Backlog/projects/sampleGame/main.zig

314 lines
8.9 KiB
Zig

allocator: std.mem.Allocator,
camera: core.Entity = undefined,
cameraComponent: *rend.CameraComponent = undefined,
cameraSpeed: f32 = 10.0,
moveInput: *core.Axis2dBinding = undefined,
moveVector: core.Vectorf = .{},
mouseMove: core.Vector2f = .{},
rotateAxis: f32 = 0.0,
rotateAxisPitch: f32 = 0.0,
sensitivity: f32 = 5.0,
verticalMove: f32 = 0.0,
centerDist: f32 = 2.0,
centerDistMove: f32 = 2.0,
yaw: f32 = 0.0,
pitch: f32 = 0.0,
mouseLook: bool = true,
pub var NeonObjectTable: core.EngineObjectVTable = core.EngineObjectVTable.from(@This());
pub fn init(allocator: std.mem.Allocator) !*@This() {
const self = try allocator.create(@This());
self.* = .{
.allocator = allocator,
};
return self;
}
const assetReferences = [_]assets.AssetImportReference{
assets.MakeImportRefOptions(
"Mesh",
"m_empire",
.{ .path = "meshes/lost_empire.obj" },
),
assets.MakeImportRefOptions(
"Mesh",
"m_skybox",
.{ .path = "meshes/skybox.obj" },
),
assets.MakeImportRefOptions(
"Mesh",
"m_fox",
.{ .path = "gltf-samples/Fox/glTF/Fox.gltf" },
),
assets.MakeImportRefOptions(
"Texture",
"t_fox",
.{ .path = "gltf-samples/Fox/glTF/Texture.png" },
),
assets.MakeImportRefOptions(
"Texture",
"t_empire",
.{ .path = "textures/lost_empire-RGBA.png" },
),
};
pub fn prepare(self: *@This()) !void {
core.engine_log(">>>>>>> game prepare", .{});
var z = core.tracy.ZoneN(@src(), "PREPARING GAME");
defer z.End();
try core.fs().addContentPath("sampleGame");
try script.loadTypes("scripts");
try script.runScriptFile("scripts/prepare.lua");
try assets.loadList(assetReferences);
platform.setMouseRelativeMode(true);
const exitInput = try core.ActionBinding.create(core.MakeName("exit"));
exitInput.addKey(.escape, .keyDown);
_ = exitInput.data.addListener(null, onExit);
exitInput.activate();
{
const inp = try core.ActionBinding.create(core.MakeName("slow"));
inp.addKey(.lshift, .keyDown);
inp.addKey(.lshift, .keyUp);
_ = inp.data.addListener(self, slowDown);
inp.activate();
}
self.camera = try core.createEntity();
const cameraScene = self.camera.addComponent(core.Scene).?;
cameraScene.setPosition(.{ .z = -15 });
self.cameraComponent = self.camera.addComponent(rend.CameraComponent).?;
{
const lostEmpire = try core.createEntity();
const scene = lostEmpire.addComponent(core.Scene).?;
scene.setPosition(.{ .y = -20 });
const empireMesh = lostEmpire.addComponent(rend.MeshComponent).?;
empireMesh.setMesh("m_empire");
empireMesh.setTexture("t_empire");
}
{
const fox = try core.createEntity();
const scene = fox.addComponent(core.Scene).?;
_ = scene;
// scene.setScale();
const mesh = fox.addComponent(rend.MeshComponent).?;
mesh.setMesh("m_fox");
mesh.setTexture("t_fox");
}
{
const lightbox = try core.createEntity();
const scene = lightbox.addComponent(core.Scene).?;
scene.setPosition(.{ .y = 2 });
scene.setScale(0.1, 0.1, 0.1);
const mesh = lightbox.addComponent(rend.MeshComponent).?;
mesh.setMesh("m_default_cube");
mesh.setTexture("t_default");
}
rend.setActiveCamera(self.cameraComponent);
self.moveInput = try core.Axis2dBinding.create(core.MakeName("movement"));
self.moveInput.addKey(.w, 1.0, .y);
self.moveInput.addKey(.s, -1.0, .y);
self.moveInput.addKey(.d, 1.0, .x);
self.moveInput.addKey(.a, -1.0, .x);
_ = self.moveInput.data.addListener(self, onMove);
self.moveInput.activate();
{
const i = try core.Axis1dBinding.create(core.MakeName("movementRotation"));
i.addKey(.z, 1.0);
i.addKey(.x, -1.0);
_ = i.data.addListener(self, cameraRotate);
i.activate();
}
{
const i = try core.Axis1dBinding.create(core.MakeName("rotPitch"));
i.addKey(.f, 1.0);
i.addKey(.v, -1.0);
_ = i.data.addListener(self, distanceMove);
i.activate();
}
{
const verticalInput = try core.Axis1dBinding.create(core.MakeName("movementVertical"));
verticalInput.addKey(.e, 1.0);
verticalInput.addKey(.q, -1.0);
_ = verticalInput.data.addListener(self, verticalMovement);
verticalInput.activate();
}
{
const mouseLook = try core.Axis2dBinding.create(core.MakeName("mouseLook"));
mouseLook.enableMouseRelative();
_ = mouseLook.data.addListener(self, onMouseLook);
mouseLook.activate();
}
{
const shaderReload = try core.ActionBinding.create(core.MakeName("shaderReload"));
shaderReload.addKey(.r, .keyDown);
_ = shaderReload.data.addListener(self, onShaderReload);
shaderReload.activate();
}
{
const input = try core.ActionBinding.create(core.MakeName("toggleMouseLook"));
input.addKey(.t, .keyDown);
_ = input.data.addListener(self, toggleMouseLook);
input.activate();
}
}
fn onMouseLook(ctx: ?*anyopaque, axis: core.Vector2f) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
self.mouseMove = axis;
}
fn toggleMouseLook(ctx: ?*anyopaque, action: core.ActionEvent) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
_ = action;
self.mouseLook = !self.mouseLook;
self.updateMouseLook();
}
fn updateMouseLook(self: *@This()) void {
core.engine_log("{s}", .{if (self.mouseLook) "true" else "false"});
platform.setCursorVisible(self.mouseLook);
}
fn onShaderReload(ctx: ?*anyopaque, action: core.ActionEvent) void {
_ = ctx;
_ = action;
core.engine_log("reloading shaders, this is gonna cause some leaks but thats ok", .{});
rend.renderer.reloadShaders() catch unreachable;
}
fn slowDown(ctx: ?*anyopaque, action: core.ActionEvent) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
if (action == .keyUp) {
self.cameraSpeed = 10.0;
}
if (action == .keyDown) {
self.cameraSpeed = 4.0;
}
}
fn distanceMove(ctx: ?*anyopaque, axis: f32) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
self.centerDistMove = axis;
}
fn cameraRotate(ctx: ?*anyopaque, axis: f32) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
self.rotateAxis = axis;
}
fn verticalMovement(ctx: ?*anyopaque, axis: f32) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
self.verticalMove = axis;
}
fn onMove(ctx: ?*anyopaque, axis: core.Vector2f) void {
const self: *@This() = @ptrCast(@alignCast(ctx));
self.moveVector = .{ .x = axis.x, .z = axis.y, .y = 0.0 };
}
pub fn onExit(ctx: ?*anyopaque, action: core.ActionEvent) void {
_ = ctx;
_ = action;
core.exitNow();
}
pub fn getMouseMovement(self: *@This()) core.Vector2f {
const rv = self.mouseMove;
self.mouseMove = .{};
return rv;
}
pub fn tick(self: *@This(), dt: f64) void {
const fdt: f32 = @floatCast(dt);
if (self.camera.fetch(core.Scene)) |scene| {
const vector = core.Vectorf{ .x = self.moveVector.x, .z = self.moveVector.z, .y = self.verticalMove };
const posRot = scene.getPosRot();
self.yaw += self.rotateAxis * fdt * 20;
self.pitch += self.rotateAxisPitch * fdt * 20;
const mouseMovement = self.getMouseMovement();
self.yaw += core.radians(mouseMovement.x * self.sensitivity);
self.pitch -= core.radians(mouseMovement.y * self.sensitivity);
self.pitch = std.math.clamp(self.pitch, -90.0, 90.0);
self.cameraComponent.pitch = core.radians(self.pitch);
posRot.rotation = core.Rotation.eulerY(core.radians(self.yaw));
const movement = posRot.rotation.rotateVector(vector.fmul(self.cameraSpeed * fdt));
posRot.position = posRot.position.add(movement);
self.cameraComponent.resolve();
self.centerDist += self.centerDistMove * fdt;
const forward = self.cameraComponent.forward(); //posRot.rotation.forward();
const debugCenter = posRot.position.add(forward.fmul(self.centerDist));
core.debugSphere(debugCenter, 0.3, .{});
core.debugSphere(debugCenter, 0.1, .{ .color = .{ .x = 1.0 } });
rend.context().lightPosition = debugCenter;
}
var show: bool = true;
ig.showDemoWindow(&show);
}
pub fn deinit(self: *@This()) void {
self.allocator.destroy(self);
}
pub fn main() anyerror!void {
try backlog.initializeAndRunStandardProgram(@This(), .{
.name = "SampleGame",
.enabledModules = .{
.imgui = true,
.physics = true,
},
});
}
const std = @import("std");
const backlog = @import("Backlog");
const assets = backlog.assets;
const platform = backlog.platform;
const core = backlog.core;
const ig = backlog.imgui.api;
const rend = backlog.rend;
const script = core.script;