Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
+35 -70
View File
@@ -1,19 +1,19 @@
#include "GameView.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/KeyboardInput.h"
#include "Actor/CameraActor.h"
#include "Asset/AssetRegistry.h"
#include "Component/KeyboardInput.h"
#include "Graphics/Graphics.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Graphics/RenderPass/CachedDepthPass.h"
#include "Graphics/RenderPass/DebugPass.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/SkyboxRenderPass.h"
#include "Graphics/RenderPass/VisibilityPass.h"
#include "System/CameraUpdater.h"
#include "System/LightGather.h"
#include "System/MeshUpdater.h"
#include "System/CameraUpdater.h"
#include "Graphics/RenderPass/CachedDepthPass.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/VisibilityPass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Graphics/RenderPass/SkyboxRenderPass.h"
#include "Graphics/RenderPass/DebugPass.h"
#include "Window/Window.h"
using namespace Seele;
@@ -22,12 +22,8 @@ bool useViewCulling = false;
bool useLightCulling = false;
bool resetVisibility = false;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game")
, scene(new Scene(graphics))
, gameInterface(dllPath)
{
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game"), scene(new Scene(graphics)), gameInterface(dllPath) {
reloadGame();
renderGraph.addPass(new CachedDepthPass(graphics, scene));
renderGraph.addPass(new DepthPrepass(graphics, scene));
@@ -35,31 +31,23 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
renderGraph.addPass(new LightCullingPass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
renderGraph.addPass(new DebugPass(graphics, scene));
//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
// renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
renderGraph.setViewport(viewport);
renderGraph.createRenderPass();
}
GameView::~GameView()
{
}
GameView::~GameView() {}
void GameView::beginUpdate()
{
}
void GameView::beginUpdate() {}
void GameView::update()
{
void GameView::update() {
static auto startTime = std::chrono::high_resolution_clock::now();
for (VertexData* vd : VertexData::getList())
{
for (VertexData* vd : VertexData::getList()) {
vd->resetMeshData();
}
systemGraph->run(updateTime);
scene->update(updateTime);
for (VertexData* vd : VertexData::getList())
{
for (VertexData* vd : VertexData::getList()) {
vd->createDescriptors();
}
scene->getLightEnvironment()->commit();
@@ -69,33 +57,24 @@ void GameView::update()
startTime = endTime;
}
void GameView::commitUpdate()
{
}
void GameView::commitUpdate() {}
void GameView::prepareRender()
{
}
void GameView::prepareRender() {}
void GameView::render()
{
void GameView::render() {
Component::Camera cam;
scene->view<Component::Camera>([&cam](Component::Camera& c) {
if (c.mainCamera)
if (c.mainCamera)
cam = c;
});
renderGraph.render(cam);
}
void GameView::applyArea(URect)
{
renderGraph.setViewport(viewport);
}
void GameView::applyArea(URect) { renderGraph.setViewport(viewport); }
void GameView::reloadGame()
{
void GameView::reloadGame() {
gameInterface.reload();
systemGraph = new SystemGraph();
gameInterface.getGame()->setupScene(scene, systemGraph);
System::OKeyboardInput keyInput = new System::KeyboardInput(scene);
@@ -106,45 +85,31 @@ void GameView::reloadGame()
systemGraph->addSystem(new System::CameraUpdater(scene));
}
void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
{
void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) {
keyboardSystem->keyCallback(code, action, modifier);
if (code == KeyCode::KEY_P && action == InputAction::RELEASE)
{
if (code == KeyCode::KEY_P && action == InputAction::RELEASE) {
usePositionOnly = !usePositionOnly;
std::cout << "Use Pos only " << usePositionOnly << std::endl;
}
if (code == KeyCode::KEY_O && action == InputAction::RELEASE)
{
if (code == KeyCode::KEY_O && action == InputAction::RELEASE) {
useViewCulling = !useViewCulling;
std::cout << "Use View Culling " << useViewCulling << std::endl;
}
if (code == KeyCode::KEY_L && action == InputAction::RELEASE)
{
if (code == KeyCode::KEY_L && action == InputAction::RELEASE) {
useLightCulling = !useLightCulling;
std::cout << "Use Light Culling " << useLightCulling << std::endl;
}
if (code == KeyCode::KEY_R && action == InputAction::RELEASE)
{
if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
resetVisibility = true;
}
}
void GameView::mouseMoveCallback(double xPos, double yPos)
{
keyboardSystem->mouseCallback(xPos, yPos);
}
void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); }
void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
{
void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier) {
keyboardSystem->mouseButtonCallback(button, action, modifier);
}
void GameView::scrollCallback(double xScroll, double yScroll)
{
keyboardSystem->scrollCallback(xScroll, yScroll);
}
void GameView::scrollCallback(double xScroll, double yScroll) { keyboardSystem->scrollCallback(xScroll, yScroll); }
void GameView::fileCallback(int, const char**)
{
}
void GameView::fileCallback(int, const char**) {}