Files
Seele/src/Editor/main.cpp
T
2024-04-18 13:33:35 +02:00

274 lines
11 KiB
C++

#include "Asset/AssetImporter.h"
#include "Asset/AssetRegistry.h"
#include "Asset/FontLoader.h"
#include "Asset/MaterialLoader.h"
#include "Asset/MeshLoader.h"
#include "Asset/TextureLoader.h"
#include "Graphics/Initializer.h"
#include "Graphics/Metal/Graphics.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Graphics/Vulkan/Graphics.h"
#include "Window/InspectorView.h"
#include "Window/PlayView.h"
#include "Window/SceneView.h"
#include "Window/WindowManager.h"
#include <fmt/core.h>
using namespace Seele;
using namespace Seele::Editor;
// make it global so it gets deleted last and automatically
static Gfx::OGraphics graphics;
int main() {
#ifdef WIN32
std::filesystem::path outputPath = "C:/Users/Dynamitos/MeshShadingDemoGame";
std::filesystem::path sourcePath = "C:/Users/Dynamitos/MeshShadingDemo";
std::filesystem::path binaryPath = sourcePath / "bin" / "MeshShadingDemo.dll";
#elif __APPLE__
std::filesystem::path outputPath = "/Users/dynamitos/MeshShadingDemoGame";
std::filesystem::path sourcePath = "/Users/dynamitos/MeshShadingDemo";
std::filesystem::path binaryPath = sourcePath / "cmake" / "libMeshShadingDemo.dylib";
#else
std::filesystem::path outputPath = "/home/dynamitos/MeshShadingDemoGame";
std::filesystem::path sourcePath = "/home/dynamitos/MeshShadingDemo";
std::filesystem::path binaryPath = sourcePath / "cmake" / "libMeshShadingDemo.so";
#endif
std::string gameName = "MeshShadingDemo";
std::filesystem::path cmakePath = outputPath / "cmake";
#ifdef __APPLE__
graphics = new Metal::Graphics();
#else
graphics = new Vulkan::Graphics();
#endif
GraphicsInitializer initializer;
graphics->init(initializer);
StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
vd->init(graphics);
OWindowManager windowManager = new WindowManager();
AssetRegistry::init(sourcePath / "Assets", graphics);
AssetImporter::init(graphics);
AssetImporter::importFont(FontImportArgs{
.filePath = "./fonts/Calibri.ttf",
});
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "old_resources/models/arena.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "old_resources/models/frog.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath = sourcePath / "old_resources/models/train.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/bird.fbx",
// });
AssetImporter::importMesh(MeshImportArgs{
.filePath = sourcePath / "import/models/cube.fbx",
});
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/flameThrower.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/player.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/shotgun.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/track.fbx",
// });
// AssetImporter::importMesh(MeshImportArgs{
// .filePath= sourcePath / "old_resources/models/zombie.fbx",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Dirt.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/DirtGrass.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Grass.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Ice.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Lava.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Obsidian.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Rocks.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Sand.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Water.png",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/Wood.png",
// });
//
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level0/blendMap.png",
// .importPath = "level0",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level0/heightMap.png",
// .importPath = "level0",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level0/trackMap.png",
// .importPath = "level0",
// });
// AssetImporter::importMaterial(MaterialImportArgs{
// .filePath= sourcePath / "old_resources/shaders/TerrainMaterial.json",
// .importPath = "level0",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level1/blendMap.png",
// .importPath = "level1",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level1/heightMap.png",
// .importPath = "level1",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level1/trackMap.png",
// .importPath = "level1",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level2/blendMap.png",
// .importPath = "level2",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level2/heightMap.png",
// .importPath = "level2",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level2/trackMap.png",
// .importPath = "level2",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level3/blendMap.png",
// .importPath = "level3",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level3/heightMap.png",
// .importPath = "level3",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level3/trackMap.png",
// .importPath = "level3",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level4/blendMap.png",
// .importPath = "level4",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level4/heightMap.png",
// .importPath = "level4",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level4/trackMap.png",
// .importPath = "level4",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level5/blendMap.png",
// .importPath = "level5",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level5/heightMap.png",
// .importPath = "level5",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level5/trackMap.png",
// .importPath = "level5",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level6/blendMap.png",
// .importPath = "level6",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level6/heightMap.png",
// .importPath = "level6",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level6/trackMap.png",
// .importPath = "level6",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level7/blendMap.png",
// .importPath = "level7",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level7/heightMap.png",
// .importPath = "level7",
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/textures/level7/trackMap.png",
// .importPath = "level7",
// });
//
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/skyboxes/FS000_Day_01.png",
// .type = TextureImportType::TEXTURE_CUBEMAP,
// });
// AssetImporter::importTexture(TextureImportArgs{
// .filePath= sourcePath / "old_resources/skyboxes/FS000_Night_01.png",
// .type = TextureImportType::TEXTURE_CUBEMAP,
// });
WindowCreateInfo mainWindowInfo;
mainWindowInfo.title = "SeeleEngine";
mainWindowInfo.width = 1920;
mainWindowInfo.height = 1080;
mainWindowInfo.preferredFormat = Gfx::SE_FORMAT_B8G8R8A8_SRGB;
auto window = windowManager->addWindow(graphics, mainWindowInfo);
ViewportCreateInfo sceneViewInfo;
sceneViewInfo.dimensions.size.x = 1920;
sceneViewInfo.dimensions.size.y = 1080;
sceneViewInfo.dimensions.offset.x = 0;
sceneViewInfo.dimensions.offset.y = 0;
sceneViewInfo.numSamples = Gfx::SE_SAMPLE_COUNT_1_BIT;
OGameView sceneView = new Editor::PlayView(graphics, window, sceneViewInfo, binaryPath.generic_string());
// 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(graphics, window, inspectorViewInfo);
// window->addView(inspectorView);
sceneView->setFocused();
while (windowManager->isActive()) {
windowManager->render();
}
vd->destroy();
// export game
if (false) {
std::filesystem::create_directories(outputPath);
std::system(fmt::format("cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DGAME_TITLE=\"{}\" -DGAME_DESTINATION=\"{}\" "
"-DGAME_BINARY=\"{}\" -P ./cmake/ExportProject.cmake",
gameName, outputPath.generic_string(), binaryPath.generic_string())
.c_str());
std::system(fmt::format("cmake -S {} -B {}", cmakePath.generic_string(), cmakePath.generic_string()).c_str());
std::system(fmt::format("cmake --build {}", cmakePath.generic_string()).c_str());
std::filesystem::copy(sourcePath / "Assets", outputPath / "Assets", std::filesystem::copy_options::recursive);
std::filesystem::copy("shaders", outputPath / "shaders", std::filesystem::copy_options::recursive);
std::filesystem::copy("textures", outputPath / "textures", std::filesystem::copy_options::recursive);
#ifdef WIN32
std::filesystem::copy_file("assimp-vc143-mt.dll", outputPath / "assimp-vc143-mt.dll");
std::filesystem::copy_file("slang.dll", outputPath / "slang.dll");
std::filesystem::copy_file("slang-glslang.dll", outputPath / "slang-glslang.dll");
std::filesystem::copy_file("slang-llvm.dll", outputPath / "slang-llvm.dll");
#endif
}
return 0;
}