feat(gameui): add game camera script methods

This commit is contained in:
VDm 2025-07-27 17:27:18 +04:00
parent 35e44e0976
commit 5be5ba35b9
10 changed files with 226 additions and 11 deletions

View File

@ -5,6 +5,7 @@
#include "client/Client.hpp"
#include "gameui/CGWorldFrame.hpp"
#include "gameui/GameScriptFunctions.hpp"
#include "gx/Coordinate.hpp"
#include "gx/Device.hpp"
#include "ui/FrameScript.hpp"
@ -72,7 +73,7 @@ void CGGameUI::Initialize() {
//CGInputControl::UpdateMouseMode((int)Active, 1);
FrameScript_Flush();
//LoadScriptFunctions();
LoadScriptFunctions();
FrameScript_CreateEvents(g_scriptEvents, 722);
//CGGameUI::RegisterGameCVars();
//CGUIBindings::Initialize();

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@ -3,7 +3,10 @@
#include "gx/Transform.hpp"
#include "gx/Draw.hpp"
#include "gx/Shader.hpp"
#include "gx/Device.hpp"
#include "gx/RenderState.hpp"
#include "world/CWorld.hpp"
#include "gameui/camera/CSimpleCamera.hpp"
#include <bc/Memory.hpp>
#include <tempest/Matrix.hpp>
@ -53,15 +56,34 @@ void CGWorldFrame::RenderWorld(void* param) {
}
void CGWorldFrame::OnWorldUpdate() {
GxXformSetViewport(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
CImVector clearColor = { 0x00, 0x00, 0x00, 0xFF };
GxSceneClear(3, clearColor);
C44Matrix matrix;
GxuXformCreateOrtho(0.0, 1.0, -0.5, 0.5, 0.0, 500.0, matrix);
GxXformSetView(C44Matrix());
GxXformSetProjection(matrix);
}
void CGWorldFrame::OnWorldRender() {
CRect windowSize;
GxCapsWindowSize(windowSize);
if (windowSize.maxY - windowSize.minY == 0.0f || windowSize.maxX - windowSize.minX == 0.0f) {
return;
}
// TODO
GxRsPush();
C3Vector saveMin;
C3Vector saveMax;
GxXformViewport(saveMin.x, saveMax.x, saveMin.y, saveMax.y, saveMin.z, saveMax.z);
// TODO
// WORKAROUND:
float maxZ = saveMax.z - (saveMax.z - saveMin.z) * 0.050000001;
GxXformSetViewport(saveMin.x, saveMax.x, saveMin.y, saveMax.y, saveMin.z, maxZ);
CShaderEffect::UpdateProjMatrix();
CWorld::Render();
GxRsPop();
}

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@ -0,0 +1,17 @@
#include "gameui/GameScriptFunctions.hpp"
#include "ui/FrameScript.hpp"
#include "ui/ScriptFunctions.hpp"
void LoadScriptFunctions() {
RegisterSimpleFrameScriptMethods();
// TODO
CameraRegisterScriptFunctions();
}
void CameraRegisterScriptFunctions() {
for (int32_t i = 0; i < NUM_SCRIPT_FUNCTIONS_CAMERA; ++i) {
FrameScript_RegisterFunction(
GameScript::s_ScriptFunctions_Camera[i].name,
GameScript::s_ScriptFunctions_Camera[i].method);
}
}

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@ -0,0 +1,20 @@
#ifndef GAMEUI_GAME_SCRIPT_FUNCTIONS_HPP
#define GAMEUI_GAME_SCRIPT_FUNCTIONS_HPP
#include "ui/Types.hpp"
#include <cstdint>
struct lua_State;
#define NUM_SCRIPT_FUNCTIONS_CAMERA 22
namespace GameScript {
extern FrameScript_Method s_ScriptFunctions_Camera[NUM_SCRIPT_FUNCTIONS_CAMERA];
}
// Utility
void LoadScriptFunctions();
void CameraRegisterScriptFunctions();
#endif

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@ -0,0 +1,119 @@
#include "gameui/GameScriptFunctions.hpp"
#include "ui/FrameScript.hpp"
#include "util/Lua.hpp"
#include "util/Unimplemented.hpp"
int32_t Script_CameraZoomIn(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_CameraZoomOut(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewInStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewInStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewOutStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewOutStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewLeftStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewLeftStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewRightStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewRightStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewUpStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewUpStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewDownStart(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_MoveViewDownStop(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_SetView(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_SaveView(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_ResetView(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_NextView(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_PrevView(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_FlipCameraYaw(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_VehicleCameraZoomIn(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
int32_t Script_VehicleCameraZoomOut(lua_State* L) {
WHOA_UNIMPLEMENTED(0);
}
FrameScript_Method GameScript::s_ScriptFunctions_Camera[NUM_SCRIPT_FUNCTIONS_CAMERA] = {
{ "CameraZoomIn", &Script_CameraZoomIn },
{ "CameraZoomOut", &Script_CameraZoomOut },
{ "MoveViewInStart", &Script_MoveViewInStart },
{ "MoveViewInStop", &Script_MoveViewInStop },
{ "MoveViewOutStart", &Script_MoveViewOutStart },
{ "MoveViewOutStop", &Script_MoveViewOutStop },
{ "MoveViewLeftStart", &Script_MoveViewLeftStart },
{ "MoveViewLeftStop", &Script_MoveViewLeftStop },
{ "MoveViewRightStart", &Script_MoveViewRightStart },
{ "MoveViewRightStop", &Script_MoveViewRightStop },
{ "MoveViewUpStart", &Script_MoveViewUpStart },
{ "MoveViewUpStop", &Script_MoveViewUpStop },
{ "MoveViewDownStart", &Script_MoveViewDownStart },
{ "MoveViewDownStop", &Script_MoveViewDownStop },
{ "SetView", &Script_SetView },
{ "SaveView", &Script_SaveView },
{ "ResetView", &Script_ResetView },
{ "NextView", &Script_NextView },
{ "PrevView", &Script_PrevView },
{ "FlipCameraYaw", &Script_FlipCameraYaw },
{ "VehicleCameraZoomIn", &Script_VehicleCameraZoomIn },
{ "VehicleCameraZoomOut", &Script_VehicleCameraZoomOut },
};

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@ -5,6 +5,7 @@
#include <tempest/matrix/C44Matrix.hpp>
#include "gx/Transform.hpp"
#include "gx/Shader.hpp"
static void FaceDirection(const C3Vector& direction, C3Vector* xprime, C3Vector* yprime, C3Vector* zprime) {
@ -145,8 +146,10 @@ void CSimpleCamera::SetGxProjectionAndView(const CRect& projectionRect) {
this->m_aspect = (projectionRect.maxX - projectionRect.minX) / (projectionRect.maxY - projectionRect.minY);
C44Matrix mProj;
GxXformProjection(mProj);
GxuXformCreateProjection_SG(this->m_fov, this->m_aspect, this->m_nearZ, this->m_farZ, mProj);
GxXformSetProjection(mProj);
//GxXformSetProjection(mProj);
C44Matrix mView;
GxuXformCreateLookAtSgCompat(C3Vector(), Forward(), Up(), mView);

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@ -17,6 +17,7 @@ target_link_libraries(world
PRIVATE
gx
model
gameui
PUBLIC
bc
common

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@ -1,9 +1,13 @@
#include "world/CWorld.hpp"
#include "gx/Device.hpp"
#include "gx/Shader.hpp"
#include "gx/RenderState.hpp"
#include "model/Model2.hpp"
#include "world/World.hpp"
#include "world/map/CMap.hpp"
#include "world/daynight/DayNight.hpp"
#include "gameui/camera/CSimpleCamera.hpp"
#include "gameui/CGWorldFrame.hpp"
uint32_t CWorld::s_enables;
uint32_t CWorld::s_enables2;
@ -50,5 +54,13 @@ void CWorld::LoadMap(const char* mapName, const C3Vector& position, int32_t zone
}
void CWorld::Render() {
GxRsPush();
CSimpleCamera camera;
camera.SetPosition(s_newPosition);
camera.SetFacing(s_newFacing, 0.0f, 0.0f);
CRect rect;
CGWorldFrame::s_currentWorldFrame->GetRect(&rect);
camera.SetGxProjectionAndView(rect);
DayNight::RenderSky();
GxRsPop();
}

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@ -6,7 +6,7 @@ namespace DayNight {
void DNStars::Initialize() {
this->m_scene = M2CreateScene();
this->m_model = this->m_scene->CreateModel("Environments\\Stars\\stars.mdl", 0);
this->m_model = this->m_scene->CreateModel("Spells\\ErrorCube.mdx" /* "Environments\\Stars\\stars.mdl" */, 0);
this->m_time = OsGetAsyncTimeMs();
}
@ -32,8 +32,9 @@ void DNStars::Render() {
}
this->m_model->SetAnimating(1);
this->m_model->SetVisible(1);
// TODO
// TODO: this->m_model->SetSomething(1);
uint32_t elapsed = OsGetAsyncTimeMs() - this->m_time;
this->m_time += elapsed;

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@ -1,5 +1,8 @@
#include "world/daynight/DayNight.hpp"
#include "world/daynight/DNStars.hpp"
#include "gx/Transform.hpp"
#include "gx/RenderState.hpp"
#include "gx/Draw.hpp"
namespace DayNight {
@ -14,6 +17,22 @@ void LoadMap(int32_t zoneID) {
void RenderSky() {
// TODO
float minX;
float maxX;
float minY;
float maxY;
float minZ;
float maxZ;
GxXformViewport(minX, maxX, minY, maxY, minZ, maxZ);
// TODO
GxXformSetViewport(minX, maxX, minY, maxY, 0.99902344f, 1.0f);
GxRsSet(GxRs_ScissorTest, 1);
CImVector color { 0xFF000000 };
GxSceneClear(3, color);
g_stars.Render();
}