#include #include #include #include #include #include #include #include #include #include #include "FreeCameraController.h" #include #include #include "BoundsView.h" #include #include #include #include #include #include #include #include GameObjectPtr CreateCube() { auto cubeObject = GameObject::create(); cubeObject->AddComponent()->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 next; virtual void serialize(Archive& archive) override { archive << uint8_t_ << uint16_t_ << uint32_t_; archive << uint64_t_ << string_ << wstring_; auto ptr = std::static_pointer_cast(next); archive << ptr; } }; 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(); //add all game objects and components to scene asset for (auto obj : scene_objects) { asset.AddObject(obj); auto components = obj->GetComponents(); for (auto component : components) { asset.AddObject(component); } } asset.Save(); } void CreateTestScene() { auto cameraGo = GameObject::create(); cameraGo->SetName(L"Main camera"); cameraGo->AddComponent()->fov = 45.0f; cameraGo->transform->SetLocalPosition(float3(0.0f, 4.0f, -4.0f)); cameraGo->AddComponent(); } void LoadScene(const std::wstring& path) { auto archive = AssetDatabase::get().open_asset_file(path); } int main() { auto ints = Input::Instance(); AssetDatabase::get().setRootPath(ASSETS_DIR); //auto editorWindow = UiSwapChainWindow::Create(L"LEngineEditorWindow"); auto engine = LEngine::Instance(); engine->Init(ASSETS_DIR "/"); auto s = Shader::Create(L"shaders/vk.vert"); 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(engine->GetRenderer(), editorWindow->GetWindow()->GetHwnd(), 640, 480, false); //engine->AddOutput(output); auto sceneRenderer = std::make_shared(); ObjMeshLoader loader; auto fullModelPath = AssetDatabase::get().getFullAssetPath("Boxes.obj"); auto ob = loader.Load(fullModelPath); //ob[0]->AddComponent(); 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()->SetMaterial(mat, 0); } /*AssetMetadata meta(L"D:\\lengine\\Assets\\Boxes.obj"); meta.Save(); auto& factory = ObjectsFactory::instance(); */ auto cameras = Object::FindObjectsOfType(); 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(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(), output); //editorWindow->Update(1); Input::Instance()->strobe(); //output->Present(); } return 0; }