luaaaaaaa
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commit
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251
src/tsr/game.cpp
251
src/tsr/game.cpp
@ -1,3 +1,6 @@
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#define NOMINMAX
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#include <windows.h>
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#include "game.hpp"
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#include "entity_model.hpp"
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#include "entity_cct.hpp"
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@ -11,6 +14,7 @@ using namespace TSR;
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entt::registry Game::s_registry;
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std::unique_ptr<PhysicsScene> Game::s_physics_scene;
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std::unique_ptr<WorldMap> Game::s_map;
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std::map<uint32_t, Timer> Game::s_timers;
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uint64_t Game::s_sv_frame = 0;
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float Game::s_frame_t = 0.0f;
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@ -25,6 +29,8 @@ static entt::entity player;
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static AssetPtr<Model> s_skybox_model;
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static uint32_t s_next_timer_id;
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void Game::StartGame(const std::string& map_name) {
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s_sv_frame = 0;
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s_frame_t = 0.0f;
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@ -34,9 +40,42 @@ void Game::StartGame(const std::string& map_name) {
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s_physics_scene = std::make_unique<PhysicsScene>();
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s_map = std::make_unique<WorldMap>(map_name, s_physics_scene.get());
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s_next_timer_id = 0U;
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LuaAPI::Init();
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LuaAPI::RegisterFunction("g_settimer", [](float interval, bool repeat, sol::function callback) {
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auto& timer = s_timers[++s_next_timer_id];
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timer.last_frame = s_sv_frame;
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timer.interval = interval;
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timer.repeat = repeat;
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timer.callback = callback;
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return s_next_timer_id;
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});
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LuaAPI::RegisterFunction("g_cleartimer", [](uint32_t id) {
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s_timers.erase(id);
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});
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LuaAPI::RegisterFunction("g_getframe", []() {
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return s_sv_frame;
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});
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LuaAPI::RegisterFunction("g_gettps", []() {
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return s_tps;
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});
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LuaAPI::RegisterFunction("g_require", [](const std::string& name) {
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LuaAPI::Load(name);
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});
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LuaAPI::Load("scripts/autoexec.lua");
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}
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void Game::EndGame() {
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s_timers.clear();
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LuaAPI::Shutdown();
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s_registry.clear();
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s_map.reset();
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s_physics_scene.reset();
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@ -44,139 +83,147 @@ void Game::EndGame() {
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void Game::Run() {
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Filesystem::Init("main");
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WindowWrapper ww("TSR test", 640, 480);
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////Audio::Init();
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try {
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Physics::Init();
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Filesystem::Init("main");
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WindowWrapper ww("TSR test", 640, 480);
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////Audio::Init();
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Renderer renderer;
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Physics::Init();
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StartGame("maps/kalbatest1.mapproject.json");
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Renderer renderer;
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while (!s_map->Loaded())
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s_map->LoadNext();
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StartGame("maps/kalbatest1.mapproject.json");
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s_skybox_model = AssetMap::Get<Model>("models/skybox.mdl.json");
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while (!s_map->Loaded())
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s_map->LoadNext();
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//s_physics_scene->EnableDebug(false);
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s_skybox_model = AssetMap::Get<Model>("models/skybox.mdl.json");
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for (int i = 0; i < 10; ++i) {
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auto ent = Game::Registry().create();
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ModelSystem::AddModel(ent, "models/test_skeletal.mdl.json");
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ModelSystem::Anim(ent, "init");
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ModelSystem::Anim(ent, "ruce");
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//ModelSystem::Anim(ent, "stand");
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//ModelSystem::Anim(ent, "walk2", i * 13.0f);
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//s_physics_scene->EnableDebug(false);
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glm::vec3 pos(2.0f * (i / 10), 0.0f, 2.0f * (i % 10));
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for (int i = 0; i < 10; ++i) {
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auto ent = Game::Registry().create();
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ModelSystem::AddModel(ent, "models/test_skeletal.mdl.json");
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ModelSystem::Anim(ent, "init");
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ModelSystem::Anim(ent, "ruce");
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//ModelSystem::Anim(ent, "stand");
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//ModelSystem::Anim(ent, "walk2", i * 13.0f);
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auto& trans = Registry().emplace_or_replace<TransformComponent>(ent);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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glm::vec3 pos(2.0f * (i / 10), 0.0f, 2.0f * (i % 10));
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}
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auto& trans = Registry().emplace_or_replace<TransformComponent>(ent);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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{
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ent1 = Game::Registry().create();
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ModelSystem::AddModel(ent1, "models/skrin.mdl.json");
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ModelSystem::Anim(ent1, "init");
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ModelSystem::Anim(ent1, "open_left");
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ModelSystem::Anim(ent1, "open_right");
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auto& trans = Registry().emplace_or_replace<TransformComponent>(ent1);
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glm::vec3 pos(0.0f, 5.0f, 0.0f);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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}
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}
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{
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player = Game::Registry().create();
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ModelSystem::AddModel(player, "models/test_skeletal.mdl.json");
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ModelSystem::Anim(player, "init");
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ModelSystem::Anim(player, "stand");
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auto& trans = Registry().emplace_or_replace<TransformComponent>(player);
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glm::vec3 pos(0.0f, 5.0f, 0.0f);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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{
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ent1 = Game::Registry().create();
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ModelSystem::AddModel(ent1, "models/skrin.mdl.json");
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ModelSystem::Anim(ent1, "init");
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ModelSystem::Anim(ent1, "open_left");
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ModelSystem::Anim(ent1, "open_right");
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auto& trans = Registry().emplace_or_replace<TransformComponent>(ent1);
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glm::vec3 pos(0.0f, 5.0f, 0.0f);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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}
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CCTSystem::AddCCT(player, 0.25f, 1.2f);
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{
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player = Game::Registry().create();
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ModelSystem::AddModel(player, "models/test_skeletal.mdl.json");
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ModelSystem::Anim(player, "init");
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ModelSystem::Anim(player, "stand");
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auto& trans = Registry().emplace_or_replace<TransformComponent>(player);
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glm::vec3 pos(0.0f, 5.0f, 0.0f);
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trans.trans.pos = pos;
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trans.trans.rot = glm::quat(glm::vec3(0.0f));
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trans.trans.scl = glm::vec3(1.0f);
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}
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CCTSystem::AddCCT(player, 0.25f, 1.2f);
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cam.third_person_distance = 5.0f;
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}
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Window::SetInputMode(GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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Window::SetCursorPosCallback([](GLFWwindow* window, double xpos, double ypos) {
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cam.third_person_distance = 5.0f;
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static float last_mouse_x = 0.0f, last_mouse_y = 0.0f;
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Window::SetInputMode(GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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Window::SetCursorPosCallback([](GLFWwindow* window, double xpos, double ypos) {
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static float last_mouse_x = 0.0f, last_mouse_y = 0.0f;
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double xoffset = xpos - last_mouse_x;
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double yoffset = last_mouse_y - ypos; // reversed since y-coordinates range from bottom to top
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double xoffset = xpos - last_mouse_x;
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double yoffset = last_mouse_y - ypos; // reversed since y-coordinates range from bottom to top
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cam.ProcessMouse(xoffset, yoffset);
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cam.ProcessMouse(xoffset, yoffset);
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last_mouse_x = xpos;
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last_mouse_y = ypos;
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});
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last_mouse_x = xpos;
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last_mouse_y = ypos;
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});
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Window::SetKeyCallback([](GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_F1:
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s_debug_draw = !s_debug_draw;
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s_physics_scene->EnableDebug(s_debug_draw);
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break;
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Window::SetKeyCallback([](GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action == GLFW_PRESS) {
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switch (key) {
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case GLFW_KEY_F1:
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s_debug_draw = !s_debug_draw;
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s_physics_scene->EnableDebug(s_debug_draw);
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break;
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case GLFW_KEY_E:
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ModelSystem::Anim(ent1, "open_left");
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ModelSystem::Anim(ent1, "open_right");
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break;
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case GLFW_KEY_E:
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ModelSystem::Anim(ent1, "open_left");
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ModelSystem::Anim(ent1, "open_right");
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break;
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case GLFW_KEY_Q:
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ModelSystem::Anim(ent1, "close_left");
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ModelSystem::Anim(ent1, "close_right");
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break;
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case GLFW_KEY_Q:
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ModelSystem::Anim(ent1, "close_left");
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ModelSystem::Anim(ent1, "close_right");
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break;
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}
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}
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});
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cam.movement_speed *= 0.1f;
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}
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Window::Show();
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});
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auto start_t = std::chrono::steady_clock::now();
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uint32_t time = 0U;
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uint32_t real_time = 0U;
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cam.movement_speed *= 0.1f;
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uint32_t frame_time_ms = 1000U / s_tps;
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Window::Show();
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glfwSwapInterval(0);
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auto start_t = std::chrono::steady_clock::now();
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uint32_t time = 0U;
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uint32_t real_time = 0U;
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while (!Window::ShouldClose()) {
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uint32_t frame_time_ms = 1000U / s_tps;
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auto diff = std::chrono::steady_clock::now() - start_t;
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real_time = std::chrono::duration_cast<std::chrono::milliseconds>(diff).count();
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glfwSwapInterval(0);
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if (!Window::KeyDown(GLFW_KEY_C)) {
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while (time < real_time) {
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SvFrame();
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time += frame_time_ms;
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}
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while (!Window::ShouldClose()) {
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auto diff = std::chrono::steady_clock::now() - start_t;
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real_time = std::chrono::duration_cast<std::chrono::milliseconds>(diff).count();
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if (!Window::KeyDown(GLFW_KEY_C)) {
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while (time < real_time) {
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SvFrame();
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time += frame_time_ms;
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}
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s_frame_t = (float)(real_time - time + frame_time_ms) / (float)frame_time_ms;
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ClFrame(renderer, 0.0f);
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}
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s_frame_t = (float)(real_time - time + frame_time_ms) / (float)frame_time_ms;
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ClFrame(renderer, 0.0f);
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}
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catch (std::exception ex) {
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TsrPrintf("ERROR: %s\n", ex.what());
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MessageBoxA(NULL, ex.what(), "ERROR", MB_ICONERROR);
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}
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EndGame();
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@ -199,6 +246,24 @@ void Game::SvFrame() {
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//if (Window::KeyDown(GLFW_KEY_LEFT_SHIFT))
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// cam.ProcessMovement(Camera::Movement::DOWN, time);
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// execute timers
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for (auto it = s_timers.begin(); it != s_timers.end();) {
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auto& timer = it->second;
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if (s_sv_frame != timer.last_frame && s_sv_frame - timer.last_frame >= (uint32_t)(timer.interval * (float)s_tps)) {
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timer.last_frame = s_sv_frame;
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sol::protected_function func = timer.callback;
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func();
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if (!timer.repeat) {
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it = s_timers.erase(it);
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continue;
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}
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}
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++it;
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}
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float move_forward = 0.0f;
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float move_right = 0.0f;
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@ -8,15 +8,25 @@
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#include "renderer.hpp"
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#include "worldmap.hpp"
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#include "physics.hpp"
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#include "luaapi.hpp"
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namespace TSR {
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struct Timer {
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float interval = 0.0f;
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uint32_t last_frame = 0;
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bool repeat = false;
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sol::reference callback;
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};
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class Game {
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static entt::registry s_registry;
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static std::unique_ptr<WorldMap> s_map;
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static std::unique_ptr<PhysicsScene> s_physics_scene;
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static std::map<uint32_t, Timer> s_timers;
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static uint64_t s_sv_frame;
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static float s_frame_t;
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static int s_tps;
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27
src/tsr/luaapi.cpp
Normal file
27
src/tsr/luaapi.cpp
Normal file
@ -0,0 +1,27 @@
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#include "luaapi.hpp"
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#include "filesystem.hpp"
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using namespace TSR;
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std::unique_ptr<sol::state> LuaAPI::s_lua;
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std::set<std::string> LuaAPI::s_loaded_scripts;
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void LuaAPI::Init() {
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s_lua = std::make_unique<sol::state>();
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s_lua->open_libraries(sol::lib::base, sol::lib::math, sol::lib::string, sol::lib::table, sol::lib::debug, sol::lib::coroutine);
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//s_lua->script(R"(
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// print("Hello from Lua!")
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//)");
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}
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void LuaAPI::Shutdown() {
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s_lua.reset();
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s_loaded_scripts.clear();
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}
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void LuaAPI::Load(const std::string& name) {
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s_loaded_scripts.insert(name);
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auto script = Filesystem::Read(name);
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s_lua->safe_script(script, name);
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}
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35
src/tsr/luaapi.hpp
Normal file
35
src/tsr/luaapi.hpp
Normal file
@ -0,0 +1,35 @@
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#pragma once
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#include <sol/sol.hpp>
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#include <string>
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#include <memory>
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#include <set>
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namespace TSR {
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class LuaAPI {
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static std::unique_ptr<sol::state> s_lua;
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static std::set<std::string> s_loaded_scripts;
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public:
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static void Init();
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static void Shutdown();
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static void Load(const std::string& name);
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template <typename... Args>
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static void RegisterFunction(const std::string& name, Args&&... args) {
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s_lua->set_function(name, std::forward<Args>(args)...);
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}
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template <typename... Args>
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static void Call(const std::string& name, Args&&... args) {
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sol::protected_function func = s_lua->get<sol::protected_function>(name);
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func(std::forward<Args>(args)...);
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}
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static sol::state& GetState() { return *s_lua; }
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};
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}
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@ -25,13 +25,13 @@ void Physics::Init() {
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bool recordMemoryAllocations = true;
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auto mPvd = PxCreatePvd(*s_foundation);
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PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("localhost", 5425, 10);
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mPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
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//auto mPvd = PxCreatePvd(*s_foundation);
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//PxPvdTransport* transport = PxDefaultPvdSocketTransportCreate("localhost", 5425, 10);
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//mPvd->connect(*transport, PxPvdInstrumentationFlag::eALL);
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PxTolerancesScale scale;
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s_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *s_foundation, scale, recordMemoryAllocations, mPvd);
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s_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *s_foundation, scale, recordMemoryAllocations, nullptr);
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if (!s_physics)
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Throw("(PX) PxCreatePhysics failed!");
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@ -44,9 +44,14 @@ void Physics::Init() {
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}
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void Physics::Close() {
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s_cooking->release();
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s_physics->release();
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s_foundation->release();
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if (s_cooking)
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s_cooking->release();
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if (s_physics)
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s_physics->release();
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if (s_foundation)
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s_foundation->release();
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}
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PhysicsScene::PhysicsScene() {
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@ -579,7 +579,7 @@ void Renderer::Render(int width, int height) {
|
||||
// DEBUG
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
if (!m_debug_lines.empty()) {
|
||||
glStencilFunc(GL_ALWAYS, 0, 0xFF);
|
||||
//glStencilFunc(GL_ALWAYS, 0, 0xFF);
|
||||
m_shader_debug.Use();
|
||||
glUniformMatrix4fv(m_shader_debug.U(SU_VP), 1, GL_FALSE, glm::value_ptr(mat_vp));
|
||||
|
||||
|
||||
@ -1,34 +1,12 @@
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include "tsr/filesystem.hpp"
|
||||
#include "tsr/window.hpp"
|
||||
#include "tsr/renderer.hpp"
|
||||
#include "tsr/model.hpp"
|
||||
#include "tsr/camera.hpp"
|
||||
#include "tsr/game.hpp"
|
||||
#include "tsr/entity_model.hpp"
|
||||
#include <windows.h>
|
||||
|
||||
using namespace TSR;
|
||||
Camera cam;
|
||||
#include "tsr/game.hpp"
|
||||
|
||||
int main() {
|
||||
TsrPrintf("Hello (client)\n");
|
||||
|
||||
try {
|
||||
Game::Run();
|
||||
|
||||
//Client::Run();
|
||||
|
||||
|
||||
|
||||
}
|
||||
catch (std::exception ex) {
|
||||
|
||||
TsrPrintf("ERROR: %s\n", ex.what());
|
||||
MessageBoxA(NULL, ex.what(), "ERROR", MB_ICONERROR);
|
||||
}
|
||||
//Audio::Close();
|
||||
TSR::Game::Run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -129,6 +129,7 @@
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\tsr\luaapi.cpp" />
|
||||
<ClCompile Include="src\tsr\entity_cct.cpp" />
|
||||
<ClCompile Include="src\tsr\physics.cpp" />
|
||||
<ClCompile Include="src\tsr\camera.cpp" />
|
||||
@ -144,6 +145,7 @@
|
||||
<ClCompile Include="src\tsr\worldmap.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\tsr\luaapi.hpp" />
|
||||
<ClInclude Include="src\tsr\entity_cct.hpp" />
|
||||
<ClInclude Include="src\tsr\physics.hpp" />
|
||||
<ClInclude Include="src\tsr\camera.hpp" />
|
||||
|
||||
@ -54,6 +54,9 @@
|
||||
<ClCompile Include="src\tsr\entity_cct.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\tsr\luaapi.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\tsr\window.hpp">
|
||||
@ -101,5 +104,8 @@
|
||||
<ClInclude Include="src\tsr\entity_cct.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\tsr\luaapi.hpp">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Loading…
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Reference in New Issue
Block a user