168 lines
4.5 KiB
C
168 lines
4.5 KiB
C
#include <game.h>
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#include <Controller/DebugCameraController.h>
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#include <Core/Common/serialization.h>
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#include <Core/HAL/Filesystem/Filesystem.h>
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#include <Core/HAL/Keyboard/Keyboard.h>
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#include <Core/JulietInit.h>
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#include <Core/Logging/LogManager.h>
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#include <Core/Memory/MemoryArena.h>
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#include <Data/World.h>
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#include <Entity/Entity.h>
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#include <Entity/entity_types.h>
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#include <Entity/EntityManager.h>
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#include <Graphics/Camera.h>
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#include <Graphics/MeshRenderer.h>
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#include <dcimgui.h>
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#include <stdio.h>
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#if JULIET_DEBUG
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#include <Debug/DebugTopBar.h>
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#include <UnitTest/WorldUnitTest.h>
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#endif
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global GameState* gGameState = NULL;
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GameState* GetGameState(void)
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{
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return gGameState;
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}
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JULIET_API void __cdecl GameShutdown(void)
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{
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printf("Shutting down game...\n");
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if (gGameState != NULL && gGameState->World != NULL)
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{
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ShutdownWorld(gGameState->World);
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}
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ShutdownEntityManager();
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}
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JULIET_API void __cdecl GameUpdate(GameData* params, float deltaTime)
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{
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Assert(params != NULL);
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gGameState = params->GameState;
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if (gGameState == NULL)
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{
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ArenaParams gameStateParams = { .ReserveSize = Megabytes(1), .Name = "Game Total Arena" };
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Arena* gameStateArena = ArenaAllocate(gameStateParams);
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GameState* gameState = ArenaPushStruct(gameStateArena, GameState);
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gGameState = params->GameState = gameState;
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gameState->TotalArena = gameStateArena;
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gameState->Mode = GameMode_Editor;
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gameState->TotalTime = 0.0f;
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gameState->Score = 0;
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printf("Game Arena Allocated: %p\n", (void*)gameState);
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// Reserve cameras. Lets go with 4 for now
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ReserveCamera(4);
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#if JULIET_DEBUG
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UnitTest_WorldUnitTest();
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#endif
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// Bootstrap world
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ArenaParams worldParams = { .ReserveSize = Megabytes(1), .Name = "World Arena" };
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Arena* worldArena = ArenaAllocate(worldParams);
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World* world = ArenaPushStructTag(worldArena, World, "World");
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gameState->World = world;
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InitWorld(gameState->World, worldArena);
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// Entity Use case
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InitEntityManager(gameState->World);
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EntityManager* manager = GetEntityManager();
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Inert* mesh = MakeEntity(Inert, manager, 1.f, 2.f, 0.f);
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Assert(mesh != NULL);
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MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
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Matrix identity = MatrixIdentity();
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MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, &identity);
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mesh->MeshInstance = meshInst;
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Inert* mesh2 = MakeEntity(Inert, manager, 4.f, 0.f, 2.f);
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Assert(mesh2 != NULL);
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MeshInstanceID meshInst2 = CreateMeshInstance(cubeAsset, 0, &identity);
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mesh2->MeshInstance = meshInst2;
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// Summer at 2pm lighting
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Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
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Vector3 sunColor = { 1.0f, 0.95f, 0.85f };
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float ambientIntensity = 0.4f;
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SetGlobalLight(sunDirection, sunColor, ambientIntensity);
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}
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#if JULIET_DEBUG
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DrawTopBar();
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#endif
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GameMode previousFrameMode = gGameState->Mode;
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if (IsKeyPressed(ScanCode_F1))
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{
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if (previousFrameMode == GameMode_Play)
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{
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gGameState->Mode = GameMode_Debug;
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}
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else if (previousFrameMode == GameMode_Debug)
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{
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gGameState->Mode = GameMode_Play;
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}
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}
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if (gGameState->Mode == GameMode_Editor)
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{
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if (IsKeyPressed(ScanCode_F5))
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{
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gGameState->Mode = GameMode_Play;
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}
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#if JULIET_EDITOR
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RenderWorldEditorUI(gGameState->World);
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#endif
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}
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if (gGameState->Mode == GameMode_Play)
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{
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if (IsKeyPressed(ScanCode_Escape))
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{
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gGameState->Mode = GameMode_Editor;
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}
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// update game
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}
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EntityManager* manager = GetEntityManager();
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UpdateEntityManager(manager);
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if (gGameState->Mode == GameMode_Debug)
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{
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if (previousFrameMode == GameMode_Play)
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{
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ActivateDebugController();
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}
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if (IsKeyPressed(ScanCode_Escape))
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{
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gGameState->Mode = GameMode_Editor;
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}
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UpdateDebugController(deltaTime);
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#if JULIET_DEBUG
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ImGui_Begin("Debug", NULL, ImGuiWindowFlags_None);
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RenderImGuiDebugController(deltaTime);
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ImGui_End();
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#endif
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}
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if (gGameState->Mode != GameMode_Debug && previousFrameMode == GameMode_Debug)
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{
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DeactivateDebugController();
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}
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}
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