Fix some errors with meshrenderer moving to engine that gemini didnt have time to fix

Will have to resync how to load more meshes. Probably need a command to do it but for now not needed.
This commit is contained in:
2026-02-22 17:47:46 -05:00
parent 932c45d844
commit 1056301981
8 changed files with 74 additions and 107 deletions

View File

@@ -23,8 +23,8 @@
#include <Graphics/Mesh.h>
#include <Graphics/MeshRenderer.h>
#include <Graphics/RenderPass.h>
#include <Graphics/VertexData.h>
#include <Graphics/SkyboxRenderer.h>
#include <Graphics/VertexData.h>
#ifdef JULIET_ENABLE_IMGUI
#include <imgui.h>
@@ -64,18 +64,13 @@ namespace
} Game;
const char* GameFunctionTable[] = { "GameInit", "GameShutdown", "GameUpdate" };
Arena* PlatformArena = nullptr;
} // namespace
void JulietApplication::Init()
void JulietApplication::Init(NonNullPtr<Arena>)
{
Log(LogLevel::Message, LogCategory::Tool, "Initializing Juliet Application...");
Log(LogLevel::Message, LogCategory::Tool, "%s", CStr(GetBasePath()));
PlatformArena = ArenaAllocate({ .AllowRealloc = true } JULIET_DEBUG_PARAM("Platform Arena"));
GraphicsConfig config;
#if JULIET_DEBUG
config.EnableDebug = true;
@@ -90,8 +85,6 @@ void JulietApplication::Init()
{
AttachToWindow(GraphicsDevice, MainWindow);
{
Running = InitializeMeshRenderer(PlatformArena, GraphicsDevice, MainWindow);
// Create Depth Buffer
TextureCreateInfo depthCI = {};
depthCI.Type = TextureType::Texture_2D;
@@ -121,64 +114,11 @@ void JulietApplication::Init()
float x = static_cast<float>(col) * kSpacing - kOffset;
float y = static_cast<float>(row) * kSpacing - kOffset;
float seed = static_cast<float>(row * kGridSize + col);
float seed = static_cast<float>(row * kGridSize + col);
Matrix rotation = MatrixRotation(seed * 0.73f, seed * 1.17f, seed * 0.53f);
SetMeshTransform(cube, MatrixTranslation(x, y, 0.0f) * rotation);
}
}
CommandList* loadCmd = AcquireCommandList(GraphicsDevice);
LoadMeshesOnGPU(loadCmd);
SubmitCommandLists(loadCmd);
if (Running == false)
{
return;
}
// Create Skybox Pipeline
String skyboxVSEntry = WrapString("main");
ShaderCreateInfo skyboxVSCI = {};
skyboxVSCI.EntryPoint = skyboxVSEntry;
skyboxVSCI.Stage = ShaderStage::Vertex;
String vsPath = GetAssetPath(WrapString("Skybox.vert.dxil"));
Shader* skyboxVS = CreateShader(GraphicsDevice, vsPath, skyboxVSCI);
String skyboxFSEntry = WrapString("main");
ShaderCreateInfo skyboxFSCI = {};
skyboxFSCI.EntryPoint = skyboxFSEntry;
skyboxFSCI.Stage = ShaderStage::Fragment;
String fsPath = GetAssetPath(WrapString("Skybox.frag.dxil"));
Shader* skyboxFS = CreateShader(GraphicsDevice, fsPath, skyboxFSCI);
ColorTargetDescription colorTargetDesc = {};
colorTargetDesc.Format = GetSwapChainTextureFormat(GraphicsDevice, MainWindow);
GraphicsPipelineCreateInfo skyboxPipelineCI = {};
skyboxPipelineCI.VertexShader = skyboxVS;
skyboxPipelineCI.FragmentShader = skyboxFS;
skyboxPipelineCI.PrimitiveType = PrimitiveType::TriangleList;
skyboxPipelineCI.TargetInfo.ColorTargetDescriptions = &colorTargetDesc;
skyboxPipelineCI.TargetInfo.NumColorTargets = 1;
skyboxPipelineCI.TargetInfo.DepthStencilFormat = TextureFormat::D32_FLOAT;
skyboxPipelineCI.TargetInfo.HasDepthStencilTarget = true;
skyboxPipelineCI.RasterizerState.FillMode = FillMode::Solid;
skyboxPipelineCI.RasterizerState.CullMode = CullMode::None;
skyboxPipelineCI.RasterizerState.FrontFace = FrontFace::Clockwise;
skyboxPipelineCI.DepthStencilState.EnableDepthTest = true;
skyboxPipelineCI.DepthStencilState.EnableDepthWrite = false;
skyboxPipelineCI.DepthStencilState.CompareOperation = CompareOperation::LessOrEqual;
SkyboxPipeline = CreateGraphicsPipeline(GraphicsDevice, skyboxPipelineCI);
if (SkyboxPipeline == nullptr)
{
LogError(LogCategory::Graphics, "Failed to create skybox pipeline!");
Running = false;
}
if (skyboxVS) DestroyShader(GraphicsDevice, skyboxVS);
if (skyboxFS) DestroyShader(GraphicsDevice, skyboxFS);
}
GameCode.Functions = reinterpret_cast<void**>(&Game);
@@ -215,8 +155,6 @@ void JulietApplication::Shutdown()
DestroyTexture(GraphicsDevice, DepthBuffer);
}
ShutdownMeshRenderer();
if (MainWindow && GraphicsDevice)
{
DetachFromWindow(GraphicsDevice, MainWindow);
@@ -232,8 +170,6 @@ void JulietApplication::Shutdown()
DestroyGraphicsDevice(GraphicsDevice);
}
ArenaRelease(PlatformArena);
Log(LogLevel::Message, LogCategory::Tool, "Juliet App shutdown Completed");
}
@@ -262,7 +198,7 @@ void JulietApplication::Update()
{
float fps = static_cast<float>(fpsFrames) / fpsTimer;
float ms = (fpsTimer / static_cast<float>(fpsFrames)) * 1000.0f;
char title[64];
char title[64];
snprintf(title, sizeof(title), "Juliet | %.1f FPS | %.2f ms", static_cast<double>(fps), static_cast<double>(ms));
SetWindowTitle(MainWindow, WrapString(title));
fpsTimer = 0.0f;

View File

@@ -18,7 +18,7 @@ namespace Juliet
class JulietApplication : public Juliet::IApplication
{
protected:
void Init() override;
void Init(Juliet::NonNullPtr<Juliet::Arena> arena) override;
void Shutdown() override;
void Update() override;
bool IsRunning() override;
@@ -43,13 +43,12 @@ class JulietApplication : public Juliet::IApplication
Juliet::HotReloadCode GameCode = {};
Juliet::GraphicsPipeline* GraphicsPipeline = {};
Juliet::Texture* DepthBuffer = {};
Juliet::GraphicsPipeline* SkyboxPipeline = {};
Juliet::Arena* GameArena = nullptr;
Juliet::Arena* GameScratchArena = nullptr;
int AutoCloseFrameCount = -1;
bool Running = false;
float CameraTime = 0.0f;
int AutoCloseFrameCount = -1;
bool Running = false;
float CameraTime = 0.0f;
};
JulietApplication& GetEditorApplication();