mirror of
https://github.com/antopilo/Nuake.git
synced 2026-01-03 14:09:46 +03:00
147 lines
5.8 KiB
C++
147 lines
5.8 KiB
C++
#include <Engine.h>
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#include "src/Core/Maths.h"
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#include <src/Scene/Entities/Entity.h>
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#include <src/Scene/Scene.h>
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#include <src/Scene/Components/QuakeMap.h>
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#include <src/Vendors/imgui/imgui.h>
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#include <src/Vendors/imgui/ImGuizmo.h>
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#include <src/Scene/Components/Components.h>
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#include <src/Core/Physics/PhysicsManager.h>
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#include "src/Scene/Components/BoxCollider.h"
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#include "src/EditorInterface.h"
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#include "src/Core/Input.h"
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#include <GLFW/glfw3.h>
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#include <src/Vendors/glm/trigonometric.hpp>
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#include <src/Scripting/ScriptingEngine.h>
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#include <src/Resource/FGD/FGDFile.h>
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#include <src/Rendering/Shaders/ShaderManager.h>
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#include <src/Rendering/Renderer.h>
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#include "src/UI/UserInterface.h"
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#include "src/NewEditor.h"
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#include <src/Scene/Components/BSPBrushComponent.h>
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void OpenProject()
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{
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// Parse the project and load it.
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std::string projectPath = Nuake::FileDialog::OpenFile("Project file|*.project;");
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Nuake::FileSystem::SetRootDirectory(projectPath + "/../");
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Ref<Nuake::Project> project = Nuake::Project::New();
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if (!project->Deserialize(Nuake::FileSystem::ReadFile(projectPath, true)))
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{
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Nuake::Logger::Log("Error loading project: " + projectPath, Nuake::CRITICAL);
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return;
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}
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project->FullPath = projectPath;
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Nuake::Engine::LoadProject(project);
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// Create new interface named test.
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//userInterface = UI::UserInterface::New("test");
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// Set current interface running.
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//Engine::GetCurrentScene()->AddInterface(userInterface);
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}
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int main()
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{
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Nuake::Engine::Init();
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Nuake::EditorInterface editor;
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editor.BuildFonts();
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// Register Gizmo textures
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Ref<Nuake::Texture> lightTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Light.png");
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Ref<Nuake::Texture> camTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Camera.png");
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Nuake::Shader* GuizmoShader = Nuake::ShaderManager::GetShader("resources/Shaders/gizmo.shader");
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Nuake::Shader* ditherShader = Nuake::ShaderManager::GetShader("resources/Shaders/dither.shader");
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//Nuake::NewEditor newEditor = Nuake::NewEditor();
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// Register shaders
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while (!Nuake::Engine::GetCurrentWindow()->ShouldClose())
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{
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Nuake::RenderCommand::Clear();
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Nuake::Engine::Tick();
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Nuake::Engine::Draw();
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//newEditor.Update(0.f);
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Nuake::Vector2 WindowSize = Nuake::Engine::GetCurrentWindow()->GetSize();
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glViewport(0, 0, WindowSize.x, WindowSize.y);
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Nuake::Renderer2D::BeginDraw(WindowSize);
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//newEditor.Draw(WindowSize);
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Ref<Nuake::FrameBuffer> sceneFramebuffer = Nuake::Engine::GetCurrentWindow()->GetFrameBuffer();
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sceneFramebuffer->Bind();
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Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
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if (currentScene && !Nuake::Engine::IsPlayMode)
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{
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//GuizmoShader->Bind();
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//
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//glDisable(GL_CULL_FACE);
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//glDisable(GL_DEPTH_TEST);
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//auto camView = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::CameraComponent>();
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//for (auto e : camView) {
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// auto [transformComponent, cam] = camView.get<Nuake::TransformComponent, Nuake::CameraComponent>(e);
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//
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// GuizmoShader->SetUniformMat4f("model", transformComponent.GetGlobalTransform());
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// GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
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// GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
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//
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// camTexture->Bind(2);
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// GuizmoShader->SetUniform1i("gizmo_texture", 2);
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//
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// Nuake::Renderer::DrawQuad(transformComponent.GetGlobalTransform());
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//}
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//
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//auto view = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::LightComponent>();
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//for (auto e : view) {
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// auto [transformComponent, light] = view.get<Nuake::TransformComponent, Nuake::LightComponent>(e);
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//
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// GuizmoShader->SetUniformMat4f("model", transformComponent.GetGlobalTransform());
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// GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
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// GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
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//
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// lightTexture->Bind(2);
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// GuizmoShader->SetUniform1i("gizmo_texture", 2);
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//
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// Nuake::Renderer::DrawQuad(transformComponent.GetGlobalTransform());
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//}
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//
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//glEnable(GL_CULL_FACE);
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//
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//GuizmoShader->Unbind();
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//
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//ditherShader->Bind();
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//ditherShader->SetUniformMat4f("u_View", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetTransform());
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//ditherShader->SetUniformMat4f("u_Projection", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetPerspective());
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//ditherShader->SetUniform1f("u_Time", Nuake::Engine::GetTime());
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//ditherShader->SetUniform4f("u_Color", 252.0 / 255.0, 3.0 / 255.0, 65.0 / 255.0, 1.0);
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//
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//if (editor.m_IsEntitySelected && editor.m_SelectedEntity.HasComponent<Nuake::BSPBrushComponent>())
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//{
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// for (auto& m : editor.m_SelectedEntity.GetComponent<Nuake::BSPBrushComponent>().Meshes)
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// Nuake::Renderer::SubmitMesh(m, editor.m_SelectedEntity.GetComponent<Nuake::TransformComponent>().GetGlobalTransform());
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//
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// Nuake::Renderer::Flush(ditherShader, true);
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//}
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glEnable(GL_DEPTH_TEST);
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}
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sceneFramebuffer->Unbind();
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editor.Draw();
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Nuake::Engine::EndDraw();
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}
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Nuake::Engine::Close();
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}
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