@ -3,7 +3,7 @@
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"volk",
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"volk",
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"shader-slang",
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"shader-slang",
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"vulkan-memory-allocator",
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"vulkan-memory-allocator",
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"glm",
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"directxmath",
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{
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{
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"name": "sdl3",
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"name": "sdl3",
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"features": [ "vulkan" ]
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"features": [ "vulkan" ]
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