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Seele/src/Editor/main.cpp
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#include "Asset/AssetImporter.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/EnvironmentLoader.h"
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#include "Asset/FontLoader.h"
#include "Asset/MaterialLoader.h"
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#include "Asset/MeshLoader.h"
#include "Asset/TextureLoader.h"
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#include "Graphics/Initializer.h"
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#ifdef __APPLE__
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#include "Graphics/Metal/Graphics.h"
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#else
#endif
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#include "Graphics/StaticMeshVertexData.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Window/InspectorView.h"
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#include "Window/PlayView.h"
#include "Window/WindowManager.h"
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#include <fmt/core.h>
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#include <random>
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using namespace Seele;
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using namespace Seele::Editor;
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// make it global so it gets deleted last and automatically
static Gfx::OGraphics graphics;
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int main() {
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std::string gameName = "MeshShadingDemo";
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std::filesystem::path outputPath = fmt::format("../../{0}Game", gameName);
std::filesystem::path sourcePath = fmt::format("../../{0}", gameName);
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#ifdef WIN32
std::string libraryEnding = "dll";
#elif __APPLE__
std::string libraryEnding = "dylib";
#else
std::string libraryEnding = "so";
#endif
std::filesystem::path binaryPath = sourcePath / "bin" / fmt::format("{}.{}", gameName, libraryEnding);
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std::filesystem::path cmakePath = outputPath / "cmake";
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if (true) {
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#ifdef __APPLE__
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graphics = new Metal::Graphics();
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#else
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graphics = new Vulkan::Graphics();
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#endif
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GraphicsInitializer initializer;
graphics->init(initializer);
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
vd->init(graphics);
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OWindowManager windowManager = new WindowManager();
AssetRegistry::init(sourcePath / "Assets", graphics);
AssetImporter::init(graphics);
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AssetImporter::importFont(FontImportArgs{
.filePath = "./fonts/arial.ttf",
});
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AssetImporter::importEnvironmentMap(EnvironmentImportArgs{
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.filePath = sourcePath / "import" / "textures" / "newport_loft.hdr",
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});
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// AssetImporter::importTexture(TextureImportArgs{
// .filePath = sourcePath / "import" / "textures" / "grass_block_side.png",
// .importPath = "",
// });
//AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "import" / "models" / "main1_sponza" / "sponza.gltf",
// .importPath = "sponza",
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//});
AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import" / "models" / "rttest.glb",
.importPath = "rttest",
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});
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getThreadPool().waitIdle();
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vd->commitMeshes();
WindowCreateInfo mainWindowInfo = {
.width = 1920,
.height = 1080,
.title = "SeeleEngine",
.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB,
};
auto window = windowManager->addWindow(graphics, mainWindowInfo);
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ViewportCreateInfo sceneViewInfo = {
.dimensions =
{
.size = {1920, 1080},
.offset = {0, 0},
},
};
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath);
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sceneView->setFocused();
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// OInspectorView inspectorView = new Editor::InspectorView(graphics, window,
// ViewportCreateInfo{
// .dimensions =
// {
// .size = {1920, 1080},
// .offset = {0, 0},
// },
// .fieldOfView = 0,
// .numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT,
// });
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//
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window->show();
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while (windowManager->isActive() && getGlobals().running) {
windowManager->render();
}
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graphics->waitDeviceIdle();
Material::destroy();
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vd->destroy();
// export game
} else {
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std::filesystem::create_directories(outputPath);
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std::system(fmt::format("cmake -DCMAKE_BUILD_TYPE=Release -DGAME_TITLE=\"{}\" -DGAME_DESTINATION=\"{}\" "
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"-DGAME_BINARY=\"{}\" -P ./cmake/ExportProject.cmake",
gameName, outputPath.generic_string(), binaryPath.generic_string())
.c_str());
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std::system(fmt::format("cmake -S {} -B {}", cmakePath.generic_string(), outputPath.generic_string()).c_str());
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std::system(fmt::format("cmake --build {}", cmakePath.generic_string()).c_str());
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std::filesystem::copy(binaryPath, outputPath, std::filesystem::copy_options::recursive);
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std::filesystem::copy(sourcePath / "Assets", outputPath / "Assets", std::filesystem::copy_options::recursive);
std::filesystem::copy("shaders", outputPath / "shaders", std::filesystem::copy_options::recursive);
std::filesystem::copy("textures", outputPath / "textures", std::filesystem::copy_options::recursive);
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#ifdef WIN32
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std::filesystem::copy_file("assimp-vc143-mt.dll", outputPath / "assimp-vc143-mt.dll");
std::filesystem::copy_file("slang.dll", outputPath / "slang.dll");
std::filesystem::copy_file("slang-glslang.dll", outputPath / "slang-glslang.dll");
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#endif
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}
return 0;
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}