Files
AgnosiaEngine/src/global.h
2024-10-09 06:14:01 -05:00

73 lines
2.5 KiB
C++

#pragma once
#include <glm/ext/vector_float2.hpp>
#include <glm/ext/vector_float3.hpp>
#include <iostream>
#include <vector>
#include <optional>
#include <vulkan/vulkan_core.h>
#include "debug/vulkandebuglibs.h"
#include <array>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
namespace Global {
// Global variables and includes we are going to use almost everywhere, validation layers hook into everything, and you need to check if they are enabled first,
// so that's one obvious global, as well as the glfw includes!
extern const std::vector<const char*> validationLayers;
extern const bool enableValidationLayers;
extern VkDevice device;
extern VkCommandPool commandPool;
extern std::vector<VkCommandBuffer> commandBuffers;
extern VkQueue graphicsQueue;
extern VkQueue presentQueue;
const int MAX_FRAMES_IN_FLIGHT = 2;
extern GLFWwindow* window;
struct Vertex {
glm::vec2 pos;
glm::vec3 color;
static VkVertexInputBindingDescription getBindingDescription() {
VkVertexInputBindingDescription bindingDescription{};
bindingDescription.binding = 0;
bindingDescription.stride = sizeof(Vertex);
bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
return bindingDescription;
}
static std::array<VkVertexInputAttributeDescription, 2> getAttributeDescriptions() {
std::array<VkVertexInputAttributeDescription, 2> attributeDescriptions{};
attributeDescriptions[0].binding = 0;
attributeDescriptions[0].location = 0;
attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
attributeDescriptions[0].offset = offsetof(Vertex, pos);
attributeDescriptions[1].binding = 0;
attributeDescriptions[1].location = 1;
attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
attributeDescriptions[1].offset = offsetof(Vertex, color);
return attributeDescriptions;
}
};
const uint32_t WIDTH = 800;
const uint32_t HEIGHT = 600;
struct QueueFamilyIndices {
// We need to check that the Queue families support graphics operations and window presentation, sometimes they can support one or the other,
// therefore, we take into account both for completion.
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
bool isComplete() {
return graphicsFamily.has_value() && presentFamily.has_value();
}
};
extern VkSwapchainKHR swapChain;
extern VkSurfaceKHR surface;
extern VkPhysicalDevice physicalDevice;
Global::QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
}