Merge pull request #58 from antopilo/feature/NK-138-nuake-runtime

Feature/NK-138 Nuake runtime
This commit is contained in:
Antoine Pilote
2023-08-08 17:41:35 -04:00
committed by GitHub
10 changed files with 198 additions and 69 deletions

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@@ -33,7 +33,6 @@
#include <src/Rendering/SceneRenderer.h>
const std::string WindowTitle = "Nuake Editor";
int main(int argc, char* argv[])

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@@ -1,42 +0,0 @@
#include <Engine.h>
#include <src/Rendering/SceneRenderer.h>
#include <dependencies/GLEW/include/GL/glew.h>
#include <dependencies/glfw/include/GLFW/glfw3.h>
#include <iostream>
#include <string>
/*
void CheckError()
{
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR)
{
// Process/log the error.
std::cout << "OPENGL ERROR: " << err << std::endl;
}
}
void main(int argc, char* argv[])
{
using namespace Nuake;
Engine::Init();
auto window = Nuake::Engine::GetCurrentWindow();
window->SetTitle("asdasd");
while (!window->ShouldClose())
{
Nuake::Engine::Tick();
const auto& WindowSize = window->GetSize();
glViewport(0, 0, WindowSize.x, WindowSize.y);
RenderCommand::SetClearColor({ 0.1, 0.1 ,0.1, 1.0 });
RenderCommand::Clear();
Nuake::Engine::EndDraw();
}
}*/

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@@ -120,6 +120,11 @@ namespace Nuake
return fs::relative(absolutePath, rootPath).generic_string();
}
std::string FileSystem::RelativeToAbsolute(const std::string& path)
{
return Root + path;
}
std::string FileSystem::GetParentPath(const std::string& fullPath)
{
std::filesystem::path pathObj(fullPath);

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@@ -30,6 +30,7 @@ namespace Nuake
static void Scan();
static std::string AbsoluteToRelative(const std::string& path);
static std::string RelativeToAbsolute(const std::string& path);
static std::string GetParentPath(const std::string& fullPath);
static Ref<Directory> GetFileTree();
static Ref<File> GetFile(const std::string& path);

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@@ -7,8 +7,8 @@
namespace Nuake
{
class ShaderManager {
class ShaderManager
{
private:
static std::map<std::string, Scope<Shader>> m_Shaders;

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@@ -132,7 +132,7 @@ namespace Nuake
{
if (j.contains("Path"))
{
this->Path = j["Path"];
Path = FileSystem::RelativeToAbsolute(j["Path"]);
if (FileSystem::FileExists(Path))
{
std::string content = FileSystem::ReadFile(Path);
@@ -143,37 +143,44 @@ namespace Nuake
{
if (j.contains("Albedo"))
{
Ref<Texture> albedoTexture = TextureManager::Get()->GetTexture(j["Albedo"]["Path"]);
const auto& texturePath = j["Albedo"]["Path"];
const std::string absolutePath = FileSystem::RelativeToAbsolute(texturePath);
Ref<Texture> albedoTexture = TextureManager::Get()->GetTexture(absolutePath);
SetAlbedo(albedoTexture);
}
if (j.contains("Normal"))
{
Ref<Texture> normalTexture = TextureManager::Get()->GetTexture(j["Normal"]["Path"]);
const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Normal"]["Path"]);
Ref<Texture> normalTexture = TextureManager::Get()->GetTexture(absolutePath);
SetMetalness(normalTexture);
}
if (j.contains("AO"))
{
Ref<Texture> aoTexture = TextureManager::Get()->GetTexture(j["AO"]["Path"]);
const std::string absolutePath = FileSystem::RelativeToAbsolute(j["AO"]["Path"]);
Ref<Texture> aoTexture = TextureManager::Get()->GetTexture(absolutePath);
SetAO(aoTexture);
}
if (j.contains("Metalness"))
{
Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(j["Metalness"]["Path"]);
const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Metalness"]["Path"]);
Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(absolutePath);
SetMetalness(metalTexture);
}
if (j.contains("Roughness"))
{
Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(j["Roughness"]["Path"]);
const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Roughness"]["Path"]);
Ref<Texture> metalTexture = TextureManager::Get()->GetTexture(absolutePath);
SetRoughness(metalTexture);
}
if (j.contains("Displacement"))
{
Ref<Texture> displacementTexture = TextureManager::Get()->GetTexture(j["Displacement"]["Path"]);
const std::string absolutePath = FileSystem::RelativeToAbsolute(j["Normal"]["Path"]);
Ref<Texture> displacementTexture = TextureManager::Get()->GetTexture(absolutePath);
SetDisplacement(displacementTexture);
}
}

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@@ -155,4 +155,18 @@ namespace Nuake
glTextureParameteri(GL_TEXTURE_2D, param, value);
Unbind();
}
json Texture::Serialize()
{
BEGIN_SERIALIZE();
const std::string& relativePath = FileSystem::AbsoluteToRelative(m_FilePath);
j["Path"] = relativePath;
END_SERIALIZE();
}
bool Texture::Deserialize(const json& j)
{
if (j.contains("Path"))
return false;
}
}

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@@ -1,11 +1,14 @@
#pragma once
#include "stb_image/stb_image.h"
#include <string>
#include "src/Core/Maths.h"
#include "msdfgen/core/BitmapRef.hpp"
#include "src/Resource/Serializable.h"
#include "stb_image/stb_image.h"
#include "msdfgen/core/BitmapRef.hpp"
#include <string>
namespace Nuake
{
typedef unsigned int GLenum;
@@ -45,19 +48,7 @@ namespace Nuake
inline int GetHeight() const { return m_Height; }
inline Vector2 GetSize() const { return Vector2(m_Width, m_Height); }
json Serialize() override
{
BEGIN_SERIALIZE();
j["Path"] = this->m_FilePath;
END_SERIALIZE();
}
bool Deserialize(const json& j) override
{
if (j.contains("Path"))
return false;
}
json Serialize() override;
bool Deserialize(const json& j) override;
};
}

83
Runtime/Runtime.cpp Normal file
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@@ -0,0 +1,83 @@
#include <Engine.h>
#include <dependencies/GLEW/include/GL/glew.h>
#include <src/Vendors/imgui/imgui.h>
#include <string>
void main(int argc, char* argv[])
{
using namespace Nuake;
Engine::Init();
auto window = Nuake::Engine::GetCurrentWindow();
const std::string projectPath = "./game.project";
FileSystem::SetRootDirectory(FileSystem::GetParentPath(projectPath));
Ref<Nuake::Project> project = Nuake::Project::New();
project->FullPath = projectPath;
if (!FileSystem::FileExists(projectPath))
{
Logger::Log("game.project not found", "runtime", CRITICAL);
return;
}
const std::string& projectfileContent = FileSystem::ReadFile(projectPath, true);
if (projectfileContent.empty())
{
Logger::Log("game.project was empty", "runtime", CRITICAL);
return;
}
try
{
project->Deserialize(json::parse(projectfileContent));
}
catch(...)
{
Logger::Log("Failed to deserialize project", "runtime", CRITICAL);
return;
}
window->SetTitle(project->Name);
Nuake::Engine::LoadProject(project);
Nuake::Engine::EnterPlayMode();
while (!window->ShouldClose())
{
Nuake::Engine::Tick();
Engine::Draw();
const auto& WindowSize = window->GetSize();
glViewport(0, 0, WindowSize.x, WindowSize.y);
Nuake::Renderer2D::BeginDraw(WindowSize);
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
const auto& windowSize = Vector2(viewport->Size.x, viewport->Size.y);
Ref<FrameBuffer> framebuffer = Engine::GetCurrentWindow()->GetFrameBuffer();
if (framebuffer->GetSize() != windowSize)
{
framebuffer->QueueResize(windowSize);
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, { 0, 0 });
ImGui::Begin("Game", 0, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoResize);
{
ImGui::Image((void*)Window::Get()->GetFrameBuffer()->GetTexture()->GetID(), ImGui::GetContentRegionAvail(), ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
ImGui::PopStyleVar(2);
Engine::EndDraw();
}
}

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@@ -81,6 +81,77 @@ project "Nuake"
runtime "Release"
optimize "on"
project "NuakeRuntime"
location "Runtime"
kind "ConsoleApp"
language "C++"
targetdir ("bin/" .. outputdir .. "/%{prj.name}")
objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
debugdir ("Editor")
files
{
"Runtime/Runtime.cpp"
}
includedirs
{
"%{prj.name}/../Nuake",
"%{prj.name}/../Nuake/src/Vendors",
"%{prj.name}/../Nuake/Dependencies/GLEW/include",
"%{prj.name}/../Nuake/Dependencies/GLFW/include",
"%{prj.name}/../Nuake/Dependencies/assimp/include",
"%{prj.name}/../Nuake/Dependencies/build",
"%{prj.name}/../Nuake/src/Vendors/msdfgen",
"%{prj.name}/../Nuake/Dependencies/JoltPhysics",
"%{prj.name}/../Nuake/Dependencies/build",
"%{prj.name}/../Nuake/Dependencies/soloud/include"
}
libdirs
{
"%{prj.name}/../Nuake/dependencies/GLEW/lib/Release/x64",
"%{prj.name}/../Nuake/dependencies/assimp/lib/",
"%{prj.name}/../Nuake/dependencies/freetype-windows-binaries/release static/win64",
"%{prj.name}/../bin/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}/Nuake/",
"%{prj.name}/../Nuake/dependencies/freetype/include",
"%{prj.name}/../Nuake/src/Vendors/msdfgen/freetype/win64",
"%{prj.name}/../Nuake/src/Vendors/msdfgen",
"%{prj.name}/../Nuake/src/Vendors/wren/src/include",
"%{prj.name}/../Nuake/dependencies/JoltPhysics/bin/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}/JoltPhysics/",
"%{prj.name}/../Nuake/dependencies/soloud/bin/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
}
links
{
"Nuake",
"GLFW",
"assimp",
"glew32s.lib",
"opengl32.lib",
"Freetype",
"JoltPhysics",
"soloud"
}
filter "system:windows"
cppdialect "C++17"
staticruntime "On"
filter "configurations:Debug"
runtime "Debug"
symbols "on"
filter "configurations:Release"
runtime "Release"
optimize "on"
-- copy a file from the objects directory to the target directory
postbuildcommands {
--"{COPY} "Nuake/dependencies/GLFW/lib-vc2019/glfw3.dll" " .. "./bin/" .. outputdir .. "/%{prj.name}/glfw3.dll"
}
project "Editor"
location "Editor"
kind "ConsoleApp"