Added multiple scenes with host-side switching

Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
This commit is contained in:
2021-05-27 02:21:20 +02:00
parent feecfaac5c
commit 12b99bff50

View File

@@ -6,8 +6,6 @@
#define IMPORT_MODULE evmod_glfw #define IMPORT_MODULE evmod_glfw
#include IMPORT_MODULE_H #include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_ecs
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_physics #define IMPORT_MODULE evmod_physics
#include IMPORT_MODULE_H #include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_script #define IMPORT_MODULE evmod_script
@@ -17,25 +15,265 @@
#define IMPORT_MODULE evmod_game #define IMPORT_MODULE evmod_game
#include IMPORT_MODULE_H #include IMPORT_MODULE_H
GameScene scenes[2];
U32 width = 800;
U32 height = 600;
// Close window when Q is pressed // Close window when Q is pressed
DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) { DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) {
if(event->keyCode == 81) // tests if Q was pressed if(event->keyCode == 81) // tests if Q was pressed
Window->setShouldClose(event->handle, true); Window->setShouldClose(event->handle, true);
else if(event->keyCode == 49) // Numrow 1
Game->setActiveScene(scenes[0]);
else if(event->keyCode == 50) // Numrow 2
Game->setActiveScene(scenes[1]);
/* else if(event->keyCode == 45) // Numrow - */
/* else if(event->keyCode == 61) // Numrow = */
}) })
#define IMPORT_NAMESPACES do { \ void
IMPORT_NAMESPACE(ECS , ecs_module); \ init_scenes()
IMPORT_NAMESPACE(Window , window_module); \ {
IMPORT_NAMESPACE(Input , input_module); \ { // Scene 0
IMPORT_NAMESPACE(Physics , physics_module); \ scenes[0] = Game->newScene();
IMPORT_NAMESPACE(Rigidbody , physics_module); \
IMPORT_NAMESPACE(CollisionShape, physics_module); \ GameObject playerBox = Scene->createObject(scenes[0]);
IMPORT_NAMESPACE(Script , script_module); \ GameObject childBox = Scene->createChildObject(scenes[0], playerBox);
IMPORT_NAMESPACE(AssetSystem , asset_module); \ GameObject ground = Scene->createObject(scenes[0]);
IMPORT_NAMESPACE(Game , game_module); \
IMPORT_NAMESPACE(Object , game_module); \ GameObject camera = Scene->createCamera(scenes[0], EV_CAMERA_VIEWTYPE_PERSPECTIVE);
IMPORT_NAMESPACE(Camera , game_module); \
} while (0) assert(Scene->getActiveCamera(scenes[0]) == camera);
Camera->setHFOV(scenes[0], camera, 120);
Camera->setNearPlane(scenes[0], camera, 0.001);
Camera->setFarPlane(scenes[0], camera, 1000);
Camera->setAspectRatio(scenes[0], camera, (F32)width / (F32)height);
Object->setPosition(scenes[0], camera, Vec3new(0, 0, -5));
ScriptHandle childBoxScript = Script->new("Entity1Script1",
"this.on_init = function () "
" this.custom_eulerangles = Vec3:new() "
" this.custom_angularvelocity = Vec3:new(0, 0.01, 0) "
"end "
" "
"this.on_fixedupdate = function () "
" if Input.getKeyDown(Input.KeyCode.Left) then "
" this.custom_eulerangles:add(Vec3:new(0,0.01,0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.Right) then "
" this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) "
" end "
" this.eulerAngles = this.custom_eulerangles "
"end "
);
ScriptHandle playerBoxScript = Script->new("Entity2Script1",
"this.on_collisionenter = function(other) "
" other.position = other.position + Vec3:new(0.2, 0, 0) "
"end "
" "
"this.on_update = function () "
" rb = this:getComponent(Rigidbody) "
" if Input.getKeyDown(Input.KeyCode.Space) then "
" rb:addForce(Vec3:new(0, 100, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.D) then "
" rb:addForce(Vec3:new(10, 0, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.A) then "
" rb:addForce(Vec3:new(-10, 0, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.W) then "
" rb:addForce(Vec3:new(0, 0, -10)) "
" end "
" if Input.getKeyDown(Input.KeyCode.S) then "
" rb:addForce(Vec3:new(0, 0, 10)) "
" end "
"end "
);
ScriptHandle cameraScript = Script->new("CameraScript1",
"this.on_init = function() "
" this.speed = 3 "
"end "
"this.on_fixedupdate = function() "
/* " if Input.getKeyDown(Input.KeyCode.Up) then " */
/* " this.position = this.position + Vec3:new(0, 1, 0) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Down) then " */
/* " this.position = this.position - Vec3:new(0, 1, 0) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
/* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
/* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */
/* " end " */
"end "
);
GenericHandle ecs_handle = Scene->getECSWorld(scenes[0]);
PhysicsWorldHandle physics_handle = Scene->getPhysicsWorld(scenes[0]);
Script->addToEntity(ecs_handle, playerBox, playerBoxScript);
Script->addToEntity(ecs_handle, childBox, childBoxScript);
Script->addToEntity(ecs_handle, camera, cameraScript);
CollisionShapeHandle boxCollider = CollisionShape->newBox(physics_handle, Vec3new(1., 1., 1.));
CollisionShapeHandle groundCollider = CollisionShape->newBox(physics_handle, Vec3new(5., 5., 5.));
Object->setPosition(scenes[0], childBox, Vec3new(1, 7, -10 ));
Object->setPosition(scenes[0], playerBox, Vec3new(-1, 5, -10 ));
Object->setPosition(scenes[0], ground, Vec3new(0, -10, -10 ));
RigidbodyHandle childRigidbody = Rigidbody->addToEntity(physics_handle, childBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_KINEMATIC,
.collisionShape = boxCollider,
.ecs_world = ecs_handle,
.gameScene = scenes[0]
});
RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(physics_handle, playerBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
.ecs_world = ecs_handle,
.gameScene = scenes[0]
});
RigidbodyInfo groundRbInfo = {
.type = EV_RIGIDBODY_STATIC,
.collisionShape = groundCollider,
.ecs_world = ecs_handle,
.gameScene = scenes[0]
};
RigidbodyHandle groundRigidbody = Rigidbody->addToEntity(physics_handle, ground, &groundRbInfo);
}
{ // Scene 1
scenes[1] = Game->newScene();
GameObject playerBox = Scene->createObject(scenes[1]);
GameObject childBox = Scene->createChildObject(scenes[1], playerBox);
GameObject ground = Scene->createObject(scenes[1]);
GameObject camera = Scene->createCamera(scenes[1], EV_CAMERA_VIEWTYPE_PERSPECTIVE);
assert(Scene->getActiveCamera(scenes[1]) == camera);
Camera->setHFOV(scenes[1], camera, 120);
Camera->setNearPlane(scenes[1], camera, 0.001);
Camera->setFarPlane(scenes[1], camera, 1000);
Camera->setAspectRatio(scenes[1], camera, (F32)width / (F32)height);
Object->setPosition(scenes[1], camera, Vec3new(0, 0, -5));
ScriptHandle childBoxScript = Script->new("Entity1Script2",
"this.on_init = function () "
" this.custom_eulerangles = Vec3:new() "
" this.custom_angularvelocity = Vec3:new(0, 0.01, 0) "
"end "
" "
"this.on_fixedupdate = function () "
/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
/* " this.custom_eulerangles:add(Vec3:new(0,0.01,0)) " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
/* " this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) " */
/* " end " */
/* " this.eulerAngles = this.custom_eulerangles " */
"end "
);
ScriptHandle playerBoxScript = Script->new("Entity2Script2",
"this.on_collisionenter = function(other) "
" other.position = other.position + Vec3:new(0.2, 0, 0) "
"end "
" "
"this.on_update = function () "
/* " rb = this:getComponent(Rigidbody) " */
/* " if Input.getKeyDown(Input.KeyCode.Space) then " */
/* " rb:addForce(Vec3:new(0, 100, 0)) " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.D) then " */
/* " rb:addForce(Vec3:new(10, 0, 0)) " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.A) then " */
/* " rb:addForce(Vec3:new(-10, 0, 0)) " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.W) then " */
/* " rb:addForce(Vec3:new(0, 0, -10)) " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.S) then " */
/* " rb:addForce(Vec3:new(0, 0, 10)) " */
/* " end " */
"end "
);
ScriptHandle cameraScript = Script->new("CameraScript2",
"this.on_init = function() "
" this.speed = 3 "
"end "
"this.on_fixedupdate = function() "
/* " if Input.getKeyDown(Input.KeyCode.Up) then " */
/* " this.position = this.position - Vec3:new(0, 0, 1) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Down) then " */
/* " this.position = this.position + Vec3:new(0, 0, 1) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Right) then " */
/* " this.position = this.position + Vec3:new(1, 0, 0) * this.speed " */
/* " end " */
/* " if Input.getKeyDown(Input.KeyCode.Left) then " */
/* " this.position = this.position - Vec3:new(1, 0, 0) * this.speed " */
/* " end " */
"end "
);
GenericHandle ecs_handle = Scene->getECSWorld(scenes[1]);
PhysicsWorldHandle physics_handle = Scene->getPhysicsWorld(scenes[1]);
Script->addToEntity(ecs_handle, playerBox, playerBoxScript);
Script->addToEntity(ecs_handle, childBox, childBoxScript);
Script->addToEntity(ecs_handle, camera, cameraScript);
CollisionShapeHandle boxCollider = CollisionShape->newBox(physics_handle, Vec3new(1., 1., 1.));
CollisionShapeHandle groundCollider = CollisionShape->newBox(physics_handle, Vec3new(5., 5., 5.));
Object->setPosition(scenes[1], childBox, Vec3new(1, 7, -10 ));
Object->setPosition(scenes[1], playerBox, Vec3new(-1, 5, -10 ));
Object->setPosition(scenes[1], ground, Vec3new(0, -10, -10 ));
RigidbodyHandle childRigidbody = Rigidbody->addToEntity(physics_handle, childBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_KINEMATIC,
.collisionShape = boxCollider,
.ecs_world = ecs_handle,
.gameScene = scenes[1]
});
RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(physics_handle, playerBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
.ecs_world = ecs_handle,
.gameScene = scenes[1]
});
RigidbodyInfo groundRbInfo = {
.type = EV_RIGIDBODY_STATIC,
.collisionShape = groundCollider,
.ecs_world = ecs_handle,
.gameScene = scenes[1]
};
RigidbodyHandle groundRigidbody = Rigidbody->addToEntity(physics_handle, ground, &groundRbInfo);
}
}
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
@@ -43,152 +281,31 @@ int main(int argc, char **argv)
evol_parse_args(engine, argc, argv); evol_parse_args(engine, argc, argv);
evol_init(engine); evol_init(engine);
evolmodule_t script_module = evol_loadmodule("script"); DEBUG_ASSERT(script_module); evolmodule_t script_mod = evol_loadmodule("script"); DEBUG_ASSERT(script_mod);
evolmodule_t ecs_module = evol_loadmodule("ecs"); DEBUG_ASSERT(ecs_module); evolmodule_t window_mod = evol_loadmodule("window"); DEBUG_ASSERT(window_mod);
evolmodule_t window_module = evol_loadmodule("window"); DEBUG_ASSERT(window_module); evolmodule_t input_mod = evol_loadmodule("input"); DEBUG_ASSERT(input_mod);
evolmodule_t input_module = evol_loadmodule("input"); DEBUG_ASSERT(input_module); evolmodule_t physics_mod = evol_loadmodule("physics"); DEBUG_ASSERT(physics_mod);
evolmodule_t physics_module = evol_loadmodule("physics"); DEBUG_ASSERT(physics_module); evolmodule_t asset_mod = evol_loadmodule("asset-importer"); DEBUG_ASSERT(asset_mod);
evolmodule_t asset_module = evol_loadmodule("asset-importer"); DEBUG_ASSERT(asset_module); evolmodule_t game_mod = evol_loadmodule("game"); DEBUG_ASSERT(game_mod);
evolmodule_t game_module = evol_loadmodule("game"); DEBUG_ASSERT(game_module);
IMPORT_NAMESPACES; imports(script_mod , (Script))
IMPORT_EVENTS_evmod_glfw(window_module); imports(game_mod , (Game, Object, Camera, Scene))
imports(window_mod , (Window))
imports(input_mod , (Input))
imports(physics_mod, (PhysicsWorld, Rigidbody, CollisionShape))
IMPORT_EVENTS_evmod_glfw(window_mod);
U32 width = 800;
U32 height = 600;
WindowHandle windowHandle = Window->create(width, height, "Main Window"); WindowHandle windowHandle = Window->create(width, height, "Main Window");
Input->setActiveWindow(windowHandle); Input->setActiveWindow(windowHandle);
ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent); ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent);
ECS->newScene(); init_scenes();
Script->initECS();
Physics->initECS();
Game->initECS();
ECSEntityID playerBox = ECS->createEntity();
ECSEntityID childBox = ECS->createEntity();
ObjectID camera = Camera->create(EV_CAMERA_VIEWTYPE_PERSPECTIVE);
assert(Camera->getActive() == camera);
Camera->setHFOV(camera, 120);
Camera->setNearPlane(camera, 0.001);
Camera->setFarPlane(camera, 1000);
Camera->setAspectRatio(camera, (F32)width / (F32)height);
Object->setPosition(camera, Vec3new(0, 0, -5));
Object->setRotation(camera, Vec4new(0, 0, 0, 1));
Object->setScale(camera, Vec3new(1, 1, 1));
ECS->addChild(playerBox, childBox);
ECSEntityID ground = ECS->createEntity();
ScriptHandle childBoxScript = Script->new("Entity1Script",
"this.on_init = function () "
" this.custom_eulerangles = Vec3:new() "
" this.custom_angularvelocity = Vec3:new(0, 0.01, 0) "
"end "
" "
"this.on_fixedupdate = function () "
" if Input.getKeyDown(Input.KeyCode.Left) then "
" this.custom_eulerangles:add(Vec3:new(0,0.01,0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.Right) then "
" this.custom_eulerangles:sub(Vec3:new(0,0.01,0)) "
" end "
" this.eulerAngles = this.custom_eulerangles "
"end "
);
ScriptHandle playerBoxScript = Script->new("Entity2Script",
"this.on_collisionenter = function(other) "
" other.position = other.position + Vec3:new(0.2, 0, 0) "
"end "
" "
"this.on_update = function () "
" rb = this:getComponent(Rigidbody) "
" if Input.getKeyDown(Input.KeyCode.Space) then "
" rb:addForce(Vec3:new(0, 100, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.D) then "
" rb:addForce(Vec3:new(10, 0, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.A) then "
" rb:addForce(Vec3:new(-10, 0, 0)) "
" end "
" if Input.getKeyDown(Input.KeyCode.W) then "
" rb:addForce(Vec3:new(0, 0, -10)) "
" end "
" if Input.getKeyDown(Input.KeyCode.S) then "
" rb:addForce(Vec3:new(0, 0, 10)) "
" end "
"end "
);
ScriptHandle cameraScript = Script->new("CameraScript",
"this.on_init = function() "
" this.speed = 3 "
"end "
"this.on_fixedupdate = function() "
" if Input.getKeyDown(Input.KeyCode.Up) then "
" this.position = this.position + Vec3:new(0, 1, 0) * this.speed "
" end "
" if Input.getKeyDown(Input.KeyCode.Down) then "
" this.position = this.position - Vec3:new(0, 1, 0) * this.speed "
" end "
" if Input.getKeyDown(Input.KeyCode.Right) then "
" this.position = this.position + Vec3:new(1, 0, 0) * this.speed "
" end "
" if Input.getKeyDown(Input.KeyCode.Left) then "
" this.position = this.position - Vec3:new(1, 0, 0) * this.speed "
" end "
"end "
);
Script->addToEntity(playerBox, playerBoxScript);
Script->addToEntity(childBox, childBoxScript);
Script->addToEntity(camera, cameraScript);
CollisionShapeHandle boxCollider = CollisionShape->newBox(Vec3new(1., 1., 1.));
CollisionShapeHandle groundCollider = CollisionShape->newBox(Vec3new(5., 5., 5.));
Object->setPosition(childBox, Vec3new(1, 7, -10 ));
Object->setRotation(childBox, Vec4new(0, 0, 0, 1));
Object->setScale(childBox, Vec3new(1, 1, 1 ));
Object->setPosition(playerBox, Vec3new(-1, 5, -10 ));
Object->setRotation(playerBox, Vec4new( 0, 0, 0, 1));
Object->setScale(playerBox, Vec3new( 1, 1, 1 ));
Object->setPosition(ground, Vec3new(0, -10, -10 ));
Object->setRotation(ground, Vec4new(0, 0, 0, 1));
Object->setScale(ground, Vec3new(1, 1, 1 ));
RigidbodyHandle childRigidbody = Rigidbody->addToEntity(childBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_KINEMATIC,
.collisionShape = boxCollider,
});
RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(playerBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
});
RigidbodyInfo groundRbInfo = {
.type = EV_RIGIDBODY_STATIC,
.collisionShape = groundCollider,
};
RigidbodyHandle groundRigidbody = Rigidbody->addToEntity(ground, &groundRbInfo);
rmt_SetCurrentThreadName("Main Thread"); rmt_SetCurrentThreadName("Main Thread");
AssetSystem->load_mesh("MESH_0_ToyCar.mesh");
U32 result = 0; U32 result = 0;
while(result == 0) { while(result == 0) {
ev_ProfileCPU(EventSystemProgress, 0) { ev_ProfileCPU(EventSystemProgress, 0) {
@@ -199,24 +316,19 @@ int main(int argc, char **argv)
result |= Window->update(windowHandle); result |= Window->update(windowHandle);
} }
ev_ProfileCPU(PhysicsUpdate, 0) { ev_ProfileCPU(GameProgress, 0) {
result |= Physics->update(0.017); result |= Game->progress(0.01666667f);
}
ev_ProfileCPU(ECSUpdate, 0) {
result |= ECS->update(0);
} }
sleep_ms(17); sleep_ms(17);
} }
evol_unloadmodule(game_module); evol_unloadmodule(game_mod);
evol_unloadmodule(physics_module); evol_unloadmodule(physics_mod);
evol_unloadmodule(input_module); evol_unloadmodule(input_mod);
evol_unloadmodule(asset_module); evol_unloadmodule(asset_mod);
evol_unloadmodule(ecs_module); evol_unloadmodule(script_mod);
evol_unloadmodule(script_module); evol_unloadmodule(window_mod);
evol_unloadmodule(window_module);
evol_deinit(engine); evol_deinit(engine);
evol_destroy(engine); evol_destroy(engine);
return 0; return 0;