add filesystemcomponent and mount resource folder
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ce17cbd269
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@ -1,9 +1,10 @@
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#include <NazaraEditor/Core/Application/BaseApplication.hpp>
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#include <NazaraEditor/Core/Components/CameraComponent.hpp>
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#include <NazaraEditor/Core/Components/NameComponent.hpp>
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#include <NazaraEditor/Core/Systems/CameraSystem.hpp>
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#include <NazaraEditor/Core/Systems/ComponentsSystem.hpp>
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#include <Nazara/Core/AppEntitySystemComponent.hpp>
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#include <Nazara/Core/AppFilesystemComponent.hpp>
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#include <Nazara/Graphics/Components/CameraComponent.hpp>
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#include <Nazara/Graphics/FramePipeline.hpp>
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#include <Nazara/Graphics/RenderTexture.hpp>
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@ -28,9 +29,12 @@ namespace Nz
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std::filesystem::path resourceDir = "assets/editor";
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if (!std::filesystem::is_directory(resourceDir) && std::filesystem::is_directory("../.." / resourceDir))
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resourceDir = "../.." / resourceDir;
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SetResourceFolder(resourceDir);
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auto& windowing = AddComponent<Nz::AppWindowingComponent>();
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auto& fs = AddComponent<Nz::AppFilesystemComponent>();
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fs.Mount("editor:", resourceDir);
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std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
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@ -53,7 +57,7 @@ namespace Nz
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ImGui::EnsureContextOnThisThread();
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// load the passes after Imgui is init
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auto passList = Nz::PipelinePassList::LoadFromFile(m_resourceFolder / "editor.passlist");
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auto passList = fs.Load<Nz::PipelinePassList>("editor:/editor.passlist");
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m_editorCamera = std::make_unique<Nz::Camera>(std::make_shared<RenderWindow>(*m_windowSwapchain), passList);
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AddUpdaterFunc(Interval{ Nz::Time::Milliseconds(16) }, [&](Nz::Time elapsed) {
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@ -160,7 +164,8 @@ namespace Nz
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{
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RenderSystem& system = m_level.GetEnttWorld()->GetSystem<RenderSystem>();
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auto passList = Nz::PipelinePassList::LoadFromFile(m_resourceFolder / "engine.passlist");
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auto& fs = GetComponent<AppFilesystemComponent>();
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auto passList = fs.Load<Nz::PipelinePassList>("editor:/engine.passlist");
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auto& cameraComponent = m_mainCamera.emplace<Nz::CameraComponent>(std::make_shared<Nz::RenderTexture>(m_engineTexture), passList, Nz::ProjectionType::Perspective);
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cameraComponent.UpdateFOV(70.f);
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