This commit is contained in:
2025-05-13 02:50:08 +03:00
parent 20b4502be5
commit 9af2bb814e
102 changed files with 259423 additions and 2 deletions
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#ifndef BoundsView_h__
#define BoundsView_h__
#include "ObjectsFactory.h"
LOBJECT(BoundsView, Component)
public:
void tick(float deltaTime) override {
LEngine::Instance()->GetActiveScene()->GetGizmos().SetMatrix(transform()->GetGlobalTransform());
LEngine::Instance()->GetActiveScene()->GetGizmos().DrawBounds(gameObject->GetComponent<MeshRenderer>()->GetMesh()->GetBounds());
}
};
#endif // BoundsView_h__
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#ifndef FreeCameraController_h__
#define FreeCameraController_h__
#include "Component.h"
#include "lframework/Input.h"
#include <iostream>
#include "Transform.h"
#include "ObjectsFactory.h"
LOBJECT(FreeCameraController, Component)
public:
float mouse_speed;
float move_speed = 3.0f;
static constexpr float pi = 3.14159265358979f;
FreeCameraController() : mouse_speed(0.01f){
_angle_x = _angle_y = 0.0f;
}
virtual void tick(float deltaTime) override {
auto mice = Input::Instance()->mice();
auto mouse = mice[0];
_angle_x += mouse_speed * mouse->GetDx();
_angle_y += mouse_speed * mouse->GetDy();
_angle_y = clamp(_angle_y, -pi / 2.0f, pi / 2.0f);
auto rv = Quaternion_f::angleAxis(_angle_y, float3(1.0f, 0.0f, 0.0f));
auto rh = Quaternion_f::angleAxis(_angle_x, float3(0.0f, 1.0f, 0.0f));
/* if (mouse->GetDx() != 0) {
std::cout << "Mouse DX: " << mouse->GetDx() << std::endl;
}
if (mouse->GetDy() != 0) {
std::cout << "Mouse DY: " << mouse->GetDy() << std::endl;
}*/
gameObject->transform->SetLocalRotation(lm::mul(rh, rv));
auto keyboards = Input::Instance()->keyboards();
auto keyboard = keyboards[0];
if(keyboard->GetKeyState(0x57)){
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x53)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x41)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->right() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x44)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->right() * (deltaTime * move_speed));
}
}
private:
float _angle_x;
float _angle_y;
};
#endif // FreeCameraController_h__
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#include <Windows.h>
#include "LEditor.h"
#include <tchar.h>
#include "LEngine.h"
#include "Ui.h"
#include "Controls/UiHwndCoreWindow.h"
#include "Controls/UiSwapChainWindow.h"
#include "RenderTargetOutput.h"
#include "SwapChainOutput.h"
#include "Mesh.h"
#include "GameObject.h"
#include "SceneRenderer.h"
#include "AssetManager.h"
#include "ObjMeshLoader.h"
#include "FreeCameraController.h"
#include "Input.h"
#include <chrono>
#include "BoundsView.h"
#include <objbase.h>
#include "AssetDatabase.h"
#include "AssetMetadata.h"
#include "OutputArchive.h"
#include "InputArchive.h"
#include "Asset.h"
#include "AssetFile.h"
#include <sstream>
#pragma comment(lib, "lframework.lib")
GameObjectPtr CreateCube() {
auto cubeObject = GameObject::create();
cubeObject->AddComponent<MeshRenderer>()->SetMesh(Mesh::Create([](MeshPtr mesh) {MeshGenerator::Cube(mesh, true); }));
return cubeObject;
}
struct TestObject : public Object {
uint8_t uint8_t_;
uint16_t uint16_t_;
uint32_t uint32_t_;
uint64_t uint64_t_;
std::string string_;
std::wstring wstring_;
std::shared_ptr<TestObject> next;
virtual void serialize(Archive& archive) override {
archive << uint8_t_ << uint16_t_ << uint32_t_;
archive << uint64_t_ << string_ << wstring_;
archive << std::static_pointer_cast<Object>(next);
}
};
void SaveScene(const std::wstring& path){
AssetDatabase::get().open_asset_file(path);
AssetFile asset(Guid(1, 2, 3, 4), path);
//find all game objects
auto scene_objects = Object::FindObjectsOfType<GameObject>();
//add all game objects and components to scene asset
for(auto obj : scene_objects){
asset.AddObject(obj);
auto components = obj->GetComponents<Component>();
for (auto component : components) {
asset.AddObject(component);
}
}
asset.Save();
}
void CreateTestScene(){
auto cameraGo = GameObject::create();
cameraGo->SetName(L"Main camera");
cameraGo->AddComponent<Camera>()->fov = 45.0f;
cameraGo->transform->SetLocalPosition(float3(0.0f, 4.0f, -4.0f));
cameraGo->AddComponent<FreeCameraController>();
}
void LoadScene(const std::wstring& path){
auto archive = AssetDatabase::get().open_asset_file(path);
}
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) {
AllocConsole();
freopen("CONOUT$", "w", stdout);
auto ints = Input::Instance();
AssetDatabase::get().set_root_path(L"D:\\lengine\\Assets");
auto editorWindow = UiSwapChainWindow::Create(L"LEngineEditorWindow");
auto engine = LEngine::Instance();
engine->Init(L"D:/lengine/LEngine/");
engine->LoadScene("");
std::wstring scene = L"TestScene.asset";
CreateTestScene();
//SaveScene(scene);
//LoadScene(scene);
auto outputs = engine->GetRenderer()->EnumOutputs();
auto modes = engine->GetRenderer()->GetDisplayModes(DXGI_FORMAT_B8G8R8A8_UNORM, outputs[0]);
editorWindow->size = UiSize(640, 480);
auto output = std::make_shared<SwapChainOutput>(engine->GetRenderer(), editorWindow->GetWindow()->GetHwnd(), 640, 480, false);
engine->AddOutput(output);
auto sceneRenderer = std::make_shared<SceneRenderer>();
ObjMeshLoader loader;
auto ob = loader.Load(L"D:\\lengine\\Assets\\Boxes.obj");
//ob[0]->AddComponent<BoundsView>();
auto mat = Material::Create(Shader::Create(L"shaders/shader.fx"), "");
auto tex = AssetManager::Instance()->LoadTexture(L"textures/1_store.dds");
mat->GetParametersBlock().SetTexture("diffuse", tex);
for(auto o : ob)
{
o->GetComponent<MeshRenderer>()->SetMaterial(mat, 0);
}
/*AssetMetadata meta(L"D:\\lengine\\Assets\\Boxes.obj");
meta.Save();
auto& factory = ObjectsFactory::instance();
*/
auto cameras = Object::FindObjectsOfType<Camera>();
auto cameraGo = cameras[0]->gameObject;
cameraGo->transform->SetLocalPosition(float3(0.0f, 0.0f, -4.0f));
typedef std::chrono::high_resolution_clock clock;
auto last_time = clock::now();
float delta_time = 0.0f;
float totalTime = 0;
while (true) {
auto now_time = clock::now();
delta_time = (float)((double)std::chrono::duration_cast<std::chrono::microseconds>(now_time - last_time).count() / 1000000.0);
last_time = now_time;
totalTime += delta_time;
if(totalTime >= 30.0f)
{
//sceneRenderer->createPSO = false;
}
std::chrono::high_resolution_clock::now();
LEngine::Instance()->GetActiveScene()->tick(delta_time);
sceneRenderer->RenderScene(engine->GetRenderer(), engine->GetActiveScene(), cameraGo->GetComponent<Camera>(), output);
editorWindow->Update(1);
Input::Instance()->strobe();
//output->Present();
}
return 0;
}
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#pragma once
#include "resource.h"
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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{B7F1D57A-B85B-46CC-80F5-14DE9E2C69DA}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>LEditor</RootNamespace>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v141</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nativelinq/nativelinq/nativelinq;D:\directui\DirectUI;D:\github\lframework;%(AdditionalIncludeDirectories);D:\lmath\lmath;D:\github\lframework\lframework</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>../Debug;D:\directui\Debug;D:\github\lframework\Debug;D:\DirectXTex\DirectXTex\Bin\Desktop_2015_Win10\Win32\Debug</AdditionalLibraryDirectories>
<AdditionalDependencies>DXGUID.LIB;DXGI.lib;DirectXTex.lib;DirectUI.lib;d3d11.lib;d3d12.lib;LEngine.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>Use</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../LEngine;../../nativelinq/nativelinq/nativelinq;D:\directui\DirectUI;%(AdditionalIncludeDirectories);D:\lmath\lmath;D:\github\lframework\lframework</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>../Release;../../NettleCode/DirectUI/Release;%(AdditionalIncludeDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>DirectUI.lib;d3d12.lib;LEngine.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="BoundsView.h" />
<ClInclude Include="FreeCameraController.h" />
<ClInclude Include="LEditor.h" />
<ClInclude Include="Resource.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="LEditor.cpp" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="LEditor.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="LEditor.ico" />
<Image Include="small.ico" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by LEditor.rc
//
#define IDS_APP_TITLE 103
#define IDR_MAINFRAME 128
#define IDD_LEDITOR_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDI_LEDITOR 107
#define IDI_SMALL 108
#define IDC_LEDITOR 109
#define IDC_MYICON 2
#ifndef IDC_STATIC
#define IDC_STATIC -1
#endif
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 130
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif
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