Initial procedural 3D engine setup
- Updated README.md with modern project structure and features - Cleaned up Android build files (not needed for desktop engine) - Restructured as procedural 3D engine with ImGui integration - Based on Sascha Willems Vulkan framework with dynamic rendering - Added comprehensive build instructions and camera system docs 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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101
base/device/VulkanSwapChain.h
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base/device/VulkanSwapChain.h
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/*
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* Class wrapping access to the swap chain
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*
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* A swap chain is a collection of framebuffers used for rendering and presentation to the windowing system
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*
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* Copyright (C) 2016-2025 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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#pragma once
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#include <stdlib.h>
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#include <string>
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#include <assert.h>
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#include <stdio.h>
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#include <vector>
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#include <vulkan/vulkan.h>
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#include "../core/VulkanTools.h"
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#ifdef __ANDROID__
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#include "VulkanAndroid.h"
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#endif
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#ifdef __APPLE__
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#include <sys/utsname.h>
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#endif
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class VulkanSwapChain
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{
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private:
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VkInstance instance{ VK_NULL_HANDLE };
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VkDevice device{ VK_NULL_HANDLE };
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VkPhysicalDevice physicalDevice{ VK_NULL_HANDLE };
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VkSurfaceKHR surface{ VK_NULL_HANDLE };
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public:
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VkFormat colorFormat{};
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VkColorSpaceKHR colorSpace{};
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VkSwapchainKHR swapChain{ VK_NULL_HANDLE };
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std::vector<VkImage> images{};
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std::vector<VkImageView> imageViews{};
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uint32_t queueNodeIndex{ UINT32_MAX };
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uint32_t imageCount{ 0 };
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#if defined(VK_USE_PLATFORM_WIN32_KHR)
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void initSurface(void* platformHandle, void* platformWindow);
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#elif defined(VK_USE_PLATFORM_ANDROID_KHR)
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void initSurface(ANativeWindow* window);
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#elif defined(VK_USE_PLATFORM_DIRECTFB_EXT)
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void initSurface(IDirectFB* dfb, IDirectFBSurface* window);
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#elif defined(VK_USE_PLATFORM_WAYLAND_KHR)
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void initSurface(wl_display* display, wl_surface* window);
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#elif defined(VK_USE_PLATFORM_XCB_KHR)
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void initSurface(xcb_connection_t* connection, xcb_window_t window);
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#elif (defined(VK_USE_PLATFORM_IOS_MVK) || defined(VK_USE_PLATFORM_MACOS_MVK))
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void initSurface(void* view);
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#elif defined(VK_USE_PLATFORM_METAL_EXT)
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void initSurface(CAMetalLayer* metalLayer);
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#elif (defined(_DIRECT2DISPLAY) || defined(VK_USE_PLATFORM_HEADLESS_EXT))
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void initSurface(uint32_t width, uint32_t height);
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#if defined(_DIRECT2DISPLAY)
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void createDirect2DisplaySurface(uint32_t width, uint32_t height);
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#endif
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#elif defined(VK_USE_PLATFORM_SCREEN_QNX)
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void initSurface(screen_context_t screen_context, screen_window_t screen_window);
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#endif
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/* Set the Vulkan objects required for swapchain creation and management, must be called before swapchain creation */
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void setContext(VkInstance instance, VkPhysicalDevice physicalDevice, VkDevice device);
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/**
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* Create the swapchain and get its images with given width and height
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*
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* @param width Pointer to the width of the swapchain (may be adjusted to fit the requirements of the swapchain)
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* @param height Pointer to the height of the swapchain (may be adjusted to fit the requirements of the swapchain)
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* @param vsync (Optional, default = false) Can be used to force vsync-ed rendering (by using VK_PRESENT_MODE_FIFO_KHR as presentation mode)
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*/
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void create(uint32_t& width, uint32_t& height, bool vsync = false, bool fullscreen = false);
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/**
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* Acquires the next image in the swap chain
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*
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* @param presentCompleteSemaphore (Optional) Semaphore that is signaled when the image is ready for use
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* @param imageIndex Pointer to the image index that will be increased if the next image could be acquired
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*
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* @note The function will always wait until the next image has been acquired by setting timeout to UINT64_MAX
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*
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* @return VkResult of the image acquisition
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*/
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VkResult acquireNextImage(VkSemaphore presentCompleteSemaphore, uint32_t& imageIndex);
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/**
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* Queue an image for presentation
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*
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* @param queue Presentation queue for presenting the image
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* @param imageIndex Index of the swapchain image to queue for presentation
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* @param waitSemaphore (Optional) Semaphore that is waited on before the image is presented (only used if != VK_NULL_HANDLE)
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*
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* @return VkResult of the queue presentation
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*/
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VkResult queuePresent(VkQueue queue, uint32_t imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE);
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/* Free all Vulkan resources acquired by the swapchain */
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void cleanup();
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};
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