Files
evol-sandbox/src/main.c
2021-05-31 23:01:19 +02:00

231 lines
8.4 KiB
C

#include <evol/evol.h>
#include <evol/common/ev_log.h>
#include <evol/common/ev_macros.h>
#include <evol/common/ev_profile.h>
#include <evol/utils/sleep.h>
#define IMPORT_MODULE evmod_glfw
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_physics
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_script
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_assets
#include IMPORT_MODULE_H
#define IMPORT_MODULE evmod_game
#include IMPORT_MODULE_H
GameScene scenes[2];
U32 width = 800;
U32 height = 600;
// Close window when Q is pressed
DECLARE_EVENT_LISTENER(keyPressedListener, (KeyPressedEvent *event) {
if(event->keyCode == 81) // tests if Q was pressed
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 = */
})
void
init_scenes()
{
{ // Scene 0
scenes[0] = Game->newScene();
GameObject playerBox = Scene->createObject(scenes[0]);
GameObject childBox = Scene->createChildObject(scenes[0], playerBox);
GameObject ground = Scene->createObject(scenes[0]);
GameObject camera = Scene->createCamera(scenes[0], EV_CAMERA_VIEWTYPE_PERSPECTIVE);
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));
AssetHandle childBoxScriptAsset = Asset->load("scripts://Scene0/child.lua");
TextAsset childScript = TextLoader->loadAsset(childBoxScriptAsset);
ScriptHandle childBoxScript = Script->new("ChildScriptScene0", childScript.text);
Asset->free(childBoxScriptAsset);
AssetHandle playerBoxScriptAsset = Asset->load("scripts://Scene0/player.lua");
TextAsset playerScript = TextLoader->loadAsset(playerBoxScriptAsset);
ScriptHandle playerBoxScript = Script->new("PlayerScriptScene0", playerScript.text);
Asset->free(playerBoxScriptAsset);
AssetHandle cameraScriptAsset = Asset->load("scripts://Scene0/camera.lua");
TextAsset cameraScriptText = TextLoader->loadAsset(cameraScriptAsset);
ScriptHandle cameraScript = Script->new("CameraScriptScene0", cameraScriptText.text);
Asset->free(cameraScriptAsset);
GenericHandle ecs_handle = Scene->getECSWorld(scenes[0]);
PhysicsWorldHandle physics_handle = Scene->getPhysicsWorld(scenes[0]);
Script->addToEntity(scenes[0], playerBox, playerBoxScript);
Script->addToEntity(scenes[0], childBox, childBoxScript);
Script->addToEntity(scenes[0], 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(scenes[0], childBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_KINEMATIC,
.collisionShape = boxCollider,
});
RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(scenes[0], playerBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
});
RigidbodyInfo groundRbInfo = {
.type = EV_RIGIDBODY_STATIC,
.collisionShape = groundCollider,
};
RigidbodyHandle groundRigidbody = Rigidbody->addToEntity(scenes[0], ground, &groundRbInfo);
}
{ // Scene 1
scenes[1] = Game->newScene();
GameObject playerBox = Scene->createObject(scenes[1]);
GameObject childBox = Scene->createObject(scenes[1]);
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));
AssetHandle childBoxScriptAsset = Asset->load("scripts://Scene1/child.lua");
TextAsset childScript = TextLoader->loadAsset(childBoxScriptAsset);
ScriptHandle childBoxScript = Script->new("ChildScriptScene1", childScript.text);
Asset->free(childBoxScriptAsset);
AssetHandle playerBoxScriptAsset = Asset->load("scripts://Scene1/player.lua");
TextAsset playerScript = TextLoader->loadAsset(playerBoxScriptAsset);
ScriptHandle playerBoxScript = Script->new("PlayerScriptScene1", playerScript.text);
Asset->free(playerBoxScriptAsset);
AssetHandle cameraScriptAsset = Asset->load("scripts://Scene1/camera.lua");
TextAsset cameraScriptText = TextLoader->loadAsset(cameraScriptAsset);
ScriptHandle cameraScript = Script->new("CameraScriptScene1", cameraScriptText.text);
Asset->free(cameraScriptAsset);
GenericHandle ecs_handle = Scene->getECSWorld(scenes[1]);
PhysicsWorldHandle physics_handle = Scene->getPhysicsWorld(scenes[1]);
Script->addToEntity(scenes[1], playerBox, playerBoxScript);
Script->addToEntity(scenes[1], childBox, childBoxScript);
Script->addToEntity(scenes[1], 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(scenes[1], childBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
});
RigidbodyHandle playerRigidbody = Rigidbody->addToEntity(scenes[1], playerBox, &(RigidbodyInfo) {
.type = EV_RIGIDBODY_DYNAMIC,
.collisionShape = boxCollider,
.mass = 1.0,
});
RigidbodyInfo groundRbInfo = {
.type = EV_RIGIDBODY_STATIC,
.collisionShape = groundCollider,
};
RigidbodyHandle groundRigidbody = Rigidbody->addToEntity(scenes[1], ground, &groundRbInfo);
}
}
int main(int argc, char **argv)
{
evolengine_t *engine = evol_create();
evol_parse_args(engine, argc, argv);
evol_init(engine);
evolmodule_t script_mod = evol_loadmodule("script"); DEBUG_ASSERT(script_mod);
evolmodule_t window_mod = evol_loadmodule("window"); DEBUG_ASSERT(window_mod);
evolmodule_t input_mod = evol_loadmodule("input"); DEBUG_ASSERT(input_mod);
evolmodule_t physics_mod = evol_loadmodule("physics"); DEBUG_ASSERT(physics_mod);
evolmodule_t asset_mod = evol_loadmodule("assetmanager"); DEBUG_ASSERT(asset_mod);
evolmodule_t game_mod = evol_loadmodule("game"); DEBUG_ASSERT(game_mod);
imports(script_mod , (Script))
imports(game_mod , (Game, Object, Camera, Scene))
imports(window_mod , (Window))
imports(input_mod , (Input))
imports(physics_mod, (PhysicsWorld, Rigidbody, CollisionShape))
imports(asset_mod , (AssetManager, Asset, TextLoader))
AssetManager->mount("../res", "res:/");
AssetManager->mount("../res/scripts", "scripts:/");
IMPORT_EVENTS_evmod_glfw(window_mod);
WindowHandle windowHandle = Window->create(width, height, "Main Window");
Input->setActiveWindow(windowHandle);
ACTIVATE_EVENT_LISTENER(keyPressedListener, KeyPressedEvent);
init_scenes();
rmt_SetCurrentThreadName("Main Thread");
U32 result = 0;
while(result == 0) {
ev_ProfileCPU(EventSystemProgress, 0) {
result |= EventSystem.progress();
}
ev_ProfileCPU(WindowUpdate, 0) {
result |= Window->update(windowHandle);
}
ev_ProfileCPU(GameProgress, 0) {
result |= Game->progress(0.01666667f);
}
sleep_ms(17);
}
evol_unloadmodule(game_mod);
evol_unloadmodule(physics_mod);
evol_unloadmodule(input_mod);
evol_unloadmodule(asset_mod);
evol_unloadmodule(script_mod);
evol_unloadmodule(window_mod);
evol_deinit(engine);
evol_destroy(engine);
return 0;
}