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