wowza windsurf is nice

This commit is contained in:
Mars 2024-11-15 15:25:36 -05:00
parent 924fb0be7a
commit 2f779d28ac
7 changed files with 555 additions and 353 deletions

12
shaders/fragment.glsl Normal file
View file

@ -0,0 +1,12 @@
#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(texSampler, fragTexCoord);
}

20
shaders/vertex.glsl Normal file
View file

@ -0,0 +1,20 @@
#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}

View file

@ -47,45 +47,9 @@ constexpr f64 CAMERA_SPEED = 1.0;
// Maximum number of frames that can be processed concurrently
constexpr i32 MAX_FRAMES_IN_FLIGHT = 2;
// Vertex shader
constexpr const char* vertShaderSrc = R"glsl(
#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}
)glsl";
// Fragment shader
constexpr const char* fragShaderSrc = R"glsl(
#version 450
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
outColor = texture(texSampler, fragTexCoord);
}
)glsl";
// Shader file paths
constexpr const char* VERTEX_SHADER_PATH = "shaders/vertex.glsl";
constexpr const char* FRAGMENT_SHADER_PATH = "shaders/fragment.glsl";
// Validation layers for debug builds
#ifndef NDEBUG
@ -129,9 +93,9 @@ class VulkanApp {
}
// Shut down ImGui
// ImGui_ImplVulkan_Shutdown();
// ImGui_ImplGlfw_Shutdown();
// ImGui::DestroyContext();
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
private:
@ -161,6 +125,7 @@ class VulkanApp {
vk::UniqueDescriptorSetLayout mDescriptorSetLayout; ///< Descriptor set layout
vk::UniquePipelineLayout mPipelineLayout; ///< Pipeline layout
vk::UniquePipeline mGraphicsPipeline; ///< Graphics pipeline
vk::UniquePipeline mOldPipeline; ///< Previous graphics pipeline for safe deletion
vk::UniqueCommandPool mCommandPool; ///< Command pool for allocating command buffers
@ -199,6 +164,7 @@ class VulkanApp {
mImageAvailableSemaphores; ///< Signals that an image is available for rendering
std::vector<vk::UniqueSemaphore> mRenderFinishedSemaphores; ///< Signals that rendering has finished
std::vector<vk::UniqueFence> mInFlightFences; ///< Ensures CPU-GPU synchronization
std::vector<vk::Fence> mImagesInFlight; ///< Tracks which fences are in use by which swap chain images
bool mFramebufferResized = false; ///< Flag indicating if the framebuffer was resized
u32 mCurrentFrame = 0; ///< Index of the current frame being rendered
@ -211,6 +177,11 @@ class VulkanApp {
f64 mLastY = HEIGHT / 2.0; ///< Last mouse Y position
bool mCursorCaptured = true; ///< Flag indicating if cursor is captured
// ImGui-related state
f32 mCameraSpeed = CAMERA_SPEED; ///< Current camera speed
f32 mFieldOfView = 90.0F; ///< Current field of view
bool mWireframeMode = false; ///< Wireframe rendering mode
/**
* @brief Struct to store queue family indices.
*
@ -256,8 +227,8 @@ class VulkanApp {
glm::dvec3 front;
glm::dvec3 up;
glm::dvec3 right;
double yaw;
double pitch;
f64 yaw;
f64 pitch;
Camera()
: position(2.0, 2.0, 2.0),
@ -277,20 +248,44 @@ class VulkanApp {
return glm::lookAt(position, position + front, up);
}
fn moveForward(f64 deltaTime) -> void { position += front * CAMERA_SPEED * deltaTime; }
fn moveForward(f64 deltaTime) -> void {
// Project front vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalFront = front;
horizontalFront.z = 0.0;
horizontalFront = glm::normalize(horizontalFront);
position += horizontalFront * CAMERA_SPEED * deltaTime;
}
fn moveBackward(f64 deltaTime) -> void { position -= front * CAMERA_SPEED * deltaTime; }
fn moveBackward(f64 deltaTime) -> void {
// Project front vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalFront = front;
horizontalFront.z = 0.0;
horizontalFront = glm::normalize(horizontalFront);
position -= horizontalFront * CAMERA_SPEED * deltaTime;
}
fn moveLeft(f64 deltaTime) -> void { position -= right * CAMERA_SPEED * deltaTime; }
fn moveLeft(f64 deltaTime) -> void {
// Project right vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalRight = right;
horizontalRight.z = 0.0;
horizontalRight = glm::normalize(horizontalRight);
position -= horizontalRight * CAMERA_SPEED * deltaTime;
}
fn moveRight(f64 deltaTime) -> void { position += right * CAMERA_SPEED * deltaTime; }
fn moveRight(f64 deltaTime) -> void {
// Project right vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalRight = right;
horizontalRight.z = 0.0;
horizontalRight = glm::normalize(horizontalRight);
position += horizontalRight * CAMERA_SPEED * deltaTime;
}
fn moveUp(f64 deltaTime) -> void { position += glm::dvec3(0.0, 0.0, 1.0) * CAMERA_SPEED * deltaTime; }
fn moveDown(f64 deltaTime) -> void { position -= glm::dvec3(0.0, 0.0, 1.0) * CAMERA_SPEED * deltaTime; }
fn rotate(double xoffset, double yoffset) -> void {
const double sensitivity = 0.1;
fn rotate(f64 xoffset, f64 yoffset) -> void {
const f64 sensitivity = 0.1;
yaw += xoffset * sensitivity;
pitch += yoffset * sensitivity;
@ -320,23 +315,20 @@ class VulkanApp {
Camera mCamera; ///< Camera object
static fn processInput(vkfw::Window& window, Camera& camera, const f64& deltaTime) -> void {
static fn processInput(vkfw::Window& window, Camera& camera, const f32& deltaTime, const f32& cameraSpeed)
-> void {
if (window.getKey(vkfw::Key::eW) == vkfw::eTrue)
camera.moveForward(deltaTime);
camera.moveForward(static_cast<f64>(deltaTime * cameraSpeed));
if (window.getKey(vkfw::Key::eA) == vkfw::eTrue)
camera.moveLeft(deltaTime);
camera.moveLeft(static_cast<f64>(deltaTime * cameraSpeed));
if (window.getKey(vkfw::Key::eS) == vkfw::eTrue)
camera.moveBackward(deltaTime);
camera.moveBackward(static_cast<f64>(deltaTime * cameraSpeed));
if (window.getKey(vkfw::Key::eD) == vkfw::eTrue)
camera.moveRight(deltaTime);
camera.moveRight(static_cast<f64>(deltaTime * cameraSpeed));
if (window.getKey(vkfw::Key::eSpace) == vkfw::eTrue)
camera.moveUp(deltaTime);
camera.moveUp(static_cast<f64>(deltaTime * cameraSpeed));
if (window.getKey(vkfw::Key::eLeftShift) == vkfw::eTrue)
camera.moveDown(deltaTime);
fmt::println(
"New position: {} {} {}", camera.getPosition()[0], camera.getPosition()[1], camera.getPosition()[2]
);
camera.moveDown(static_cast<f64>(deltaTime * cameraSpeed));
}
/**
@ -399,6 +391,13 @@ class VulkanApp {
mCursorCaptured = false;
window.set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eNormal);
}
if (key == vkfw::Key::eR && action == vkfw::KeyAction::ePress) {
try {
mDevice->waitIdle();
createGraphicsPipeline();
fmt::println("Shaders reloaded successfully!");
} catch (const std::exception& e) { fmt::println(stderr, "Failed to reload shaders: {}", e.what()); }
}
};
// Set up mouse button callback for re-capture
@ -410,9 +409,12 @@ class VulkanApp {
) -> void {
if (button == vkfw::MouseButton::eLeft && action == vkfw::MouseButtonAction::ePress &&
!mCursorCaptured) {
mCursorCaptured = true;
mFirstMouse = true; // Reset first mouse flag to avoid jumps
window.set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eDisabled);
// Only capture cursor if click is not on ImGui window
if (!ImGui::GetIO().WantCaptureMouse) {
mCursorCaptured = true;
mFirstMouse = true; // Reset first mouse flag to avoid jumps
window.set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eDisabled);
}
}
};
@ -467,7 +469,7 @@ class VulkanApp {
createDescriptorSets(); // Allocate and update descriptor sets
createCommandBuffers(); // Create command buffers for rendering commands
createSyncObjects(); // Create synchronization objects (semaphores and fences)
// initImGui(); // Initialize Dear ImGui for GUI rendering
initImGui(); // Initialize Dear ImGui for GUI rendering
}
/**
@ -477,8 +479,6 @@ class VulkanApp {
* sets up the style, initializes ImGui for GLFW and Vulkan, and creates a descriptor pool for ImGui.
*/
fn initImGui() -> void {
// Temporarily disabled ImGui initialization
/*
// Create ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@ -532,7 +532,6 @@ class VulkanApp {
};
ImGui_ImplVulkan_Init(&initInfo);
*/
}
/**
@ -552,7 +551,7 @@ class VulkanApp {
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(mWindow.get(), mCamera, deltaTime);
processInput(mWindow.get(), mCamera, static_cast<f32>(deltaTime), mCameraSpeed);
mView = mCamera.getViewMatrix();
if (currentFrame - lastFpsUpdate > 1.0) {
@ -590,27 +589,29 @@ class VulkanApp {
* It cleans up the old swap chain and creates a new one with updated properties.
*/
fn recreateSwapChain() -> void {
// Get the new width and height
auto [width, height] = mWindow->getFramebufferSize();
// If the width or height are 0, wait for events
i32 width = 0, height = 0;
while (width == 0 || height == 0) {
std::tie(width, height) = mWindow->getFramebufferSize();
vkfw::waitEvents();
}
// Wait for the device to finish
mDevice->waitIdle();
// Clean up the swap chain
cleanupSwapChain();
// Create a new swap chain
createSwapChain();
createImageViews();
createRenderPass();
createGraphicsPipeline();
createColorResources();
createDepthResources();
createFramebuffers();
createUniformBuffers();
createDescriptorPool();
createDescriptorSets();
createCommandBuffers();
mImagesInFlight.resize(mSwapChainImages.size(), nullptr);
}
/**
@ -772,22 +773,24 @@ class VulkanApp {
// Set the queue priority
f32 queuePriority = 1.0F;
// For each unique queue family, create a new queue
for (const u32& queueFamily : uniqueQueueFamilies) {
vk::DeviceQueueCreateInfo queueCreateInfo {
// For each unique queue family, create a queue create info
queueCreateInfos.reserve(uniqueQueueFamilies.size());
for (u32 queueFamily : uniqueQueueFamilies)
queueCreateInfos.push_back({
.queueFamilyIndex = queueFamily,
.queueCount = 1,
.pQueuePriorities = &queuePriority,
};
});
queueCreateInfos.emplace_back(queueCreateInfo);
}
// Enable anisotropic filtering
// Enable required features
vk::PhysicalDeviceFeatures deviceFeatures {
.fillModeNonSolid = vk::True, // Required for wireframe rendering
.wideLines = vk::True, // Required for line width > 1.0
.samplerAnisotropy = vk::True,
};
// Create the logical device
vk::DeviceCreateInfo createInfo {
.queueCreateInfoCount = static_cast<u32>(queueCreateInfos.size()),
.pQueueCreateInfos = queueCreateInfos.data(),
@ -796,8 +799,9 @@ class VulkanApp {
.pEnabledFeatures = &deviceFeatures,
};
// Create the logical device and set the graphics and present queues
mDevice = mPhysicalDevice.createDeviceUnique(createInfo);
mDevice = mPhysicalDevice.createDeviceUnique(createInfo);
// Get the graphics and present queues
mGraphicsQueue = mDevice->getQueue(qfIndices.graphics_family.value(), 0);
mPresentQueue = mDevice->getQueue(qfIndices.present_family.value(), 0);
}
@ -1004,9 +1008,9 @@ class VulkanApp {
*/
fn createGraphicsPipeline() -> void {
std::vector<u32> vertShaderCode =
ShaderCompiler::getCompiledShader(vertShaderSrc, shaderc_shader_kind::shaderc_vertex_shader, "vert");
ShaderCompiler::getCompiledShader(VERTEX_SHADER_PATH, shaderc_shader_kind::shaderc_vertex_shader);
std::vector<u32> fragShaderCode =
ShaderCompiler::getCompiledShader(fragShaderSrc, shaderc_shader_kind::shaderc_fragment_shader, "frag");
ShaderCompiler::getCompiledShader(FRAGMENT_SHADER_PATH, shaderc_shader_kind::shaderc_fragment_shader);
vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode);
vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode);
@ -1052,11 +1056,11 @@ class VulkanApp {
vk::PipelineRasterizationStateCreateInfo rasterizer {
.depthClampEnable = vk::False,
.rasterizerDiscardEnable = vk::False,
.polygonMode = vk::PolygonMode::eFill,
.polygonMode = mWireframeMode ? vk::PolygonMode::eLine : vk::PolygonMode::eFill,
.cullMode = vk::CullModeFlagBits::eBack,
.frontFace = vk::FrontFace::eCounterClockwise,
.depthBiasEnable = vk::False,
.lineWidth = 1.0F,
.lineWidth = mWireframeMode ? 2.0F : 1.0F, // Thicker lines in wireframe mode
};
vk::PipelineMultisampleStateCreateInfo multisampling {
@ -1083,7 +1087,7 @@ class VulkanApp {
.logicOp = vk::LogicOp::eCopy,
.attachmentCount = 1,
.pAttachments = &colorBlendAttachment,
.blendConstants = std::array<float, 4> { 0.0F, 0.0F, 0.0F, 0.0F },
.blendConstants = std::array<f32, 4> { 0.0F, 0.0F, 0.0F, 0.0F },
};
std::vector<vk::DynamicState> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
@ -2083,31 +2087,22 @@ class VulkanApp {
* This function records drawing commands into the given command buffer.
*/
fn recordCommandBuffer(const vk::CommandBuffer& commandBuffer, const u32& imageIndex) -> void {
// Define the command buffer begin info
vk::CommandBufferBeginInfo beginInfo {};
// Begin the command buffer
commandBuffer.begin(beginInfo);
commandBuffer.begin({ .flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit });
// Define the render pass begin info
std::array<vk::ClearValue, 2> clearValues {
// Set the color buffer to black
vk::ClearValue { .color = { .uint32 = std::array<u32, 4> { 0, 0, 0, 255 } } },
// Set the depth buffer to 1.0F
vk::ClearValue { .depthStencil = { .depth = 1.0F, .stencil = 0 } },
// Define clear values for color and depth
std::array<vk::ClearValue, 2> clearValues = {
vk::ClearValue { .color = { std::array<f32, 4> { 0.0F, 0.0F, 0.0F, 1.0F } } },
vk::ClearValue { .depthStencil = { 1.0F, 0 } },
};
// Define the render pass info
// Begin the render pass
vk::RenderPassBeginInfo renderPassInfo {
// Render pass itself
.renderPass = mRenderPass.get(),
// Current framebuffer
.framebuffer = mSwapChainFramebuffers[imageIndex].get(),
// Render area (entire framebuffer)
.renderArea = { .offset = { .x = 0, .y = 0 }, .extent = mSwapChainExtent },
// Clear values for the attachments
.renderPass = mRenderPass.get(),
.framebuffer = mSwapChainFramebuffers[imageIndex].get(),
.renderArea = { .offset = { 0, 0 }, .extent = mSwapChainExtent },
.clearValueCount = static_cast<u32>(clearValues.size()),
.pClearValues = clearValues.data(),
.pClearValues = clearValues.data()
};
// Begin the render pass
@ -2162,7 +2157,7 @@ class VulkanApp {
.view = mView,
// Projection matrix - glm::perspective(fov, aspect, near, far)
.proj = glm::perspective(
glm::radians(90.0F),
glm::radians(mFieldOfView),
static_cast<f32>(mSwapChainExtent.width) / static_cast<f32>(mSwapChainExtent.height),
0.1F,
100.0F
@ -2176,11 +2171,9 @@ class VulkanApp {
memcpy(mUniformBuffersMapped[mCurrentFrame], &ubo, sizeof(ubo));
// Example: Add extra clones with different translations
std::vector<glm::mat4> modelMatrices = {
glm::translate(glm::mat4(1.0F), glm::vec3(2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(-2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(0.0F, 2.0F, 0.0F))
};
std::vector<glm::mat4> modelMatrices = { glm::translate(glm::mat4(1.0F), glm::vec3(2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(-2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(0.0F, 2.0F, 0.0F)) };
for (const auto& modelMatrix : modelMatrices) {
// Update model matrix for each clone
@ -2202,15 +2195,55 @@ class VulkanApp {
commandBuffer.drawIndexed(static_cast<u32>(mIndices.size()), 1, 0, 0, 0);
}
// ImGui_ImplVulkan_NewFrame();
// ImGui_ImplGlfw_NewFrame();
// ImGui::NewFrame();
// Only render ImGui when cursor is not captured
if (!mCursorCaptured) {
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Your ImGui code here
// ImGui::ShowDemoWindow();
// Create ImGui window with useful controls
ImGui::Begin("Settings", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
// ImGui::Render();
// ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), commandBuffer);
// Set initial window size (this will be the minimum size due to AlwaysAutoResize)
ImGui::SetWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
// Camera settings
if (ImGui::CollapsingHeader("Camera")) {
ImGui::SliderFloat("Camera Speed", &mCameraSpeed, 0.1F, 5.0F);
glm::dvec3 pos = mCamera.getPosition();
ImGui::Text("Position: (%.2f, %.2f, %.2f)", pos.x, pos.y, pos.z);
}
// Rendering settings
if (ImGui::CollapsingHeader("Rendering")) {
if (ImGui::Checkbox("Wireframe Mode", &mWireframeMode)) {
// Wait for all operations to complete
mDevice->waitIdle();
// Store the old pipeline for deletion after the next frame
if (mGraphicsPipeline)
mOldPipeline = std::move(mGraphicsPipeline);
// Recreate the pipeline
createGraphicsPipeline();
}
ImGui::SliderFloat("Field of View", &mFieldOfView, 45.0F, 120.0F);
}
// Performance metrics
if (ImGui::CollapsingHeader("Performance")) {
const f32 framerate = ImGui::GetIO().Framerate;
ImGui::Text("%.1f FPS", static_cast<f64>(framerate));
ImGui::Text("%.3f ms/frame", static_cast<f64>(1000.0F / framerate));
}
ImGui::End();
ImGui::Render();
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), commandBuffer);
}
// End the render pass
commandBuffer.endRenderPass();
@ -2274,7 +2307,7 @@ class VulkanApp {
.view = mView,
// Projection matrix - glm::perspective(fov, aspect, near, far)
.proj = glm::perspective(
glm::radians(90.0F),
glm::radians(mFieldOfView),
static_cast<f32>(mSwapChainExtent.width) / static_cast<f32>(mSwapChainExtent.height),
0.1F,
100.0F
@ -2308,6 +2341,12 @@ class VulkanApp {
if (result != vk::Result::eSuccess)
throw std::runtime_error("Failed to wait for fences!");
// Clear old pipeline if it exists
if (mOldPipeline) {
mDevice->waitIdle(); // Wait for all operations to complete
mOldPipeline.reset();
}
// Acquire the next image from the swap chain
auto [imageIndexResult, imageIndexValue] = mDevice->acquireNextImageKHR(
mSwapChain.get(), UINT64_MAX, mImageAvailableSemaphores[mCurrentFrame].get(), nullptr
@ -2349,7 +2388,7 @@ class VulkanApp {
.pSignalSemaphores = &mRenderFinishedSemaphores[mCurrentFrame].get(),
};
// Submit the graphics queue
// Submit the command buffer
mGraphicsQueue.submit(submitInfo, mInFlightFences[mCurrentFrame].get());
vk::PresentInfoKHR presentInfo {
@ -2375,7 +2414,7 @@ class VulkanApp {
// Increment the current frame (or loop back to 0)
mCurrentFrame = (mCurrentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
} catch (vk::OutOfDateKHRError& /*err*/) {
} catch (const vk::SystemError& /*err*/) {
// Recreate the swap chain if it's out of date
mFramebufferResized = false;
recreateSwapChain();

View file

@ -1,53 +1,95 @@
/**
* @file shaders.hpp
* @brief SPIR-V shader compilation and caching system.
*
* This file provides functionality for compiling GLSL shaders to SPIR-V and
* managing a shader cache system. It supports automatic recompilation when
* source files are modified and efficient caching of compiled shaders.
*/
#pragma once
#include <filesystem>
#include <fmt/format.h>
#include <fstream>
#include <ios>
#include <shaderc/shaderc.hpp>
#include <string>
#include <vector>
#include "types.hpp"
/**
* @brief Handles shader compilation and caching operations.
*
* This class provides static methods for compiling GLSL shaders to SPIR-V
* and managing a cache system. It automatically detects when shaders need
* to be recompiled based on file timestamps and provides efficient caching
* of compiled shader binaries.
*/
class ShaderCompiler {
public:
ShaderCompiler() = default;
/**
* @brief Compiles or loads a cached SPIR-V shader from a file.
* @brief Compiles or retrieves a cached SPIR-V shader.
*
* @param shaderSource The source code of the shader.
* @param kind The type of shader being compiled (vertex, fragment, etc.).
* @param shaderName The name used for caching the compiled shader.
* @return std::vector<u32> A vector containing the compiled SPIR-V code.
* @throws std::runtime_error if shader compilation fails.
* @param shaderPath Path to the GLSL shader source file
* @param kind Type of shader (vertex, fragment, compute, etc.)
* @return std::vector<u32> Compiled SPIR-V binary code
* @throws std::runtime_error If shader compilation fails or file is not found
*
* This function attempts to load a shader from the cache. If the shader
* is not found in the cache, it compiles the shader from the source code
* and saves the result to the cache for future use.
* This function performs the following steps:
* 1. Checks if a cached version exists and is up-to-date
* 2. Loads from cache if available and valid
* 3. Otherwise, compiles the shader from source
* 4. Caches the newly compiled shader for future use
* 5. Returns the SPIR-V binary code
*/
static fn getCompiledShader(
const char* shaderSource,
const shaderc_shader_kind& kind,
const string& shaderName
) -> std::vector<u32> {
static fn getCompiledShader(const std::filesystem::path& shaderPath, const shaderc_shader_kind& kind)
-> std::vector<u32> {
using namespace std;
const filesystem::path cacheFile = getCacheFilePath(shaderName);
// Convert to absolute path if relative
filesystem::path absPath = filesystem::absolute(shaderPath);
// Try loading from cache first
vector<u32> spirvCode = loadCachedShader(cacheFile);
if (!filesystem::exists(absPath))
throw runtime_error("Shader file not found: " + absPath.string());
if (!spirvCode.empty()) {
fmt::println("Loaded shader from cache: {}", cacheFile.string());
return spirvCode;
const string shaderName = absPath.stem().string();
const filesystem::path cacheFile = getCacheFilePath(shaderName);
// Check if we need to recompile by comparing timestamps
if (filesystem::exists(cacheFile)) {
const auto sourceTime = filesystem::last_write_time(absPath);
const auto cacheTime = filesystem::last_write_time(cacheFile);
if (cacheTime >= sourceTime) {
// Cache is up to date, load it
vector<u32> spirvCode = loadCachedShader(cacheFile);
if (!spirvCode.empty()) {
fmt::println("Loaded shader from cache: {}", cacheFile.string());
return spirvCode;
}
}
}
// Cache miss, compile the shader
spirvCode = compileShader(shaderSource, kind);
// Need to compile the shader
fmt::println("Compiling shader: {}", absPath.string());
// Read shader source
ifstream file(absPath);
if (!file)
throw runtime_error("Failed to open shader file: " + absPath.string());
string shaderSource((istreambuf_iterator<char>(file)), istreambuf_iterator<char>());
file.close();
// Compile the shader
vector<u32> spirvCode = compileShader(shaderSource.c_str(), kind);
if (spirvCode.empty())
throw runtime_error("Shader compilation failed for: " + shaderName);
throw runtime_error("Shader compilation failed for: " + absPath.string());
// Cache the compiled SPIR-V binary
saveCompiledShader(spirvCode, cacheFile.string());
@ -56,13 +98,17 @@ class ShaderCompiler {
private:
/**
* @brief Generates the cache file path based on the operating system.
* @brief Determines the platform-specific shader cache directory.
*
* @param shaderName The name used for the shader file.
* @return string The full path to the cache file.
* @param shaderName Base name of the shader file
* @return std::filesystem::path Full path to the cache file
*
* This function determines the appropriate directory for caching shaders
* based on the operating system and returns the full path for the specified shader name.
* Cache locations:
* - Windows: %LOCALAPPDATA%/VulkanApp/Shaders/
* - macOS: ~/Library/Application Support/VulkanApp/Shaders/
* - Linux: ~/.local/share/VulkanApp/Shaders/
*
* The directory is created if it doesn't exist.
*/
static fn getCacheFilePath(const string& shaderName) -> std::filesystem::path {
using namespace std::filesystem;
@ -76,91 +122,88 @@ class ShaderCompiler {
#endif
if (!exists(cacheDir))
create_directories(cacheDir); // Create the directory if it doesn't exist
create_directories(cacheDir);
return cacheDir / (shaderName + ".spv");
}
/**
* @brief Compiles GLSL code to SPIR-V.
* @brief Loads a cached SPIR-V shader from disk.
*
* @param source The GLSL source code to compile.
* @param kind The type of shader being compiled.
* @return std::vector<u32> A vector containing the compiled SPIR-V code.
* @param cachePath Path to the cached shader file
* @return std::vector<u32> SPIR-V binary code, empty if loading fails
*
* This function uses the shaderc library to compile GLSL source code into
* SPIR-V binary format. If the compilation fails, an empty vector is returned.
* Reads the binary SPIR-V data from the cache file. Returns an empty
* vector if the file cannot be opened or read properly.
*/
static fn compileShader(const char* source, const shaderc_shader_kind& kind) -> std::vector<u32> {
using namespace shaderc;
Compiler compiler;
CompileOptions options;
SpvCompilationResult result = compiler.CompileGlslToSpv(source, kind, "shader.glsl", "main", options);
if (result.GetCompilationStatus() != shaderc_compilation_status_success) {
fmt::println(stderr, "Shader compilation failed: {}", result.GetErrorMessage());
static fn loadCachedShader(const std::filesystem::path& cachePath) -> std::vector<u32> {
std::ifstream file(cachePath, std::ios::binary);
if (!file.is_open())
return {};
}
return { result.cbegin(), result.cend() };
// Read file size
file.seekg(0, std::ios::end);
const std::streamoff fileSize = file.tellg();
file.seekg(0, std::ios::beg);
// Allocate buffer and read data
std::vector<u32> buffer(static_cast<u32>(fileSize) / sizeof(u32));
file.read(std::bit_cast<char*>(buffer.data()), fileSize);
return buffer;
}
/**
* @brief Loads compiled SPIR-V shader code from a cache file.
* @brief Compiles GLSL source code to SPIR-V.
*
* @param cacheFile The path to the cached SPIR-V file.
* @return std::vector<u32> A vector containing the loaded SPIR-V code.
* @throws std::runtime_error if the file cannot be read.
* @param source GLSL shader source code
* @param kind Type of shader being compiled
* @return std::vector<u32> Compiled SPIR-V binary code
*
* This function checks if the specified cache file exists and reads its
* contents into a vector. If the file cannot be opened, an exception is thrown.
* Uses the shaderc library to compile GLSL to SPIR-V. The compilation
* is performed with optimization level set to performance and generates
* debug information in debug builds.
*/
static fn loadCachedShader(const std::filesystem::path& cacheFile) -> std::vector<u32> {
using namespace std;
static fn compileShader(const char* source, shaderc_shader_kind kind) -> std::vector<u32> {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
if (!filesystem::exists(cacheFile))
return {}; // No cached file
// Set compilation options
#ifdef NDEBUG
options.SetOptimizationLevel(shaderc_optimization_level_performance);
#else
options.SetOptimizationLevel(shaderc_optimization_level_zero);
options.SetGenerateDebugInfo();
#endif
ifstream file(cacheFile, ios::binary);
// Compile the shader
shaderc::SpvCompilationResult module = compiler.CompileGlslToSpv(source, kind, "shader", options);
// Check if the file was successfully opened
if (!file)
throw runtime_error("Failed to open cached shader file: " + cacheFile.string());
if (module.GetCompilationStatus() != shaderc_compilation_status_success)
return {};
usize fileSize = filesystem::file_size(cacheFile);
vector<u32> spirvCode(fileSize / sizeof(u32));
// Read entire file content into the vector
if (!file.read(bit_cast<char*>(spirvCode.data()), static_cast<streamsize>(fileSize)))
throw runtime_error("Failed to read cached shader file: " + cacheFile.string());
return spirvCode;
return { module.cbegin(), module.cend() };
}
/**
* @brief Saves compiled SPIR-V binary to a cache file.
* @brief Saves compiled SPIR-V code to the cache.
*
* @param spirvCode The SPIR-V code to save.
* @param cacheFile The path to the file where the SPIR-V code will be saved.
* @throws std::runtime_error if the file cannot be written.
* @param spirv Compiled SPIR-V binary code
* @param cachePath Path where the cache file should be saved
* @return bool True if save was successful, false otherwise
*
* This function writes the compiled SPIR-V binary to the specified file.
* If the file cannot be opened or written, an exception is thrown.
* Writes the SPIR-V binary to disk for future use. Creates any
* necessary parent directories if they don't exist.
*/
static fn saveCompiledShader(const std::vector<u32>& spirvCode, const string& cacheFile) -> void {
using namespace std;
static fn saveCompiledShader(const std::vector<u32>& spirv, const std::string& cachePath) -> bool {
std::ofstream file(cachePath, std::ios::binary);
if (!file.is_open())
return false;
ofstream file(cacheFile, ios::binary);
file.write(
std::bit_cast<const char*>(spirv.data()), static_cast<std::streamsize>(spirv.size() * sizeof(u32))
);
// Check if the file was successfully opened
if (!file)
throw runtime_error("Failed to open file for saving shader: " + cacheFile);
if (!file.write(
bit_cast<const char*>(spirvCode.data()), static_cast<streamsize>(spirvCode.size() * sizeof(u32))
))
throw runtime_error("Failed to save shader to cache: " + cacheFile);
return file.good();
}
};

View file

@ -1,128 +1,152 @@
/**
* @file types.hpp
* @brief Core type definitions and aliases for the project.
*
* This file provides a centralized location for type definitions used throughout
* the project. It includes fixed-width integer types, floating-point types, and
* commonly used GLM vector types. The type aliases are designed to improve code
* readability and ensure consistent type usage across the codebase.
*/
#pragma once
#include <cstddef>
#include <cstdint>
#include <string>
#include <glm/glm.hpp>
#define fn auto
// Integer Types
/**
* @typedef u8
* @brief Represents an 8-bit unsigned integer.
*
* This type alias is used for 8-bit unsigned integers, ranging from 0 to 255.
* It is based on the std::uint8_t type.
* @brief 8-bit unsigned integer.
* @details Range: 0 to 255
* Used for byte-level operations and color channel values.
*/
using u8 = std::uint8_t;
/**
* @typedef u16
* @brief Represents a 16-bit unsigned integer.
*
* This type alias is used for 16-bit unsigned integers, ranging from 0 to 65,535.
* It is based on the std::uint16_t type.
* @brief 16-bit unsigned integer.
* @details Range: 0 to 65,535
* Used for texture coordinates and small indices.
*/
using u16 = std::uint16_t;
/**
* @typedef u32
* @brief Represents a 32-bit unsigned integer.
*
* This type alias is used for 32-bit unsigned integers, ranging from 0 to 4,294,967,295.
* It is based on the std::uint32_t type.
* @brief 32-bit unsigned integer.
* @details Range: 0 to 4,294,967,295
* Used for array sizes, indices, and flags.
*/
using u32 = std::uint32_t;
/**
* @typedef u64
* @brief Represents a 64-bit unsigned integer.
*
* This type alias is used for 64-bit unsigned integers, ranging from 0 to
* 18,446,744,073,709,551,615. It is based on the std::uint64_t type.
* @brief 64-bit unsigned integer.
* @details Range: 0 to 18,446,744,073,709,551,615
* Used for large indices and timestamps.
*/
using u64 = std::uint64_t;
// Type Aliases for Signed Integers
/**
* @typedef i8
* @brief Represents an 8-bit signed integer.
*
* This type alias is used for 8-bit signed integers, ranging from -128 to 127.
* It is based on the std::int8_t type.
* @brief 8-bit signed integer.
* @details Range: -128 to 127
* Used for small signed values and relative offsets.
*/
using i8 = std::int8_t;
/**
* @typedef i16
* @brief Represents a 16-bit signed integer.
*
* This type alias is used for 16-bit signed integers, ranging from -32,768 to 32,767.
* It is based on the std::int16_t type.
* @brief 16-bit signed integer.
* @details Range: -32,768 to 32,767
* Used for medium-range signed values.
*/
using i16 = std::int16_t;
/**
* @typedef i32
* @brief Represents a 32-bit signed integer.
*
* This type alias is used for 32-bit signed integers, ranging from -2,147,483,648 to 2,147,483,647.
* It is based on the std::int32_t type.
* @brief 32-bit signed integer.
* @details Range: -2,147,483,648 to 2,147,483,647
* Primary signed integer type for general use.
*/
using i32 = std::int32_t;
/**
* @typedef i64
* @brief Represents a 64-bit signed integer.
*
* This type alias is used for 64-bit signed integers, ranging from -9,223,372,036,854,775,808 to
* 9,223,372,036,854,775,807. It is based on the std::int64_t type.
* @brief 64-bit signed integer.
* @details Range: -9,223,372,036,854,775,808 to 9,223,372,036,854,775,807
* Used for large signed values and time calculations.
*/
using i64 = std::int64_t;
// Type Aliases for Floating-Point Numbers
// Floating-Point Types
/**
* @typedef f32
* @brief Represents a 32-bit floating-point number.
*
* This type alias is used for 32-bit floating-point numbers, which follow the IEEE 754 standard.
* It is based on the float type.
* @brief 32-bit floating-point number.
* @details IEEE 754 single-precision
* Used for graphics calculations, positions, and colors.
*/
using f32 = float;
/**
* @typedef f64
* @brief Represents a 64-bit floating-point number.
*
* This type alias is used for 64-bit floating-point numbers, which follow the IEEE 754 standard.
* It is based on the double type.
* @brief 64-bit floating-point number.
* @details IEEE 754 double-precision
* Used for high-precision calculations and physics.
*/
using f64 = double;
// Type Aliases for Size Types
// Size Types
/**
* @typedef usize
* @brief Represents an unsigned size type.
*
* This type alias is used for representing the size of objects in bytes.
* It is based on the std::size_t type, which is the result type of the sizeof operator.
* @brief Unsigned size type.
* @details Platform-dependent size (32/64-bit)
* Used for memory sizes and container sizes.
*/
using usize = std::size_t;
/**
* @typedef isize
* @brief Represents a signed size type.
*
* This type alias is used for representing pointer differences.
* It is based on the std::ptrdiff_t type, which is the signed integer type returned when
* subtracting two pointers.
* @brief Signed size type.
* @details Platform-dependent size (32/64-bit)
* Used for pointer arithmetic and container differences.
*/
using isize = std::ptrdiff_t;
/**
* @typedef string
* @brief Represents a string.
* @brief String type alias.
* @details Standard string type for text handling.
*/
using string = std::string;
// GLM Vector Types
/**
* @brief 2D vector with 32-bit float components.
* @details Used for 2D positions, texture coordinates.
*/
using vec2 = glm::f32vec2;
/**
* @brief 3D vector with 32-bit float components.
* @details Used for 3D positions, colors, normals.
*/
using vec3 = glm::f32vec3;
/**
* @brief 4D vector with 32-bit float components.
* @details Used for homogeneous coordinates, quaternions.
*/
using vec4 = glm::f32vec4;
/**
* @brief 2D vector with 64-bit float components.
* @details Used for high-precision 2D calculations.
*/
using dvec2 = glm::f64vec2;
/**
* @brief 3D vector with 64-bit float components.
* @details Used for high-precision 3D positions and directions.
*/
using dvec3 = glm::f64vec3;
/**
* @brief 4D vector with 64-bit float components.
* @details Used for high-precision homogeneous coordinates.
*/
using dvec4 = glm::f64vec4;

View file

@ -1,3 +1,12 @@
/**
* @file unique_image.hpp
* @brief Provides RAII wrapper for image loading and management.
*
* This file implements a RAII-compliant image handling class that uses stb_image
* for loading various image formats. It ensures proper resource management and
* provides a safe interface for image data access.
*/
#include <filesystem>
#define STB_IMAGE_IMPLEMENTATION
@ -7,45 +16,53 @@
namespace stb {
/**
* @brief A class that handles loading and managing image data.
*
* This class uses the stb_image library to load images from the filesystem
* and provides access to the image data, dimensions, and channel count.
* @brief RAII wrapper for image data loaded via stb_image.
*
* This class provides safe resource management for loaded images, ensuring proper
* cleanup of image data. It supports move semantics but prevents copying to maintain
* single ownership of image resources.
*/
class UniqueImage {
public:
/**
* @brief Constructs a UniqueImage object and loads an image from the specified path.
*
* @param path The filesystem path to the image file to load.
* @brief Constructs a UniqueImage by loading from file.
*
* @param path Filesystem path to the image file.
* @throws std::runtime_error If image loading fails.
*
* Automatically loads the image data from the specified file using stb_image.
* The image data is stored in RGBA format with 8 bits per channel.
*/
UniqueImage(const std::filesystem::path& path) { load(path.string().c_str()); }
// Deleted copy constructor to prevent copying.
// Prevent copying to maintain single ownership
UniqueImage(const UniqueImage&) = delete;
// Deleted copy assignment operator to prevent copying.
fn operator=(const UniqueImage&)->UniqueImage& = delete;
fn operator=(const UniqueImage&) -> UniqueImage& = delete;
/**
* @brief Move constructor for UniqueImage.
*
* @param other The UniqueImage object from which to move resources.
*
* Transfers ownership of resources from another UniqueImage object.
* @brief Move constructor for transferring image ownership.
*
* @param other Source UniqueImage to move from.
*
* Transfers ownership of image data from another UniqueImage instance,
* leaving the source in a valid but empty state.
*/
UniqueImage(UniqueImage&& other) noexcept
: mData(other.mData), mWidth(other.mWidth), mHeight(other.mHeight), mChannels(other.mChannels) {
: mData(other.mData),
mWidth(static_cast<i32>(other.mWidth)),
mHeight(static_cast<i32>(other.mHeight)),
mChannels(static_cast<i32>(other.mChannels)) {
other.mData = nullptr;
}
/**
* @brief Move assignment operator for UniqueImage.
*
* @param other The UniqueImage object from which to move resources.
* @brief Move assignment operator for transferring image ownership.
*
* @param other Source UniqueImage to move from.
* @return Reference to this object.
*
* Transfers ownership of resources from another UniqueImage object.
*
* Safely transfers ownership of image data, ensuring proper cleanup of
* existing resources before the transfer.
*/
fn operator=(UniqueImage&& other) noexcept -> UniqueImage& {
if (this != &other) {
@ -53,18 +70,19 @@ namespace stb {
stbi_image_free(mData);
mData = other.mData;
mWidth = other.mWidth;
mHeight = other.mHeight;
mChannels = other.mChannels;
mWidth = static_cast<i32>(other.mWidth);
mHeight = static_cast<i32>(other.mHeight);
mChannels = static_cast<i32>(other.mChannels);
other.mData = nullptr;
}
return *this;
}
/**
* @brief Destructor for UniqueImage.
*
* Frees the image data if it is allocated.
* @brief Destructor that ensures proper cleanup of image resources.
*
* Automatically frees the image data using stb_image_free when the
* object goes out of scope.
*/
~UniqueImage() {
if (mData)
@ -72,50 +90,51 @@ namespace stb {
}
/**
* @brief Retrieves the image data.
*
* @return Pointer to the image data in memory.
* @brief Get raw pointer to image data.
* @return Pointer to the raw image data in memory.
*
* The data is stored in row-major order with either RGB or RGBA format,
* depending on the source image.
*/
[[nodiscard]] fn getData() const -> u8* { return mData; }
/**
* @brief Retrieves the width of the image.
*
* @return The width of the image in pixels.
* @brief Get image width in pixels.
* @return Width of the image.
*/
[[nodiscard]] fn getWidth() const -> i32 { return mWidth; }
/**
* @brief Retrieves the height of the image.
*
* @return The height of the image in pixels.
* @brief Get image height in pixels.
* @return Height of the image.
*/
[[nodiscard]] fn getHeight() const -> i32 { return mHeight; }
/**
* @brief Retrieves the number of channels in the image.
*
* @return The number of channels in the image (e.g., 3 for RGB, 4 for RGBA).
* @brief Get number of color channels.
* @return Number of channels (e.g., 3 for RGB, 4 for RGBA).
*/
[[nodiscard]] fn getChannels() const -> i32 { return mChannels; }
private:
u8* mData = nullptr; ///< Pointer to the image data.
i32 mWidth = 0; ///< Width of the image in pixels.
i32 mHeight = 0; ///< Height of the image in pixels.
i32 mChannels = 0; ///< Number of channels in the image.
/**
* @brief Loads an image from a file.
*
* @param filename The name of the file from which to load the image.
* @throws std::runtime_error If the image fails to load.
* @brief Internal helper function to load image data.
*
* @param path Path to the image file.
* @throws std::runtime_error If image loading fails.
*
* Uses stb_image to load the image data, automatically detecting the
* format and number of channels from the file.
*/
fn load(const char* filename) -> void {
mData = stbi_load(filename, &mWidth, &mHeight, &mChannels, STBI_rgb_alpha);
fn load(const char* path) -> void {
mData = stbi_load(path, &mWidth, &mHeight, &mChannels, STBI_rgb_alpha);
if (!mData)
throw std::runtime_error("Failed to load image: " + string(stbi_failure_reason()));
throw std::runtime_error(fmt::format("Failed to load texture image: {}", path));
}
u8* mData = nullptr; ///< Raw image data in memory
i32 mWidth = 0; ///< Image width in pixels
i32 mHeight = 0; ///< Image height in pixels
i32 mChannels = 0; ///< Number of color channels
};
}

View file

@ -1,3 +1,12 @@
/**
* @file vertex.hpp
* @brief Defines the vertex structure and its associated utilities for 3D rendering.
*
* This file contains the Vertex structure used for 3D model representation in the Vulkan
* graphics pipeline. It includes position, color, and texture coordinate data, along with
* Vulkan-specific descriptors for vertex input handling.
*/
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
@ -8,45 +17,81 @@
#include "types.hpp"
// Vertex data for the model
/**
* @brief Represents a vertex in 3D space with color and texture information.
*
* This structure defines a vertex with all its attributes required for rendering,
* including position in 3D space, RGB color, and texture coordinates. It also
* provides methods for Vulkan vertex input configuration.
*/
struct Vertex {
// Position of the vertex
glm::vec3 pos;
// Color of the vertex (in RGB)
glm::vec3 color;
// Texture coordinates of the vertex
glm::vec2 tex_coord;
vec3 pos; ///< Position of the vertex in 3D space (x, y, z)
vec3 color; ///< RGB color values, each component in range [0, 1]
vec2 tex_coord; ///< Texture coordinates (u, v) for texture mapping
// Returns the binding description for the vertex
/**
* @brief Provides the vertex binding description for Vulkan.
*
* @return vk::VertexInputBindingDescription Describes how to bind vertex data to GPU memory.
*
* The binding description specifies:
* - Binding index (0)
* - Stride (size of one vertex)
* - Input rate (per-vertex data)
*/
static fn getBindingDescription() -> vk::VertexInputBindingDescription {
return { .binding = 0, .stride = sizeof(Vertex), .inputRate = vk::VertexInputRate::eVertex };
}
// Returns the attribute descriptions for the vertex
/**
* @brief Provides attribute descriptions for vertex data interpretation.
*
* @return std::array<vk::VertexInputAttributeDescription, 3> Array of descriptions for position, color, and texture coordinates.
*
* The attribute descriptions specify:
* - Location indices (0 for position, 1 for color, 2 for texture coordinates)
* - Binding point (0)
* - Data format (R32G32B32 for vec3, R32G32 for vec2)
* - Offset of each attribute in the vertex structure
*/
static fn getAttributeDescriptions() -> std::array<vk::VertexInputAttributeDescription, 3> {
return {
// Position attribute
vk::VertexInputAttributeDescription { 0, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, pos) },
// Color attribute
vk::VertexInputAttributeDescription { 1, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, color) },
// Texture coordinate attribute
vk::VertexInputAttributeDescription { 2, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, tex_coord) }
vk::VertexInputAttributeDescription { 0, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, pos) },
vk::VertexInputAttributeDescription { 1, 0, vk::Format::eR32G32B32Sfloat, offsetof(Vertex, color) },
vk::VertexInputAttributeDescription { 2, 0, vk::Format::eR32G32Sfloat, offsetof(Vertex, tex_coord) }
};
}
// Overload the equality operator for the vertex
fn operator==(const Vertex& other) const->bool {
/**
* @brief Compares two vertices for equality.
*
* @param other The vertex to compare with.
* @return bool True if vertices are identical in position, color, and texture coordinates.
*/
fn operator==(const Vertex& other) const -> bool {
return pos == other.pos && color == other.color && tex_coord == other.tex_coord;
}
};
// Hash function for the vertex
namespace std {
/**
* @brief Hash function specialization for Vertex type.
*
* This specialization allows Vertex objects to be used as keys in unordered containers.
* The hash combines position, color, and texture coordinate data using bit operations
* to create a unique hash value.
*/
template <>
struct hash<Vertex> {
fn operator()(Vertex const& vertex) const->size_t {
return ((hash<glm::vec3>()(vertex.pos) ^ (hash<glm::vec3>()(vertex.color) << 1)) >> 1) ^
(hash<glm::vec2>()(vertex.tex_coord) << 1);
/**
* @brief Computes hash value for a vertex.
*
* @param vertex The vertex to hash.
* @return size_t Hash value combining all vertex attributes.
*/
fn operator()(Vertex const& vertex) const -> size_t {
return ((hash<vec3>()(vertex.pos) ^ (hash<vec3>()(vertex.color) << 1)) >> 1) ^
(hash<vec2>()(vertex.tex_coord) << 1);
}
};
}