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| Author | SHA1 | Date | |
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| 2c240ad7e3 | |||
| 779c51c2f8 | |||
| f032f152a9 |
@@ -20,8 +20,7 @@ set(Vulkan_INCLUDE_DIR "${VULKAN_PATH}/Include")
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set(Vulkan_LIBRARY "${VULKAN_PATH}/Lib/vulkan-1.lib")
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find_package(Vulkan REQUIRED)
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# TODO: use SDL in the vulkanSDK if available
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set(SDL3_DIR "${SDL3_PATH}/cmake")
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set(SDL3_DIR "${VULKAN_PATH}/cmake")
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find_package(SDL3 REQUIRED)
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# TODO: cascade cmakelists.txt
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@@ -35,10 +34,11 @@ add_executable(ouros
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target_include_directories(ouros PRIVATE
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"${CMAKE_CURRENT_SOURCE_DIR}/"
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"${CMAKE_CURRENT_SOURCE_DIR}/src"
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"${VULKAN_PATH}/Include"
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)
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if(WIN32)
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set(SDL3_DLL "${SDL3_PATH}/lib/x64/SDL3.dll") # assuming youre not arm or 32 bit
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set(SDL3_DLL "${VULKAN_PATH}/Bin/SDL3.dll")
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add_custom_command(TARGET ouros POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL3_DLL}"
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16
README.md
16
README.md
@@ -43,10 +43,14 @@ Below is beyond Sascha's guide, but available elsewhere on his github. These are
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- CMake (im using 4.0.0)
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- C++20 compatible compiler (I use g++12 or MSVC++17) (probably works with mingw but I haven't tested it myself)
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- Vulkan compatible gpu drivers (tested with an RTX3070 and an R9700)
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- Vulkan SDK (https://vulkan.lunarg.com/sdk/home) <- the installer provides the option to install SDL and VOC as well as verifies GPU drivers
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- SDL3 (im using version 3.4.4)
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- Vulkan SDK (https://vulkan.lunarg.com/sdk/home)
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- SDL3*
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- VOC*
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- GLM*
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- Will add more as the project grows
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*packaged with the Vulkan SDK
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### Clone respository:
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```bash
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$ git clone https://git.vxbard.net/homeburger/ouros.git --recursive
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@@ -54,8 +58,7 @@ $ git clone https://git.vxbard.net/homeburger/ouros.git --recursive
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### Configure and build project:
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```bash
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$ cmake -S . -B build \
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-VULKAN_PATH="${VULKAN_INSTALL_PATH}" \ # either set these variables or substitute them in
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-DSDL3_PATH="${SDL3_INSTALL_PATH}" # optional, dont need if youre using the sdl in the vulkan sdk
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-DVULKAN_PATH="${VULKAN_INSTALL_PATH}" # either set this variable or substitute it in
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$ cmake --build build -j
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```
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### Execute application:
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@@ -66,10 +69,11 @@ $ ./build/ouros
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```
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For control on debugging:
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```bash
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$ ./build/ouros --debug 0b00111111
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$ ./build/ouros --debug=0b00111111
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```
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where each bit in the mask corresponds to a debug level, in order: unused, unused, fatal, trace, error, warning, notice, and info. `0b1111111` enables all debug messages.
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## Additional Resources
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- https://howtovulkan.com/
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- https://howtovulkan.com/, primary guide, most up-to-date (2026, Vulkan v1.4)
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- https://vkguide.dev/, Vulkan v1.3, but provides a lot of guidance on a more robustly architectured Vulkan app
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- Will add more as I use them
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@@ -1,6 +1,9 @@
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#include "App.hpp"
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#include <thread>
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#include <chrono>
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#include "utils/utils.hpp"
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App::App() {
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@@ -24,24 +27,25 @@ int App::run() {
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utils::debugPrint(__FUNCTION__, __LINE__, "Run app.", utils::DebugLevel::Trace);
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engine_->exec();
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bool quit = false;
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while (!quit) {
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SDL_Event event;
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while (window_->open()) {
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// app loop for as long as the window is open
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// other threads might be able to change quit to true to auto close
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SDL_Event event;
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while(SDL_PollEvent(&event)) { // TODO: pass event handling to window
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if(event.type == SDL_EVENT_QUIT ) {
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quit = true;
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}
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// pass events to the window
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while(SDL_PollEvent(&event) != 0) {
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window_->handleEvent(event);
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}
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// pass vulkan handling to engine
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// call engine.render() or something
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// engine has a pointer to window so can handle pushing to the screen
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if(window_->rendering()) {
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engine_->draw();
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} else {
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std::this_thread::sleep_for(std::chrono::milliseconds(100)); // wait until the window is visible again
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}
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}
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// SDL teardown handled in window destructor
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@@ -11,7 +11,7 @@ public:
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App();
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~App() = default;
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// excecute, called from main()
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// excecute, called from main(). returns after window closes
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int run();
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private:
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@@ -22,4 +22,6 @@ private:
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Window* window_;
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Engine* engine_;
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bool rendering_ = true;
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};
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@@ -1,6 +1,8 @@
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#include "Window.hpp"
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#include <SDL3/SDL_events.h>
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Window::Window() {
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(void)init();
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@@ -16,8 +18,27 @@ Window::~Window() {
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int Window::init() {
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sdlWindow_ = SDL_CreateWindow("How to Vulkan", 1280u, 720u, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
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sdlWindow_ = SDL_CreateWindow("Ouros: Vulkan", 1280u, 720u, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
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return (sdlWindow_ == nullptr);
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if(sdlWindow_ != nullptr) {
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rendering_ = true;
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open_ = true;
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return 0;
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} else {
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return -1;
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}
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}
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void Window::handleEvent(SDL_Event& event) {
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if(event.type == SDL_EVENT_QUIT ) {
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open_ = false;
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}
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if(event.type == SDL_EVENT_WINDOW_MINIMIZED) {
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rendering_ = false;
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} else if(event.type == SDL_EVENT_WINDOW_RESTORED) {
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rendering_ = true;
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}
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}
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@@ -2,7 +2,7 @@
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#pragma once
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#include "SDL3/SDL.h"
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#include "SDL3/SDL_Vulkan.h"
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#include "SDL3/SDL_vulkan.h"
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// reference: https://wiki.libsdl.org/SDL3/SDL_CreateWindow
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@@ -13,10 +13,22 @@ public:
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Window();
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~Window();
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void handleEvent(SDL_Event& event);
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bool rendering() { return rendering_; }
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bool open() { return open_; }
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private:
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// launches window
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int init();
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// this window class will eventually hold mouse, keyboard, audio, etc. interfaces, like an SDL3 hub
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// app will be able to attach callbacks for mouse and keyboard events
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SDL_Window* sdlWindow_;
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bool rendering_ = false;
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bool open_ = false;
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};
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@@ -13,10 +13,6 @@ Engine::Engine(Window* window): window_(window) {
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void Engine::init() {
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}
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void Engine::exec() {
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VkApplicationInfo appInfo {
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.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
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.pApplicationName = "How to Vulkan",
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@@ -34,11 +30,21 @@ void Engine::exec() {
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};
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VkInstance instance;
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VkResult result = vkCreateInstance(&instanceCI, nullptr, &instance);
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if(result == VK_SUCCESS) {
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if(vkCreateInstance(&instanceCI, nullptr, &instance) == VK_SUCCESS) {
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utils::debugPrint(__FUNCTION__, __LINE__, "Vulkan instance successfully created.", utils::DebugLevel::Info);
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} else {
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utils::debugPrint(__FUNCTION__, __LINE__, "Error creating Vulkan instance", utils::DebugLevel::Error);
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}
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// next steps:
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// device selection and setup
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// queue creation
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// vulkan memory allocator
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// create vulkan surface
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// attach surface to window
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}
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void Engine::draw() {
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}
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@@ -12,11 +12,14 @@ public:
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Engine(Window* window);
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~Engine() = default;
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void exec();
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void init();
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// draw is called every render iteration in that while loop
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void draw();
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private:
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void init();
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// might get rid of this
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// TODO: smart pointers probably would be smart
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Window* window_;
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@@ -22,6 +22,7 @@ int main(int argc, char *argv[]) {
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// maybe do some exceptions here
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App app = App();
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// executes for as long as the window is open
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return app.run();
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}
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@@ -5,9 +5,10 @@
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#include <iomanip>
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#include <string>
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// TODO: might move a lot of this into a debug.h file
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// TODO: might move a lot of this into a debug.hpp file
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// TODO: logging ? but i dont care enough
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// do i classify this up? global static functions kinda scare me but i mean otrherwise itll be a global singleton so idk
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namespace utils {
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enum DebugLevel : size_t {
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@@ -31,13 +32,14 @@ namespace utils {
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"Extra1",
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"Extra2"
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};
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// the idea is to have a debug bitmask, maybe 8 bits wide, where the bits can be set via compiler flags
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// stores the input that determines which debug statements to filter
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inline uint8_t debugMask;
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// print to standard output in a normalized format, includes the trace and debug level
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static void debugPrint(const char* function, int line, std::string message, size_t debugLevel) {
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if(!(debugMask >> debugLevel)) return; // then ignore this debug level
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if(!((debugMask >> debugLevel) & 1)) return; // then ignore this debug level
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std::cout << "[ " << std::left << std::setw(16) << function << ": " << std::right << std::setw(4) << line << ", " << std::left << std::setw(8) << debugTypeStrings[debugLevel] << " ] " << message << std::endl;
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// TODO: add timestamps
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@@ -45,14 +47,17 @@ namespace utils {
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return;
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}
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// process the input from the executable (0bxxxxxxxx)
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static void parseDebugMaskString(std::string& debugMaskString) {
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std::string value = debugMaskString;
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if(value.rfind("0b", 0) == 0) {
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if(value.rfind("0b", 0) == 0) { // may allow other inputs in the future, this is just a binary byte
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value = value.substr(2); // strip the binary literal identifier
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debugMask = static_cast<uint8_t>(std::stoul(value, nullptr, 2)); // interpret a string as a uint
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} else {
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std::cout << "Unsupported debug key." << std::endl;
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debugMask = 0; // disable debug statements
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}
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debugMask = static_cast<uint8_t>(std::stoul(value, nullptr, 2)); // interpret a string as a uint
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}
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}
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Block a user