Files
Juliet/Game/game.cpp
T

173 lines
4.5 KiB
C++

#include <game.h>
#include <Controller/DebugCameraController.h>
#include <Core/Common/serialization.h>
#include <Core/HAL/Filesystem/Filesystem.h>
#include <Core/HAL/Keyboard/Keyboard.h>
#include <Core/JulietInit.h>
#include <Core/Logging/LogManager.h>
#include <Core/Memory/MemoryArena.h>
#include <Data/World.h>
#include <Entity/Entity.h>
#include <Entity/entity_types.h>
#include <Entity/EntityManager.h>
#include <Graphics/Camera.h>
#include <Graphics/MeshRenderer.h>
#include <imgui.h>
#if JULIET_DEBUG
#include <Debug/DebugTopBar.h>
#include <UnitTest/WorldUnitTest.h>
#endif
// namespace
// {
// void serialize_test(Archive* ar, void* payload)
// {
// SerializedEntityTest* test = reinterpret_cast<SerializedEntityTest*>(payload);
// serialize_elem(ar, test->A);
// }
// } // namespace
//
// DEFINE_ENTITY_SERIALIZED(SerializedEntityTest, serialize_test)
namespace
{
GameState* gGameState = nullptr;
}
GameState* GetGameState()
{
return gGameState;
}
extern "C" JULIET_API void __cdecl GameShutdown()
{
printf("Shutting down game...\n");
if (gGameState && gGameState->World)
{
ShutdownWorld(gGameState->World);
}
ShutdownEntityManager();
}
extern "C" JULIET_API void __cdecl GameUpdate(GameData* params, [[maybe_unused]] float deltaTime)
{
gGameState = params->GameState;
if (!gGameState)
{
Arena* gameStateArena = ArenaAllocate({ .ReserveSize = Megabytes(1), .Name = "Game Total Arena" });
auto* gameState = ArenaPushStruct<GameState>(gameStateArena);
gGameState = params->GameState = gameState;
gameState->TotalArena = gameStateArena;
gameState->TotalTime = 0.0f;
gameState->Score = 0;
printf("Game Arena Allocated: %p\n", static_cast<void*>(gameState));
// Reserve cameras. Lets go with 4 for now
ReserveCamera(4);
// Bootstrap world
auto* worldArena = ArenaAllocate({ .ReserveSize = Megabytes(1), .Name = "World Arena" });
World* world = ArenaPushStruct<World>(worldArena JULIET_DEBUG_PARAM("World"));
gameState->World = world;
InitWorld(gameState->World, worldArena);
#if JULIET_DEBUG
UnitTest::WorldUnitTest();
#endif
// Entity Use case
InitEntityManager(gameState->World);
auto& manager = GetEntityManager();
NonNullPtr mesh = MakeEntity<Inert>(manager, 1.f, 2.f, 0.f);
MeshAssetID cubeAsset = GetCubePrimitiveMeshAssetID();
MeshInstanceID meshInst = CreateMeshInstance(cubeAsset, 0, MatrixIdentity());
mesh->MeshInstance = meshInst;
NonNullPtr mesh2 = MakeEntity<Inert>(manager, 4.f, 0.f, 2.f);
MeshInstanceID meshInst2 = CreateMeshInstance(cubeAsset, 0, MatrixIdentity());
mesh2->MeshInstance = meshInst2;
// Summer at 2pm lighting
Vector3 sunDirection = { -0.2f, -0.9f, -0.3f };
Vector3 sunColor = { 1.0f, 0.95f, 0.85f };
float ambientIntensity = 0.4f;
SetGlobalLight(sunDirection, sunColor, ambientIntensity);
}
#if JULIET_DEBUG
DrawTopBar();
#endif
GameMode previousFrameMode = gGameState->Mode;
if (IsKeyPressed(ScanCode::F1))
{
if (previousFrameMode == GameMode::Play)
{
gGameState->Mode = GameMode::Debug;
}
else if (previousFrameMode == GameMode::Debug)
{
gGameState->Mode = GameMode::Play;
}
}
if (gGameState->Mode == GameMode::Editor)
{
if (IsKeyPressed(ScanCode::F5))
{
gGameState->Mode = GameMode::Play;
}
#if JULIET_EDITOR
RenderWorldEditorUI(*gGameState->World);
#endif
}
if (gGameState->Mode == GameMode::Play)
{
if (IsKeyPressed(ScanCode::Escape))
{
gGameState->Mode = GameMode::Editor;
}
// update game
}
auto& manager = GetEntityManager();
UpdateEntityManager(manager);
if (gGameState->Mode == GameMode::Debug)
{
if (previousFrameMode == GameMode::Play)
{
ActivateDebugController();
}
if (IsKeyPressed(ScanCode::Escape))
{
gGameState->Mode = GameMode::Editor;
}
UpdateDebugController(deltaTime);
#if JULIET_DEBUG
ImGui::Begin("Debug");
RenderImGuiDebugController(deltaTime);
ImGui::End();
#endif
}
if (gGameState->Mode != GameMode::Debug && previousFrameMode == GameMode::Debug)
{
DeactivateDebugController();
}
}