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Engine.h
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Engine.h
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#pragma once
#include "util/VulkanUtils.h"
#include "core/VulkanInstance.h"
#include "core/Device.h"
#include "core/Swapchain.h"
#include "descriptor/DescriptorSetManager.h"
#include "pipeline/PipelineLayoutManager.h"
#include "pipeline/GraphicsPipelineBuilder.h"
#include "rendering/CommandPool.h"
#include "rendering/CommandBuffer.h"
#include "rendering/RenderPass.h"
#include "rendering/Framebuffer.h"
#include "resource/MemoryAllocator.h"
#include "resource/ResourceManager.h"
#include "resource/Buffer.h"
#include "resource/Image.h"
#include "resource/Sampler.h"
#include "shader/ShaderModule.h"
#include "shader/ShaderReflection.h"
#include "sync/Fence.h"
#include "sync/Semaphore.h"
#include "scene/Mesh.h"
#include "scene/Material.h"
#include "scene/Scene.h"
#include "core/Queue.h"
#include "resource/StagingBufferManager.h"
#include "scene/MeshRenderer.h"
#include "util/Window.h"
#include "resource/Texture.h"
#include "resource/ResourceBarrier.h"
constexpr VkPipelineColorBlendAttachmentState noBlend{
.blendEnable = VK_FALSE,
.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT
};
constexpr VkPipelineColorBlendAttachmentState alphaBlend = {
.blendEnable = VK_TRUE,
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
.dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA,
.alphaBlendOp = VK_BLEND_OP_ADD,
.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT
};
class Engine {
public:
explicit Engine();
~Engine();
private:
};