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authorFrederico Linhares <fred@linhares.blue>2024-05-16 14:22:35 -0300
committerFrederico Linhares <fred@linhares.blue>2024-05-16 14:22:35 -0300
commitd5a2b6bca9f9cc57dcca19962d5ba9b83d26da3e (patch)
treefa4decb441b0cc5cd189183166a324079f37c45a /src/blucat/core.hpp
parent43821b0cffc5aa419c0218992f06f8962ae54a13 (diff)
refa Move BluCan initialization to BluCat folderHEADmaster
Diffstat (limited to 'src/blucat/core.hpp')
-rw-r--r--src/blucat/core.hpp106
1 files changed, 93 insertions, 13 deletions
diff --git a/src/blucat/core.hpp b/src/blucat/core.hpp
index 169e3bc..c1924b9 100644
--- a/src/blucat/core.hpp
+++ b/src/blucat/core.hpp
@@ -17,18 +17,98 @@
#ifndef CANDY_GEAR_BLUCAT_CORE_H
#define CANDY_GEAR_BLUCAT_CORE_H 1
-// GLM uses some definitions to control their behavior, so you should not
-// include it directly. Instead, use this header.
-#define GLM_ENABLE_EXPERIMENTAL
-#define GLM_FORCE_RADIANS
-#define GLM_FORCE_DEPTH_ZERO_TO_ONE
-
-#include <glm/ext/vector_float3.hpp>
-#include <glm/ext.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtx/quaternion.hpp>
-#include <glm/vec3.hpp>
-
-#include <vulkan/vulkan.h>
+#include <chrono>
+#include <cstdint>
+#include <memory>
+#include <random>
+
+#include "command.hpp"
+#include "device.hpp"
+#include "descriptor_set_layout.hpp"
+#include "framebuffer.hpp"
+#include "graphics_pipeline_2d_solid_layout.hpp"
+#include "graphics_pipeline_2d_wired_layout.hpp"
+#include "graphics_pipeline_2d_solid.hpp"
+#include "graphics_pipeline_2d_wired.hpp"
+#include "graphics_pipeline_3d_layout.hpp"
+#include "graphics_pipeline_3d.hpp"
+#include "graphics_pipeline_3d_skeletal.hpp"
+#include "graphics_pipeline_sprite_3d.hpp"
+#include "job_queue.hpp"
+#include "light.hpp"
+#include "log.hpp"
+#include "render_pass.hpp"
+#include "renderer.hpp"
+#include "swapchain.hpp"
+#include "vulkan.hpp"
+#include "worker.hpp"
+
+namespace BluCat
+{
+
+extern std::random_device random_seed;
+extern std::mt19937 random_number_generator;
+
+struct Core
+{
+ static const CommandChain loader;
+
+ Log::Logger log;
+
+ JobQueue job_queue;
+ std::vector<Worker> workers;
+ std::vector<std::thread> threads;
+
+ /// Text displayed in the game window.
+ std::string game_name;
+
+ /**
+ * @{
+ * This is the ammount of pixel that the games uses when rendering to the
+ * screen.
+ */
+ uint32_t display_width, display_height;
+ /// @}
+
+ int game_version_major, game_version_minor, game_version_patch;
+
+ uint32_t fps;
+ std::chrono::duration<long long, std::milli> max_frame_duration;
+ float delta_time;
+
+ FT_Library font_library;
+
+ VkSurfaceKHR window_surface;
+ VkInstance vk_instance;
+
+#ifdef DEBUG
+ VkDebugUtilsMessengerEXT vk_callback;
+#endif
+
+ // Vulkan devices.
+ std::vector<Device> vk_devices;
+ Device *vk_device_with_swapchain;
+ Swapchain *vk_swapchain;
+
+ Framebuffer *vk_framebuffer;
+ RenderPass *vk_render_pass;
+ DescriptorSetLayout *vk_descriptor_set_layout;
+ GraphicsPipeline3DLayout *vk_graphics_pipeline_3d_layout;
+ GraphicsPipeline2DSolidLayout *vk_graphics_pipeline_2d_solid_layout;
+ GraphicsPipeline2DWiredLayout *vk_graphics_pipeline_2d_wired_layout;
+ Light *vk_light;
+ std::unique_ptr<GraphicsPipeline3D> vk_graphics_pipeline_3d;
+ std::unique_ptr<GraphicsPipeline3DSkeletal>
+ vk_graphics_pipeline_3d_skeletal;
+ std::unique_ptr<GraphicsPipelineSprite3D> vk_graphics_pipeline_sprite_3d;
+ std::unique_ptr<GraphicsPipeline2DSolid> vk_graphics_pipeline_2d_solid;
+ std::unique_ptr<GraphicsPipeline2DWired> vk_graphics_pipeline_2d_wired;
+
+ Renderer *vk_renderer;
+};
+
+extern Core core;
+
+}
#endif /* CANDY_GEAR_BLUCAT_CORE_H */