implemented basic shader expressions

This commit is contained in:
Dynamitos
2023-02-24 22:09:07 +01:00
parent 48fa098546
commit f46262b66e
67 changed files with 1390 additions and 852 deletions
+2 -2
View File
@@ -1,9 +1,9 @@
target_sources(Editor
PRIVATE
GameView.h
GameView.cpp
InspectorView.h
InspectorView.cpp
PlayView.h
PlayView.cpp
SceneView.h
SceneView.cpp
ViewportControl.h
-324
View File
@@ -1,324 +0,0 @@
#include "GameView.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/KeyboardInput.h"
#include "Actor/CameraActor.h"
#include "Asset/AssetRegistry.h"
#include "Asset/MeshLoader.h"
#include "Asset/TextureLoader.h"
#include "Asset/MaterialLoader.h"
using namespace Seele;
AssetRegistry* instance = new AssetRegistry();
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);
gameInterface.reload(instance);
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/arena.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/train.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/bird.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/cube.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/flameThrower.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/player.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/shotgun.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/track.fbx",
});
AssetRegistry::importMesh(MeshImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/models/zombie.fbx",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Dirt.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/DirtGrass.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Grass.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Ice.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Lava.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Obsidian.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Rocks.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Sand.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Water.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/Wood.png",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level0/blendMap.png",
.importPath = "level0",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level0/heightMap.png",
.importPath = "level0",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level0/trackMap.png",
.importPath = "level0",
});
AssetRegistry::importMaterial(MaterialImportArgs{
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level0/TerrainLevel0.asset",
.importPath = "level0",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level1/blendMap.png",
.importPath = "level1",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level1/heightMap.png",
.importPath = "level1",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level1/trackMap.png",
.importPath = "level1",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level2/blendMap.png",
.importPath = "level2",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level2/heightMap.png",
.importPath = "level2",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level2/trackMap.png",
.importPath = "level2",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level3/blendMap.png",
.importPath = "level3",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level3/heightMap.png",
.importPath = "level3",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level3/trackMap.png",
.importPath = "level3",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level4/blendMap.png",
.importPath = "level4",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level4/heightMap.png",
.importPath = "level4",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level4/trackMap.png",
.importPath = "level4",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level5/blendMap.png",
.importPath = "level5",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level5/heightMap.png",
.importPath = "level5",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level5/trackMap.png",
.importPath = "level5",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level6/blendMap.png",
.importPath = "level6",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level6/heightMap.png",
.importPath = "level6",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level6/trackMap.png",
.importPath = "level6",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level7/blendMap.png",
.importPath = "level7",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level7/heightMap.png",
.importPath = "level7",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/textures/level7/trackMap.png",
.importPath = "level7",
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/skyboxes/FS000_Day_01.png",
.type = TextureImportType::TEXTURE_CUBEMAP,
});
AssetRegistry::importTexture(TextureImportArgs {
.filePath = "C:/Users/Dynamitos/TrackClear/old_resources/skyboxes/FS000_Night_01.png",
.type = TextureImportType::TEXTURE_CUBEMAP,
});
AssetRegistry::saveRegistry();
systemGraph = new SystemGraph();
gameInterface.getGame()->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();
skyboxData.skybox = scene->getSkybox();
#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
View File
@@ -1,59 +0,0 @@
#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 = false;
#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
+3 -5
View File
@@ -1,24 +1,22 @@
#include "InspectorView.h"
#include "Graphics/Graphics.h"
#include "Actor/Actor.h"
#include "Window/Window.h"
#include "Asset/AssetRegistry.h"
#include "Asset/FontLoader.h"
#include "UI/System.h"
#include "Window/Window.h"
using namespace Seele;
using namespace Seele::Editor;
InspectorView::InspectorView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo)
: View(graphics, window, createInfo, "InspectorView")
: View(graphics, std::move(window), std::move(createInfo), "InspectorView")
, renderGraph(RenderGraphBuilder::build(
UIPass(graphics),
TextPass(graphics)
))
, uiSystem(new UI::System())
{
AssetRegistry::importFont(FontImportArgs{
.filePath = "./fonts/Calibri.ttf",
});
renderGraph.updateViewport(viewport);
uiSystem->updateViewport(viewport);
}
+3
View File
@@ -8,6 +8,8 @@
namespace Seele
{
DECLARE_REF(Actor)
namespace Editor
{
class InspectorView : public View
{
public:
@@ -39,4 +41,5 @@ protected:
virtual void fileCallback(int count, const char** paths) override;
};
DEFINE_REF(InspectorView)
} // namespace Editor
} // namespace Seele
+39
View File
@@ -0,0 +1,39 @@
#include "PlayView.h"
#include "Window/Window.h"
using namespace Seele;
using namespace Seele::Editor;
PlayView::PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath)
: GameView(std::move(graphics), std::move(window), std::move(createInfo), dllPath)
{
}
PlayView::~PlayView()
{
}
void PlayView::beginUpdate()
{
GameView::beginUpdate();
}
void PlayView::update()
{
GameView::update();
}
void PlayView::commitUpdate()
{
GameView::commitUpdate();
}
void PlayView::prepareRender()
{
GameView::prepareRender();
}
void PlayView::render()
{
GameView::render();
}
+23
View File
@@ -0,0 +1,23 @@
#pragma once
#include "Window/GameView.h"
namespace Seele
{
namespace Editor
{
class PlayView : public GameView
{
public:
PlayView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo& createInfo, std::string dllPath);
virtual ~PlayView();
virtual void beginUpdate() override;
virtual void update() override;
virtual void commitUpdate() override;
virtual void prepareRender() override;
virtual void render() override;
private:
};
DECLARE_REF(PlayView)
} // namespace Editor
} // namespace Seele
-1
View File
@@ -11,7 +11,6 @@ namespace Seele
DECLARE_REF(Scene)
namespace Editor
{
class SceneView : public View
{
public:
+1
View File
@@ -2,6 +2,7 @@
#include "Component/Camera.h"
using namespace Seele;
using namespace Seele::Editor;
ViewportControl::ViewportControl(const URect& viewportDimensions, Vector initialPos)
: position(initialPos)
+25 -22
View File
@@ -5,27 +5,30 @@
namespace Seele
{
class ViewportControl
namespace Editor
{
public:
ViewportControl(const URect& viewportDimensions, Vector initialPos /*TODO: configurable initial rotations*/);
~ViewportControl();
void update(Component::Camera& camera, float deltaTime);
void keyCallback(KeyCode key, InputAction action);
void mouseMoveCallback(double xPos, double yPos);
void mouseButtonCallback(MouseButton button, InputAction action);
void viewportResize(URect dimensions);
private:
Vector position;
Vector springArm;
float fieldOfView;
float aspectRatio;
StaticArray<bool, static_cast<size_t>(KeyCode::KEY_LAST)> keys;
bool mouse1 = false;
bool mouse2 = false;
float mouseX;
float mouseY;
float pitch;
float yaw;
};
class ViewportControl
{
public:
ViewportControl(const URect& viewportDimensions, Vector initialPos /*TODO: configurable initial rotations*/);
~ViewportControl();
void update(Component::Camera& camera, float deltaTime);
void keyCallback(KeyCode key, InputAction action);
void mouseMoveCallback(double xPos, double yPos);
void mouseButtonCallback(MouseButton button, InputAction action);
void viewportResize(URect dimensions);
private:
Vector position;
Vector springArm;
float fieldOfView;
float aspectRatio;
StaticArray<bool, static_cast<size_t>(KeyCode::KEY_LAST)> keys;
bool mouse1 = false;
bool mouse2 = false;
float mouseX;
float mouseY;
float pitch;
float yaw;
};
} // namespace Editor
} // namespace Seele