Implemented basic game dll interaction

This commit is contained in:
Dynamitos
2023-01-29 18:58:59 +01:00
parent 2208ab438a
commit 0dce84459e
72 changed files with 1297 additions and 350 deletions
+1 -1
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@@ -1,4 +1,4 @@
add_subdirectory(System/)
add_subdirectory(Platform/)
add_subdirectory(Window/)
target_sources(Editor
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+1
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@@ -0,0 +1 @@
add_subdirectory(Windows/)
@@ -0,0 +1,4 @@
target_sources(Editor
PRIVATE
GameInterface.h
GameInterface.cpp)
@@ -0,0 +1,28 @@
#include "GameInterface.h"
using namespace Seele;
GameInterface::GameInterface(std::string dllPath)
: dllPath(dllPath)
{
reloadGame();
}
GameInterface::~GameInterface()
{
}
Game* GameInterface::reloadGame()
{
if(lib != NULL)
{
destroyInstance(game);
FreeLibrary(lib);
}
lib = LoadLibraryA(dllPath.c_str());
createInstance = (decltype(createInstance))GetProcAddress(lib, "createInstance");
destroyInstance = (decltype(destroyInstance))GetProcAddress(lib, "destroyInstance");
game = createInstance();
return game;
}
@@ -0,0 +1,20 @@
#pragma once
#include "Game.h"
#include "Windows.h"
namespace Seele
{
class GameInterface
{
public:
GameInterface(std::string dllPath);
~GameInterface();
Game* reloadGame();
private:
HMODULE lib = NULL;
std::string dllPath;
Game* game;
Game* (*createInstance)() = nullptr;
void (*destroyInstance)(Game*) = nullptr;
};
} // namespace Seele
-2
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@@ -1,2 +0,0 @@
target_sources(Editor
PRIVATE)
+2
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@@ -1,5 +1,7 @@
target_sources(Editor
PRIVATE
GameView.h
GameView.cpp
InspectorView.h
InspectorView.cpp
SceneView.h
+146
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@@ -0,0 +1,146 @@
#include "GameView.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/KeyboardInput.h"
#include "Actor/CameraActor.h"
using namespace Seele;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo)
: View(graphics, window, createInfo, "Game")
, gameInterface("C:\\Users\\Dynamitos\\TrackClear\\bin\\TrackCleard.dll")
, renderGraph(RenderGraphBuilder::build(
DepthPrepass(graphics),
LightCullingPass(graphics),
BasePass(graphics),
#ifdef EDITOR
DebugPass(graphics),
#endif
SkyboxRenderPass(graphics)
))
{
scene = new Scene(graphics);
systemGraph = new SystemGraph();
gameInterface.reloadGame()->setupScene(scene, systemGraph);
renderGraph.updateViewport(viewport);
}
GameView::~GameView()
{
}
void GameView::beginUpdate()
{
}
void GameView::update()
{
static auto startTime = std::chrono::high_resolution_clock::now();
systemGraph->run(threadPool, updateTime);
scene->update(updateTime);
auto endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> duration = (endTime - startTime);
updateTime = duration.count();
startTime = endTime;
}
void GameView::commitUpdate()
{
depthPrepassData.staticDrawList = scene->getStaticMeshes();
depthPrepassData.sceneDataBuffer = scene->getSceneDataBuffer();
lightCullingData.lightEnv = scene->getLightBuffer();
basePassData.staticDrawList = scene->getStaticMeshes();
basePassData.sceneDataBuffer = scene->getSceneDataBuffer();
#ifdef EDITOR
if(showDebug)
{
debugPassData.vertices = Seele::gDebugVertices;
}
#endif
Seele::gDebugVertices.clear();
}
void GameView::prepareRender()
{
#ifdef EDITOR
renderGraph.updatePassData(depthPrepassData, lightCullingData, basePassData, debugPassData, skyboxData);
#else
renderGraph.updatePassData(depthPrepassData, lightCullingData, basePassData, skyboxData);
#endif
}
void GameView::render()
{
scene->view<Component::Camera>([&](Component::Camera& cam)
{
if(cam.mainCamera)
{
renderGraph.render(cam);
}
});
}
void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier)
{
scene->view<Component::KeyboardInput>([=](Component::KeyboardInput& input)
{
//if(code == KeyCode::KEY_R && action == InputAction::PRESS)
//{
// auto cubeMesh = AssetRegistry::findMesh("cube");
// PEntity cube2 = new Entity(scene);
// Component::Transform& cube2Transform = cube2->attachComponent<Component::Transform>();
// cube2Transform.setPosition(Vector(0, 20, 0));
// cube2Transform.setRotation(Quaternion(Vector(0.f, 90.f, 90.f)));
// cube2Transform.setScale(Vector(2.f, 2.f, 2.f));
// cubeMesh->physicsMesh.type = Component::ColliderType::DYNAMIC;
// cube2->attachComponent<Component::Collider>(cubeMesh->physicsMesh);
// cube2->attachComponent<Component::StaticMesh>(cubeMesh);
// Component::RigidBody& physics2 = cube2->attachComponent<Component::RigidBody>();
// physics2.linearMomentum = Vector(0, -10, 0);
// physics2.angularMomentum = Vector(0, 0, 0);
//}
//
//if(code == KeyCode::KEY_B && action == InputAction::PRESS)
//{
// showDebug = !showDebug;
// debugPassData.vertices.clear();
//}
input.keys[code] = action != InputAction::RELEASE;
});
}
void GameView::mouseMoveCallback(double xPos, double yPos)
{
scene->view<Component::KeyboardInput>([=](Component::KeyboardInput& input)
{
input.mouseX = static_cast<float>(xPos);
input.mouseY = static_cast<float>(yPos);
});
}
void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier)
{
scene->view<Component::KeyboardInput>([=](Component::KeyboardInput& input)
{
if (button == MouseButton::MOUSE_BUTTON_1)
{
input.mouse1 = action != InputAction::RELEASE;
}
if (button == MouseButton::MOUSE_BUTTON_2)
{
input.mouse2 = action != InputAction::RELEASE;
}
});
}
void GameView::scrollCallback(double, double)
{
}
void GameView::fileCallback(int, const char**)
{
}
+59
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@@ -0,0 +1,59 @@
#pragma once
#include "Window/View.h"
#include "Scene/Scene.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Graphics/RenderPass/DebugPass.h"
#include "Graphics/RenderPass/SkyboxRenderPass.h"
#include "Platform/Windows/GameInterface.h" // TODO
namespace Seele
{
class GameView : public View
{
public:
GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo);
virtual ~GameView();
virtual void beginUpdate() override;
virtual void update() override;
virtual void commitUpdate() override;
virtual void prepareRender() override;
virtual void render() override;
private:
GameInterface gameInterface;
RenderGraph<
DepthPrepass,
LightCullingPass,
BasePass,
#ifdef EDITOR
DebugPass,
#endif
SkyboxRenderPass
> renderGraph;
DepthPrepassData depthPrepassData;
LightCullingPassData lightCullingData;
BasePassData basePassData;
SkyboxPassData skyboxData;
#ifdef EDITOR
DebugPassData debugPassData;
#endif
PScene scene;
PSystemGraph systemGraph;
dp::thread_pool<> threadPool;
float updateTime = 0;
#ifdef EDITOR
bool showDebug = true;
#endif
virtual void keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) override;
virtual void mouseMoveCallback(double xPos, double yPos) override;
virtual void mouseButtonCallback(Seele::MouseButton button, Seele::InputAction action, Seele::KeyModifier modifier) override;
virtual void scrollCallback(double xOffset, double yOffset) override;
virtual void fileCallback(int count, const char** paths) override;
};
DEFINE_REF(GameView)
} // namespace Seele
-15
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@@ -22,19 +22,6 @@ SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const ViewportCreat
))
, cameraSystem(createInfo.dimensions, Vector(0, 0, 10))
{
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Body_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Face_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Hair_Diffuse.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Sword_Ayaka_Tex_Hair_Lightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Avatar_Girl_Tex_FaceLightmap.png");
AssetRegistry::importFile("C:\\Users\\Dynamitos\\TestSeeleProject\\Assets\\Ayaka\\Ayaka.fbx");
auto meshAsset = AssetRegistry::findMesh("Ayaka");
for(auto mesh : meshAsset->getMeshes())
{
PActor actor = new Actor(scene);
actor->attachComponent<Component::StaticMesh>(mesh->vertexInput, mesh->indexBuffer, mesh->referencedMaterial);
}
//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Ely\\Ely.fbx");
//AssetRegistry::importFile("D:\\Private\\Programming\\Unreal Engine\\Assets\\Cube\\cube.obj");
@@ -51,14 +38,12 @@ SceneView::~SceneView()
void SceneView::beginUpdate()
{
scene->beginUpdate(Gfx::currentFrameDelta);
//co_return;
}
void SceneView::update()
{
cameraSystem.update(viewportCamera, static_cast<float>(Gfx::currentFrameDelta));
scene->commitUpdate();
//co_return;
}
-1
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@@ -69,7 +69,6 @@ void ViewportControl::update(Component::Camera& camera, float deltaTime)
sin(pitch),
sin(yaw) * cos(pitch)));
camera.viewMatrix = glm::lookAt(position, position + springArm, Vector(0, 1, 0));
camera.projectionMatrix = glm::perspective(fieldOfView, aspectRatio, 0.1f, 1000.0f);
std::cout << yaw << " " << pitch << std::endl;
}
+12 -5
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@@ -1,15 +1,20 @@
#include "Window/WindowManager.h"
#include "Window/SceneView.h"
#include "Window/GameView.h"
#include "Window/InspectorView.h"
#include "Asset/AssetRegistry.h"
#include "Graphics/Vulkan/VulkanGraphics.h"
using namespace Seele;
using namespace Seele::Editor;
int main()
{
Gfx::PGraphics graphics = new Vulkan::Graphics();
GraphicsInitializer initializer;
graphics->init(initializer);
PWindowManager windowManager = new WindowManager();
AssetRegistry::init("C:\\Users\\Dynamitos\\TestSeeleProject");
AssetRegistry::init(std::string("C:\\Users\\Dynamitos\\TrackClear"), graphics);
WindowCreateInfo mainWindowInfo;
mainWindowInfo.title = "SeeleEngine";
mainWindowInfo.width = 1280;
@@ -17,24 +22,26 @@ int main()
mainWindowInfo.bFullscreen = false;
mainWindowInfo.numSamples = 1;
mainWindowInfo.pixelFormat = Gfx::SE_FORMAT_B8G8R8A8_UNORM;
auto window = windowManager->addWindow(mainWindowInfo);
auto window = windowManager->addWindow(graphics, mainWindowInfo);
ViewportCreateInfo sceneViewInfo;
sceneViewInfo.dimensions.size.x = 1280;
sceneViewInfo.dimensions.size.y = 720;
sceneViewInfo.dimensions.offset.x = 0;
sceneViewInfo.dimensions.offset.y = 0;
PSceneView sceneView = new SceneView(windowManager->getGraphics(), window, sceneViewInfo);
window->addView(sceneView);
PGameView sceneView = new GameView(graphics, window, sceneViewInfo);
ViewportCreateInfo inspectorViewInfo;
inspectorViewInfo.dimensions.size.x = 640;
inspectorViewInfo.dimensions.size.y = 720;
inspectorViewInfo.dimensions.offset.x = 640;
inspectorViewInfo.dimensions.offset.y = 0;
PInspectorView inspectorView = new InspectorView(windowManager->getGraphics(), window, inspectorViewInfo);
PInspectorView inspectorView = new InspectorView(graphics, window, inspectorViewInfo);
//window->addView(inspectorView);
sceneView->setFocused();
window->render();
//export game
std::string outputPath = "C:\\Users\\Dynamitos\\TrackClearGame";
return 0;
}