Runtime now working
This commit is contained in:
@@ -1,46 +0,0 @@
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#include <Engine.h>
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#include <src/Rendering/SceneRenderer.h>
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#include <dependencies/GLEW/include/GL/glew.h>
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#include <dependencies/glfw/include/GLFW/glfw3.h>
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#include <iostream>
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#include <string>
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void CheckError()
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{
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GLenum err;
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while ((err = glGetError()) != GL_NO_ERROR)
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{
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// Process/log the error.
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std::cout << "OPENGL ERROR: " << err << std::endl;
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}
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}
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void main(int argc, char* argv[])
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{
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using namespace Nuake;
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Engine::Init();
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auto window = Nuake::Engine::GetCurrentWindow();
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window->SetTitle("asdasd");
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Ref<Scene> scene = Scene::New();
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Engine::LoadScene(scene);
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while (!window->ShouldClose())
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{
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Nuake::Engine::Tick();
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const auto& WindowSize = window->GetSize();
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glViewport(0, 0, WindowSize.x, WindowSize.y);
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RenderCommand::SetClearColor({ 0.1, 0.1 ,0.1, 1.0 });
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RenderCommand::Clear();
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Engine::Draw();
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Renderer::DrawLine(Vector3(0, 0, 0), Vector3(10, 10, 0), Color(1, 0, 0, 1));
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Engine::EndDraw();
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}
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}
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@@ -120,6 +120,11 @@ namespace Nuake
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return fs::relative(absolutePath, rootPath).generic_string();
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}
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std::string FileSystem::RelativeToAbsolute(const std::string& path)
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{
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return Root + path;
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}
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std::string FileSystem::GetParentPath(const std::string& fullPath)
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{
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std::filesystem::path pathObj(fullPath);
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@@ -30,6 +30,7 @@ namespace Nuake
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static void Scan();
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static std::string AbsoluteToRelative(const std::string& path);
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static std::string RelativeToAbsolute(const std::string& path);
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static std::string GetParentPath(const std::string& fullPath);
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static Ref<Directory> GetFileTree();
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static Ref<File> GetFile(const std::string& path);
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@@ -132,7 +132,7 @@ namespace Nuake
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{
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if (j.contains("Path"))
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{
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this->Path = j["Path"];
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Path = FileSystem::RelativeToAbsolute(j["Path"]);
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if (FileSystem::FileExists(Path))
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{
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std::string content = FileSystem::ReadFile(Path);
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@@ -143,37 +143,44 @@ namespace Nuake
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{
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if (j.contains("Albedo"))
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{
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Ref<Texture> albedoTexture = TextureManager::Get()->GetTexture(j["Albedo"]["Path"]);
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const auto& texturePath = j["Albedo"]["Path"];
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const std::string absolutePath = FileSystem::RelativeToAbsolute(texturePath);
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Ref<Texture> albedoTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetAlbedo(albedoTexture);
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}
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if (j.contains("Normal"))
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{
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Ref<Texture> normalTexture = TextureManager::Get()->GetTexture(j["Normal"]["Path"]);
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const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Normal"]["Path"]);
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Ref<Texture> normalTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetMetalness(normalTexture);
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}
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if (j.contains("AO"))
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{
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Ref<Texture> aoTexture = TextureManager::Get()->GetTexture(j["AO"]["Path"]);
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const std::string absolutePath = FileSystem::RelativeToAbsolute(j["AO"]["Path"]);
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Ref<Texture> aoTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetAO(aoTexture);
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}
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if (j.contains("Metalness"))
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{
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Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(j["Metalness"]["Path"]);
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const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Metalness"]["Path"]);
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Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetMetalness(metalTexture);
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}
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if (j.contains("Roughness"))
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{
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Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(j["Roughness"]["Path"]);
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const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Roughness"]["Path"]);
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Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetRoughness(metalTexture);
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}
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if (j.contains("Displacement"))
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{
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Ref<Texture> displacementTexture = TextureManager::Get()->GetTexture(j["Displacement"]["Path"]);
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const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Normal"]["Path"]);
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Ref<Texture> displacementTexture = TextureManager::Get()->GetTexture(absolutePath);
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SetDisplacement(displacementTexture);
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}
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}
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@@ -155,4 +155,18 @@ namespace Nuake
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glTextureParameteri(GL_TEXTURE_2D, param, value);
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Unbind();
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}
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json Texture::Serialize()
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{
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BEGIN_SERIALIZE();
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const std::string& relativePath = FileSystem::AbsoluteToRelative(m_FilePath);
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j["Path"] = relativePath;
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END_SERIALIZE();
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}
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bool Texture::Deserialize(const json& j)
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{
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if (j.contains("Path"))
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return false;
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}
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}
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@@ -1,11 +1,14 @@
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#pragma once
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#include "stb_image/stb_image.h"
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#include <string>
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#include "src/Core/Maths.h"
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#include "msdfgen/core/BitmapRef.hpp"
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#include "src/Resource/Serializable.h"
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#include "stb_image/stb_image.h"
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#include "msdfgen/core/BitmapRef.hpp"
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#include <string>
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namespace Nuake
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{
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typedef unsigned int GLenum;
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@@ -45,19 +48,7 @@ namespace Nuake
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inline int GetHeight() const { return m_Height; }
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inline Vector2 GetSize() const { return Vector2(m_Width, m_Height); }
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json Serialize() override
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{
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BEGIN_SERIALIZE();
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j["Path"] = this->m_FilePath;
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END_SERIALIZE();
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}
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bool Deserialize(const json& j) override
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{
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if (j.contains("Path"))
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return false;
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}
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json Serialize() override;
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bool Deserialize(const json& j) override;
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};
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}
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61
NuakeRuntime/Runtime.cpp
Normal file
61
NuakeRuntime/Runtime.cpp
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@@ -0,0 +1,61 @@
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#include <Engine.h>
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#include <dependencies/GLEW/include/GL/glew.h>
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#include <src/Vendors/imgui/imgui.h>
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#include <string>
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void main(int argc, char* argv[])
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{
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using namespace Nuake;
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Engine::Init();
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auto window = Nuake::Engine::GetCurrentWindow();
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const std::string projectPath = "./game.project";
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FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
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Ref<Nuake::Project> project = Nuake::Project::New();
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project->FullPath = projectPath;
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project->Deserialize(json::parse(FileSystem::ReadFile(projectPath, true)));
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window->SetTitle(project->Name);
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Nuake::Engine::LoadProject(project);
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Nuake::Engine::EnterPlayMode();
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while (!window->ShouldClose())
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{
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Nuake::Engine::Tick();
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Engine::Draw();
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const auto& WindowSize = window->GetSize();
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glViewport(0, 0, WindowSize.x, WindowSize.y);
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Nuake::Renderer2D::BeginDraw(WindowSize);
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->Pos);
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ImGui::SetNextWindowSize(viewport->Size);
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ImGui::SetNextWindowViewport(viewport->ID);
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const auto& windowSize = Vector2(viewport->Size.x, viewport->Size.y);
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Ref<FrameBuffer> framebuffer = Engine::GetCurrentWindow()->GetFrameBuffer();
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if (framebuffer->GetSize() != windowSize)
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{
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framebuffer->QueueResize(windowSize);
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}
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::Begin("Game", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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{
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ImGui::Image((void*)Window::Get()->GetFrameBuffer()->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
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}
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ImGui::End();
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ImGui::PopStyleVar();
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Engine::EndDraw();
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}
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}
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83
Runtime/Runtime.cpp
Normal file
83
Runtime/Runtime.cpp
Normal file
@@ -0,0 +1,83 @@
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#include <Engine.h>
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#include <dependencies/GLEW/include/GL/glew.h>
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#include <src/Vendors/imgui/imgui.h>
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#include <string>
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void main(int argc, char* argv[])
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{
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using namespace Nuake;
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Engine::Init();
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auto window = Nuake::Engine::GetCurrentWindow();
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const std::string projectPath = "./game.project";
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FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
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Ref<Nuake::Project> project = Nuake::Project::New();
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project->FullPath = projectPath;
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if (!FileSystem::FileExists(projectPath))
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{
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Logger::Log("game.project not found", "runtime", CRITICAL);
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return;
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}
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const std::string& projectfileContent = FileSystem::ReadFile(projectPath, true);
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if (projectfileContent.empty())
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{
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Logger::Log("game.project was empty", "runtime", CRITICAL);
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return;
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}
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try
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{
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project->Deserialize(json::parse(projectfileContent));
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}
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catch(...)
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{
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Logger::Log("Failed to deserialize project", "runtime", CRITICAL);
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return;
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}
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window->SetTitle(project->Name);
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Nuake::Engine::LoadProject(project);
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Nuake::Engine::EnterPlayMode();
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while (!window->ShouldClose())
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{
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Nuake::Engine::Tick();
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Engine::Draw();
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const auto& WindowSize = window->GetSize();
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glViewport(0, 0, WindowSize.x, WindowSize.y);
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Nuake::Renderer2D::BeginDraw(WindowSize);
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->Pos);
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ImGui::SetNextWindowSize(viewport->Size);
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ImGui::SetNextWindowViewport(viewport->ID);
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const auto& windowSize = Vector2(viewport->Size.x, viewport->Size.y);
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Ref<FrameBuffer> framebuffer = Engine::GetCurrentWindow()->GetFrameBuffer();
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if (framebuffer->GetSize() != windowSize)
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{
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framebuffer->QueueResize(windowSize);
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}
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0, 0 });
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ImGui::Begin("Game", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
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{
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ImGui::Image((void*)Window::Get()->GetFrameBuffer()->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
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}
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ImGui::End();
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ImGui::PopStyleVar(2);
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Engine::EndDraw();
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}
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}
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@@ -82,7 +82,7 @@ project "Nuake"
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optimize "on"
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project "NuakeRuntime"
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location "Editor"
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location "Runtime"
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kind "ConsoleApp"
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language "C++"
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@@ -92,7 +92,7 @@ project "NuakeRuntime"
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files
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{
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"Editor/Runtime.cpp"
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"Runtime/Runtime.cpp"
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}
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includedirs
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