Fixing vulkan
This commit is contained in:
+8
-180
@@ -5,12 +5,14 @@
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#include "Asset/MeshLoader.h"
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#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
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#include "Graphics/Vulkan/Graphics.h"
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#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"
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#include "Window/SceneView.h"
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#include "Window/WindowManager.h"
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#include <fmt/core.h>
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@@ -21,6 +23,7 @@ using namespace Seele::Editor;
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static Gfx::OGraphics graphics;
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int main() {
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std::string gameName = "MeshShadingDemo";
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#ifdef WIN32
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std::filesystem::path outputPath = "C:/Users/Dynamitos/MeshShadingDemoGame";
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std::filesystem::path sourcePath = "C:/Users/Dynamitos/MeshShadingDemo";
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@@ -34,7 +37,6 @@ int main() {
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std::filesystem::path sourcePath = "/home/dynamitos/MeshShadingDemo";
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std::filesystem::path binaryPath = sourcePath / "cmake" / "libMeshShadingDemo.so";
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#endif
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std::string gameName = "MeshShadingDemo";
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std::filesystem::path cmakePath = outputPath / "cmake";
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#ifdef __APPLE__
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@@ -52,178 +54,12 @@ int main() {
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AssetImporter::importFont(FontImportArgs{
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.filePath = "./fonts/Calibri.ttf",
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});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "old_resources/models/arena.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "old_resources/models/frog.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath = sourcePath / "old_resources/models/train.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/bird.fbx",
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// });
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/cube.fbx",
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});
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/flameThrower.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/player.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/shotgun.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/track.fbx",
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// });
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// AssetImporter::importMesh(MeshImportArgs{
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// .filePath= sourcePath / "old_resources/models/zombie.fbx",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Dirt.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/DirtGrass.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Grass.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Ice.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Lava.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Obsidian.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Rocks.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Sand.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Water.png",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/Wood.png",
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// });
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//
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level0/blendMap.png",
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// .importPath = "level0",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level0/heightMap.png",
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// .importPath = "level0",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level0/trackMap.png",
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// .importPath = "level0",
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// });
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// AssetImporter::importMaterial(MaterialImportArgs{
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// .filePath= sourcePath / "old_resources/shaders/TerrainMaterial.json",
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// .importPath = "level0",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level1/blendMap.png",
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// .importPath = "level1",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level1/heightMap.png",
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// .importPath = "level1",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level1/trackMap.png",
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// .importPath = "level1",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level2/blendMap.png",
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// .importPath = "level2",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level2/heightMap.png",
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// .importPath = "level2",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level2/trackMap.png",
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// .importPath = "level2",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level3/blendMap.png",
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// .importPath = "level3",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level3/heightMap.png",
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// .importPath = "level3",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level3/trackMap.png",
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// .importPath = "level3",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level4/blendMap.png",
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// .importPath = "level4",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level4/heightMap.png",
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// .importPath = "level4",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level4/trackMap.png",
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// .importPath = "level4",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level5/blendMap.png",
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// .importPath = "level5",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level5/heightMap.png",
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// .importPath = "level5",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level5/trackMap.png",
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// .importPath = "level5",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level6/blendMap.png",
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// .importPath = "level6",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level6/heightMap.png",
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// .importPath = "level6",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level6/trackMap.png",
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// .importPath = "level6",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level7/blendMap.png",
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// .importPath = "level7",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level7/heightMap.png",
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// .importPath = "level7",
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/textures/level7/trackMap.png",
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// .importPath = "level7",
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// });
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//
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/skyboxes/FS000_Day_01.png",
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// .type = TextureImportType::TEXTURE_CUBEMAP,
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// });
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// AssetImporter::importTexture(TextureImportArgs{
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// .filePath= sourcePath / "old_resources/skyboxes/FS000_Night_01.png",
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// .type = TextureImportType::TEXTURE_CUBEMAP,
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// });
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AssetImporter::importMesh(MeshImportArgs{
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.filePath = sourcePath / "import/models/after-the-rain-vr-sound/source/Whitechapel.blend"
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});
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WindowCreateInfo mainWindowInfo;
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mainWindowInfo.title = "SeeleEngine";
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mainWindowInfo.width = 1920;
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@@ -237,14 +73,6 @@ int main() {
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sceneViewInfo.dimensions.offset.y = 0;
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sceneViewInfo.numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT;
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OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
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// ViewportCreateInfo inspectorViewInfo;
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// inspectorViewInfo.dimensions.size.x = 640;
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// inspectorViewInfo.dimensions.size.y = 720;
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// inspectorViewInfo.dimensions.offset.x = 640;
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// inspectorViewInfo.dimensions.offset.y = 0;
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// PInspectorView inspectorView = new InspectorView(graphics, window, inspectorViewInfo);
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// window->addView(inspectorView);
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sceneView->setFocused();
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while (windowManager->isActive()) {
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