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https://github.com/thunderbrewhq/thunderbrew
synced 2025-10-25 21:36:05 +03:00
feat(gameui): add CGCamera and workaround to control it
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parent
5be5ba35b9
commit
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@ -6,7 +6,8 @@
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#include "gx/Device.hpp"
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#include "gx/RenderState.hpp"
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#include "world/CWorld.hpp"
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#include "gameui/camera/CSimpleCamera.hpp"
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#include "gameui/camera/CGCamera.hpp"
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#include "event/EvtKeyDown.hpp"
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#include <bc/Memory.hpp>
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#include <tempest/Matrix.hpp>
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@ -17,7 +18,14 @@ CGWorldFrame* CGWorldFrame::s_currentWorldFrame = nullptr;
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CGWorldFrame::CGWorldFrame(CSimpleFrame* parent) : CSimpleFrame(parent) {
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// TODO
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this->m_camera = NEW(CGCamera);
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s_currentWorldFrame = this;
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this->EnableEvent(SIMPLE_EVENT_KEY, -1);
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this->EnableEvent(SIMPLE_EVENT_MOUSE, -1);
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this->EnableEvent(SIMPLE_EVENT_MOUSEWHEEL, -1);
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}
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void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) {
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@ -27,6 +35,42 @@ void CGWorldFrame::OnFrameRender(CRenderBatch* batch, uint32_t layer) {
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}
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}
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int32_t CGWorldFrame::OnLayerKeyDown(const CKeyEvent& evt) {
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if (CSimpleFrame::OnLayerKeyDown(evt)) {
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return 1;
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}
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// WORKAROUND: Camera testing
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C3Vector& position = this->m_camera->m_position;
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float step = 0.1f;
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switch (evt.key) {
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case KEY_W:
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position.z -= step;
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break;
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case KEY_A:
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position.y -= step;
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break;
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case KEY_S:
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position.z += step;
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break;
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case KEY_D:
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position.y += step;
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break;
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case KEY_PLUS:
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position.x += step;
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break;
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case KEY_MINUS:
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position.x -= step;
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break;
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default:
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break;
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}
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return 0;
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}
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CSimpleFrame* CGWorldFrame::Create(CSimpleFrame* parent) {
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// TODO: Data = CDataAllocator__GetData(0, ".?AVCGWorldFrame@@", -2);
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@ -87,3 +131,9 @@ void CGWorldFrame::OnWorldRender() {
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GxRsPop();
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}
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CGCamera* CGWorldFrame::GetActiveCamera() {
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STORM_ASSERT(CGWorldFrame::s_currentWorldFrame);
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STORM_ASSERT(CGWorldFrame::s_currentWorldFrame->m_camera);
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return CGWorldFrame::s_currentWorldFrame->m_camera;
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}
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@ -4,16 +4,22 @@
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#include "ui/CSimpleFrame.hpp"
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#include "ui/CSimpleTop.hpp"
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class CGCamera;
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class CGWorldFrame : public CSimpleFrame {
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public:
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CGWorldFrame(CSimpleFrame* parent);
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virtual void OnFrameRender(CRenderBatch* batch, uint32_t layer);
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virtual int32_t OnLayerKeyDown(const CKeyEvent& evt);
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static CSimpleFrame* Create(CSimpleFrame* parent);
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static void RenderWorld(void* param);
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static void OnWorldUpdate();
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static void OnWorldRender();
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static CGCamera* GetActiveCamera();
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CGCamera* m_camera = nullptr;
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public:
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static CGWorldFrame* s_currentWorldFrame;
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1
src/gameui/camera/CGCamera.cpp
Normal file
1
src/gameui/camera/CGCamera.cpp
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@ -0,0 +1 @@
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#include "gameui/camera/CGCamera.hpp"
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10
src/gameui/camera/CGCamera.hpp
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10
src/gameui/camera/CGCamera.hpp
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@ -0,0 +1,10 @@
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#ifndef GAME_UI_CAMERA_CGCAMERA_HPP
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#define GAME_UI_CAMERA_CGCAMERA_HPP
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#include "gameui/camera/CSimpleCamera.hpp"
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class CGCamera : public CSimpleCamera {
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};
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#endif // GAME_UI_CAMERA_CGCAMERA_HPP
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@ -149,9 +149,9 @@ void CSimpleCamera::SetGxProjectionAndView(const CRect& projectionRect) {
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GxXformProjection(mProj);
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GxuXformCreateProjection_SG(this->m_fov, this->m_aspect, this->m_nearZ, this->m_farZ, mProj);
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//GxXformSetProjection(mProj);
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GxXformSetProjection(mProj);
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C44Matrix mView;
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GxuXformCreateLookAtSgCompat(C3Vector(), Forward(), Up(), mView);
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GxuXformCreateLookAtSgCompat(this->m_position, this->m_position + Forward(), Up(), mView);
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GxXformSetView(mView);
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}
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@ -12,27 +12,27 @@ class CSimpleCamera {
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CSimpleCamera(float nearZ, float farZ, float fov);
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virtual ~CSimpleCamera();
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C3Vector& Position() { this->m_position; };
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C33Matrix& Facing() { this->m_facing; };
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float NearZ() { this->m_nearZ; };
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float FarZ() { this->m_farZ; };
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float FOV() { this->m_fov; };
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float Aspect() { this->m_aspect; };
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C3Vector& Position() { this->m_position; }
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C33Matrix& Facing() { this->m_facing; }
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float NearZ() { this->m_nearZ; }
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float FarZ() { this->m_farZ; }
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float FOV() { this->m_fov; }
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float Aspect() { this->m_aspect; }
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virtual C3Vector Forward();
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virtual C3Vector Right();
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virtual C3Vector Up();
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void SetPosition(const C3Vector& position) { this->m_position = position; };
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void SetPosition(float x, float y, float z) { this->m_position = C3Vector(x, y, z); };
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void SetPosition(const C3Vector& position) { this->m_position = position; }
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void SetPosition(float x, float y, float z) { this->m_position = C3Vector(x, y, z); }
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void SetFacing(float yaw, float pitch, float roll);
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void SetFacing(const C3Vector& forward, const C3Vector& up);
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void SetFacing(const C3Vector& forward);
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void SetFieldOfView(float value) { this->m_fov = value; };
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void SetNearZ(float value) { this->m_nearZ = value; };
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void SetFarZ(float value) { this->m_farZ = value; };
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void SetFieldOfView(float value) { this->m_fov = value; }
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void SetNearZ(float value) { this->m_nearZ = value; }
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void SetFarZ(float value) { this->m_farZ = value; }
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void SetGxProjectionAndView(const CRect& projectionRect);
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@ -6,7 +6,7 @@
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#include "world/World.hpp"
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#include "world/map/CMap.hpp"
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#include "world/daynight/DayNight.hpp"
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#include "gameui/camera/CSimpleCamera.hpp"
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#include "gameui/camera/CGCamera.hpp"
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#include "gameui/CGWorldFrame.hpp"
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uint32_t CWorld::s_enables;
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@ -55,12 +55,9 @@ void CWorld::LoadMap(const char* mapName, const C3Vector& position, int32_t zone
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void CWorld::Render() {
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GxRsPush();
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CSimpleCamera camera;
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camera.SetPosition(s_newPosition);
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camera.SetFacing(s_newFacing, 0.0f, 0.0f);
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CRect rect;
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CGWorldFrame::s_currentWorldFrame->GetRect(&rect);
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camera.SetGxProjectionAndView(rect);
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CGWorldFrame::GetActiveCamera()->SetGxProjectionAndView(rect);
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DayNight::RenderSky();
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GxRsPop();
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}
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@ -6,7 +6,7 @@ namespace DayNight {
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void DNStars::Initialize() {
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this->m_scene = M2CreateScene();
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this->m_model = this->m_scene->CreateModel("Spells\\ErrorCube.mdx" /* "Environments\\Stars\\stars.mdl" */, 0);
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this->m_model = this->m_scene->CreateModel("Environments\\Stars\\stars.mdl", 0);
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this->m_time = OsGetAsyncTimeMs();
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}
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