#include #include #include "engine/vulkanapi/backend.h" #include "engine/vulkanapi/window.h" #include "engine/vulkanapi/pass/gbuffer.h" #include "engine/vulkanapi/pass/forwardpass.h" #include "engine/object/mesh/actor.h" #include "engine/object/property/actor_property.h" #include "zlog.h" using namespace engineapi; int main(int argc, char** argv) { const char* name = "zengine"; zlog::info("hello {}", name); auto vulkan = vulkanapi::Backend(name); auto wnd = vulkanapi::Window(vulkan, 3, 640, 720, name); auto gbuffer = vulkanapi::GeometryBuffer(vulkan.GetDevice(), 3, 640, 720); auto forwardpass = vulkanapi::ForwardPass(vulkan.GetDevice(), gbuffer); ActorProperty property; property.id = 1; property.path = "assets/models/cube.obj"; auto actor = ActorMesh::New(property); while (true) { std::this_thread::sleep_for(std::chrono::milliseconds(1000)); } delete actor; return 0; }