testing game export

This commit is contained in:
Dynamitos
2023-03-07 21:25:56 +01:00
parent f1062e5bcb
commit 2607c28b98
10 changed files with 134 additions and 37 deletions
+18 -2
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@@ -5,6 +5,22 @@ if(${CMAKE_VERSION} VERSION_LESS 3.12)
endif()
set(CMAKE_CXX_STANDARD 20)
project(${GAME_TITLE})
project(@GAME_TITLE@)
add_executable(${GAME_TITLE} main.cpp )
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY @GAME_DESTINATION@)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG @GAME_DESTINATION@)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE @GAME_DESTINATION@)
find_package(Vulkan REQUIRED)
find_package(Threads REQUIRED)
find_package(Seele REQUIRED)
link_directories(${Seele_DIR}/lib)
add_executable(@GAME_TITLE@ main.cpp)
target_link_libraries(@GAME_TITLE@ PUBLIC Seele::Engine)
add_custom_command(TARGET @GAME_TITLE@ POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy -t @GAME_DESTINATION@ $<TARGET_RUNTIME_DLLS:@GAME_TITLE@>
COMMAND_EXPAND_LISTS
)
+2
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@@ -0,0 +1,2 @@
configure_file(cmake/main.cpp.in ${GAME_DESTINATION}/cmake/main.cpp @ONLY)
configure_file(cmake/CMakeLists.txt.in ${GAME_DESTINATION}/cmake/CMakeLists.txt @ONLY)
+27 -22
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@@ -1,29 +1,34 @@
#include "Window/WindowManager.h"
#include ""
#include "Asset/AssetRegistry.h"
#include <Window/WindowManager.h>
#include <Asset/AssetRegistry.h>
#include <Window/GameView.h>
#include <Graphics/Vulkan/VulkanGraphics.h>
using namespace Seele;
int main()
{
Gfx::PGraphics graphics = new Vulkan::Graphics();
GraphicsInitializer initializer;
graphics->init(initializer);
PWindowManager windowManager = new WindowManager();
AssetRegistry::load("registry");
WindowCreateInfo gameWindowInfo = {
.title = ${GAME_TITLE},
.width = 1280,
.height = 720,
.bFullscreen = false,
.numSamples = 1,
.pixelFormat = Gfx::SE_FORMAT_B8G8R8A8_UNORM,
};
auto window = windowManager->addWindow(gameWindowInfo);
ViewportCreateInfo gameViewinfo = {
.dimensions = {
.size = {
.x = 1280,
.y = 720,
},
},
};
new GameView(windowManager->getGraphics(), window, gameViewInfo, ${DLL_PATH});
AssetRegistry::init("Assets", graphics);
WindowCreateInfo mainWindowInfo;
mainWindowInfo.title = "@GAME_TITLE@";
mainWindowInfo.width = 1280;
mainWindowInfo.height = 720;
mainWindowInfo.bFullscreen = false;
mainWindowInfo.numSamples = 1;
mainWindowInfo.pixelFormat = Gfx::SE_FORMAT_B8G8R8A8_UNORM;
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;
PGameView sceneView = new GameView(graphics, window, sceneViewInfo, "@GAME_BINARY@");
sceneView->setFocused();
window->render();
return 0;
}
+2
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@@ -227,6 +227,8 @@ int main()
window->render();
//export game
std::string outputPath = "C:\\Users\\Dynamitos\\TrackClearGame";
std::system("cmake --configure");
return 0;
}
+3
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@@ -6,6 +6,8 @@ target_sources(Engine
AssetRegistry.cpp
FontAsset.h
FontAsset.cpp
LevelAsset.h
LevelAsset.cpp
MaterialAsset.h
MaterialAsset.cpp
MaterialInstanceAsset.h
@@ -21,6 +23,7 @@ target_sources(Engine
Asset.h
AssetRegistry.h
FontAsset.h
LevelAsset.h
MaterialAsset.h
MaterialInstanceAsset.h
MeshAsset.h
+29
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@@ -0,0 +1,29 @@
#include "LevelAsset.h"
using namespace Seele;
LevelAsset::LevelAsset()
{
}
LevelAsset::LevelAsset(std::string_view folderPath, std::string_view name)
: Asset(folderPath, name)
{
}
LevelAsset::~LevelAsset()
{
}
void LevelAsset::save(ArchiveBuffer& buffer) const
{
}
void LevelAsset::load(ArchiveBuffer& buffer)
{
}
+18
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@@ -0,0 +1,18 @@
#pragma once
#include "Asset.h"
namespace Seele
{
class LevelAsset : public Asset
{
public:
static constexpr uint64 IDENTIFIER = 0x20;
LevelAsset();
LevelAsset(std::string_view folderPath, std::string_view name);
virtual ~LevelAsset();
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
private:
};
} // namespace Seele
@@ -188,10 +188,10 @@ void LightCullingPass::publishOutputs()
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
resources->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
resources->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
resources->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
resources->registerBufferOutput("DIRECTIONAL_LIGHTS", passData.lightEnv.directionalLights);
resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", passData.lightEnv.numDirectional);
resources->registerBufferOutput("POINT_LIGHTS", passData.lightEnv.pointLights);
resources->registerUniformOutput("NUM_POINT_LIGHTS", passData.lightEnv.numPoints);
TextureCreateInfo textureInfo = {
.width = dispatchParams.numThreadGroups.x,
+30 -8
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@@ -105,15 +105,37 @@ Array<MeshBatch> Scene::getStaticMeshes()
return result;
}
LightEnv Scene::getLightBuffer() const
LightEnv Scene::getLightBuffer()
{
result.directionalLights[0].color = Vector4(0.4, 0.3, 0.5, 1.0);
result.directionalLights[0].direction = Vector4(0.5, -0.5, 0, 0);
result.numDirectionalLights = 0;
result.pointLights[0].positionWS = Vector4(0, 50, 0, 0);
result.pointLights[0].colorRange = Vector4(0.2, 0.4, 0.7, 100);
result.numPointLights = 1;
return result;
StaticArray<DirectionalLight, MAX_DIRECTIONAL_LIGHTS> dirLights;
uint32 numDirLights;
for(auto&& [entity, light] : registry.view<DirectionalLight>().each())
{
dirLights[numDirLights++] = light;
}
lightEnv.directionalLights->updateContents({
.size = sizeof(DirectionalLight) * numDirLights,
.data = (uint8*)dirLights.data(),
});
lightEnv.numDirectional->updateContents({
.size = sizeof(uint32),
.data = (uint8*)&numDirLights,
});
StaticArray<PointLight, MAX_POINT_LIGHTS> pointLights;
uint32 numPointLights;
for(auto&& [entity, light] : registry.view<PointLight>().each())
{
pointLights[numPointLights++] = light;
}
lightEnv.pointLights->updateContents({
.size = sizeof(PointLight) * numPointLights,
.data = (uint8*)pointLights.data(),
});
lightEnv.numPoints->updateContents({
.size = sizeof(uint32),
.data = (uint8*)&numPointLights,
});
return lightEnv;
}
+1 -1
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@@ -69,7 +69,7 @@ public:
registry.view<Component>().each(func);
}
Array<MeshBatch> getStaticMeshes();
LightEnv getLightBuffer() const;
LightEnv getLightBuffer();
Component::Skybox getSkybox();
Gfx::PStructuredBuffer getSceneDataBuffer() const { return sceneDataBuffer; }
Gfx::PGraphics getGraphics() const { return graphics; }