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Updated vulkan physical and logical devices, still working on the vul…
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…kan swapchain abstraction layer (#38)

Refactored physical and logical devices implementations in Vulkan
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SpinnerX authored Oct 8, 2024
1 parent 2b8fc91 commit 8c21a5a
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Showing 817 changed files with 1,365 additions and 108,360 deletions.
2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -25,8 +25,8 @@ find_package(box2d REQUIRED)
# find_package(joltphysics REQUIRED)
# find_package(assimp REQUIRED)

add_subdirectory(Editor)
add_subdirectory(src)
# add_subdirectory(Editor)

# Copy to compile_commands.json for .clangd
add_custom_target(
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11 changes: 5 additions & 6 deletions Editor/CMakeLists.txt
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Expand Up @@ -5,16 +5,14 @@ set(
all_src
Editor/Editor.h
Editor/Editor.cpp
Editor/EngineLayer.cpp
Editor/UILayer.cpp
)

find_package(spdlog REQUIRED)
find_package(glm REQUIRED)
find_package(yaml-cpp REQUIRED)
find_package(Vulkan REQUIRED)
find_package(imguidocking REQUIRED)
find_package(engine3d REQUIRED)
# find_package(imguidocking REQUIRED)
# find_package(engine3d REQUIRED)

add_executable(${PROJECT_NAME} ${all_src})

Expand All @@ -26,6 +24,7 @@ target_link_libraries(
glm::glm
yaml-cpp::yaml-cpp
Vulkan::Vulkan
imguidocking::imguidocking
engine3d::engine3d
# imguidocking::imguidocking
# engine3d::engine3d
engine3d
)
12 changes: 5 additions & 7 deletions Editor/Editor/Editor.cpp
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@@ -1,15 +1,13 @@
#include "Editor.h"
#include <engine3d/Core/Event/InputPoll.h>
// #include <engine3d/Core/Event/InputPoll.h>
#include "engine3d/Core/EngineLogger.h"
#include "engine3d/Core/Renderer/Renderer.h"
// #include "engine3d/Core/Renderer/Renderer.h"
#include <engine3d/Core/Timestep.h>
#include <imgui/imgui.h>

namespace engine3d{

EditorApplication::EditorApplication(const std::string& p_DebugName) : ApplicationInstance(p_DebugName) {
Renderer::Initialize();
Renderer::SetBackgroundColor({1.0f, 0.0f, 0.0f, 0.0f});
// Renderer::Initialize();
// Renderer::SetBackgroundColor({1.0f, 0.0f, 0.0f, 0.0f});
}

EditorApplication::~EditorApplication() {}
Expand All @@ -25,7 +23,7 @@ namespace engine3d{
//! @note TODO -- Flush should only happens when our scene is given everything that lives within this scene (ref to lifetimes)
/* Renderer::FlushScene(); */

Renderer::Presentation();
// Renderer::Presentation();
// ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
// ImGui::End();
}
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33 changes: 0 additions & 33 deletions Editor/Editor/EngineLayer.cpp

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20 changes: 0 additions & 20 deletions Editor/Editor/EngineLayer.h

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144 changes: 0 additions & 144 deletions Editor/Editor/UILayer.cpp

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21 changes: 0 additions & 21 deletions Editor/Editor/UILayer.h

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40 changes: 0 additions & 40 deletions Resources/assets/RocketGameAssets/Texture.glsl

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