2025-07-10 13:29:03 +03:30
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#include <asset_manager/asset_manager.hpp>
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2025-07-05 13:28:41 +03:30
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#include <engine/core/application.hpp>
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#include <engine/core/window.hpp>
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#include <engine/debug/instrumentor.hpp>
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#include <engine/layer/layer.hpp>
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#include <engine/time/timer.hpp>
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2025-07-10 13:29:03 +03:30
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#include <input/events/event.hpp>
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#include <input/events/keyboard.hpp>
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#include <input/events/window.hpp>
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2025-07-10 13:43:04 +03:30
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#include <debug/assertions.hpp>
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#include <ranges>
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#include <renderer/blender.hpp>
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#include <renderer/graphics_context.hpp>
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#include <renderer/render_command.hpp>
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#include <renderer/renderer.hpp>
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#include <ui/ui.hpp>
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2021-07-01 19:25:46 +04:30
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2021-05-20 10:21:08 +04:30
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namespace Light {
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Application *Application::s_instance = nullptr;
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Application::Application(): m_window(nullptr)
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{
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lt_assert(!s_instance, "Application constructed twice");
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s_instance = this;
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log_debug_data();
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2021-07-29 17:12:13 +04:30
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2025-07-07 15:15:26 +03:30
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Light::Instrumentor::begin_session("data/logs/profile_startup.json");
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m_window = Window::create([this](auto &&PH1) { on_event(std::forward<decltype(PH1)>(PH1)); });
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// create graphics context
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m_graphics_context = GraphicsContext::create(
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GraphicsAPI::OpenGL,
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(GLFWwindow *)m_window->get_handle()
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);
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AssetManager::load_shader(
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"LT_ENGINE_RESOURCES_TEXTURE_SHADER",
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"data/assets/shaders/texture/vs.asset",
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"data/assets/shaders/texture/ps.asset"
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);
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AssetManager::load_shader(
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"LT_ENGINE_RESOURCES_TINTED_TEXTURE_SHADER",
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"data/assets/shaders/tinted_texture/vs.asset",
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"data/assets/shaders/tinted_texture/ps.asset"
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);
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AssetManager::load_shader(
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"LT_ENGINE_RESOURCES_QUAD_SHADER",
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"data/assets/shaders/quads/vs.asset",
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"data/assets/shaders/quads/ps.asset"
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);
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m_renderer = Renderer::create(
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(GLFWwindow *)m_window->get_handle(),
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m_graphics_context->get_shared_context(),
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Renderer::CreateInfo {
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.quad_renderer_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_QUAD_SHADER"),
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.texture_renderer_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_TEXTURE_SHADER"
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),
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.tinted_texture_renderer_shader = AssetManager::get_shader("LT_ENGINE_RESOURCES_TINTED_"
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"TEXTURE_SHADER"),
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}
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);
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lt_assert(m_graphics_context, "lWindow::lWindow: failed to create 'GraphicsContext'");
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m_user_interface = UserInterface::create(
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(GLFWwindow *)m_window->get_handle(),
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m_graphics_context->get_shared_context()
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);
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}
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Application::~Application()
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{
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log_trc("Application::~Application()");
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Instrumentor::end_session();
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}
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void Application::game_loop()
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{
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// check
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lt_assert(!LayerStack::instance().is_empty(), "layer_stack is empty");
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// log debug data
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m_graphics_context->log_debug_data();
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m_user_interface->log_debug_data();
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// reveal window
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m_window->set_visibility(true);
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Instrumentor::end_session();
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Instrumentor::begin_session("data/logs/profile_game_loop.json");
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/* game loop */
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auto timer = Timer {};
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while (!m_window->is_closed())
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{
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{
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// update layers
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lt_profile_scope("game_loop::update");
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for (auto &it : LayerStack::instance())
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{
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it->on_update(timer.get_elapsed_time());
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}
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// TODO: each layer should have their own "delta time"
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timer.reset();
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}
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{
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// render layers
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lt_profile_scope("game_loop::Render");
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m_renderer->begin_frame();
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for (auto &it : LayerStack::instance())
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{
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it->on_render();
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}
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m_renderer->end_frame();
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}
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{
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// render user interface
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lt_profile_scope("game_loop::UserInterface");
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m_user_interface->begin();
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for (auto &it : LayerStack::instance())
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{
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it->on_user_interface_update();
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}
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m_user_interface->end();
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}
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{
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// poll events
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lt_profile_scope("game_loop::Events");
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m_window->poll_events();
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}
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}
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Instrumentor::end_session();
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Instrumentor::begin_session("data/logs/profile_cleanup.json");
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}
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void Application::quit()
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{
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s_instance->m_window->close();
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}
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void Application::on_event(const Event &event)
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{
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// window
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if (event.has_category(WindowEventCategory))
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{
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m_window->on_event(event);
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if (event.get_event_type() == EventType::WindowResized)
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{
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m_renderer->on_window_resize(dynamic_cast<const WindowResizedEvent &>(event));
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}
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}
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// input
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if (event.has_category(InputEventCategory))
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{
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Input::instance().on_event(event);
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if (!Input::instance().is_receiving_game_events())
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{
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return;
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}
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}
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for (auto &it : std::ranges::reverse_view(LayerStack::instance()))
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{
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if (it->on_event(event))
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{
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return;
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}
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}
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}
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void Application::log_debug_data()
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{
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log_inf("Platform::");
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log_inf(" Platform name: {}", constants::platform_name);
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log_inf(" Platform identifier: {}", std::to_underlying(constants::platform));
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log_inf(" CWD: {}", std::filesystem::current_path().generic_string());
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}
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} // namespace Light
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