Files
Seele/src/Engine/Window/GameView.cpp
T
2024-01-17 17:57:59 +01:00

118 lines
2.9 KiB
C++

#include "GameView.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/KeyboardInput.h"
#include "Actor/CameraActor.h"
#include "Asset/AssetRegistry.h"
#include "System/LightGather.h"
#include "System/MeshUpdater.h"
#include "System/CameraUpdater.h"
#include "Graphics/Vulkan/Graphics.h"
#include "Graphics/Vulkan/Allocator.h"
using namespace Seele;
GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string dllPath)
: View(graphics, window, createInfo, "Game")
, scene(new Scene(graphics))
, gameInterface(dllPath)
, renderGraph(RenderGraphBuilder::build(
DepthPrepass(graphics, scene),
LightCullingPass(graphics, scene),
BasePass(graphics, scene),
SkyboxRenderPass(graphics, scene)
))
{
reloadGame();
renderGraph.updateViewport(viewport);
}
GameView::~GameView()
{
}
void GameView::beginUpdate()
{
}
void GameView::update()
{
static auto startTime = std::chrono::high_resolution_clock::now();
for (VertexData* vd : VertexData::getList())
{
vd->resetMeshData();
}
systemGraph->run(threadPool, updateTime);
scene->update(updateTime);
for (VertexData* vd : VertexData::getList())
{
vd->createDescriptors();
}
scene->getLightEnvironment()->commit();
auto endTime = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> duration = (endTime - startTime);
updateTime = duration.count();
startTime = endTime;
}
void GameView::commitUpdate()
{
}
void GameView::prepareRender()
{
}
void GameView::render()
{
Component::Camera cam;
scene->view<Component::Camera>([&cam](Component::Camera& c) {
if (c.mainCamera)
cam = c;
});
renderGraph.render(cam);
}
void GameView::applyArea(URect)
{
renderGraph.updateViewport(viewport);
}
void GameView::reloadGame()
{
gameInterface.reload();
systemGraph = new SystemGraph();
gameInterface.getGame()->setupScene(scene, systemGraph);
System::OKeyboardInput keyInput = new System::KeyboardInput(scene);
keyboardSystem = keyInput;
systemGraph->addSystem(std::move(keyInput));
systemGraph->addSystem(new System::LightGather(scene));
systemGraph->addSystem(new System::MeshUpdater(scene));
systemGraph->addSystem(new System::CameraUpdater(scene));
}
void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier)
{
keyboardSystem->keyCallback(code, action, modifier);
}
void GameView::mouseMoveCallback(double xPos, double yPos)
{
keyboardSystem->mouseCallback(xPos, yPos);
}
void GameView::mouseButtonCallback(MouseButton button, InputAction action, KeyModifier modifier)
{
keyboardSystem->mouseButtonCallback(button, action, modifier);
}
void GameView::scrollCallback(double, double)
{
}
void GameView::fileCallback(int, const char**)
{
}