work on the stuff on client
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@@ -2,12 +2,17 @@
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#include "materialsystem/imaterialsystem.h"
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#include "enginebridge.h"
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#include "worldrender.h"
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#include "entitysystem.h"
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#include "baseentity.h"
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#include "game.h"
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#include "cglm/mat4.h"
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#include "cglm/cglm.h"
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IFileSystem *filesystem;
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IRenderContext *g_pRenderContext;
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IGameWindow *g_pMainWindow;
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static CEngineVars s_vars;
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CEngineVars *g_pEngineVars = &s_vars;
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class CFunnyGameBridge: public IEngineBridge
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{
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@@ -16,8 +21,6 @@ class CFunnyGameBridge: public IEngineBridge
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virtual void Frame( float fDelta ) override;
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virtual void Shutdown() override;
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virtual void ConnectInterface( const char *psz, void *pInterface ) override;
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IMeshInstance *m_pMeshInstance;
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float m_fTime = 0;
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};
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IEngineBridge *EngineBridge()
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@@ -30,38 +33,9 @@ EXPOSE_INTERFACE_FN(EngineBridge, IEngineBridge, ENGINE_BRIDGE_INTERFACE_VERSION
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void CFunnyGameBridge::Init()
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{
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IVertexBuffer *pBuffer;
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IBuffer *pDataBuffer;
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IShader *pShader;
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IMaterial *pMaterial;
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g_pWorldRenderer->Init();
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pShader = g_pRenderContext->CreateShader("game/core/shaders/mesh_raster.shader_c");
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IFileHandle *pHandle = filesystem->Open("game/core/meshes/cube.fmesh_c", FILEMODE_READ);
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float *pData = (float*)V_malloc(filesystem->Size(pHandle));
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filesystem->Read(pHandle, pData, filesystem->Size(pHandle));
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pBuffer = g_pRenderContext->CreateVertexBuffer(filesystem->Size(pHandle));
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pBuffer->Lock();
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void *pMapped = pBuffer->Map();
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V_memcpy(pMapped, pData, filesystem->Size(pHandle));
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pBuffer->Unmap();
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pBuffer->Unlock();
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V_free(pData);
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filesystem->Close(pHandle);
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IMesh *pMesh = g_pWorldRenderer->CreateMesh("Triangle");
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g_pWorldRenderer->SetCameraPosition((Vector){0,0,-20});
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g_pWorldRenderer->SetCameraRotation((Quat){1,0,0,0});
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pMesh->ConfigureShader(pShader);
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pShader->Build();
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pMaterial = g_pRenderContext->CreateMaterial(pShader);
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pMesh->SetVertices(pBuffer);
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pMesh->SetMaterial(pMaterial);
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m_pMeshInstance = g_pWorldRenderer->CreateInstance(pMesh);
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m_pMeshInstance->SetScale({5, 5, 5});
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C_BaseEntity *pEntity = EntitySystem()->CreateByClassname("player");
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pEntity->Spawn();
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}
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void CFunnyGameBridge::Tick( float fDelta )
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@@ -70,11 +44,9 @@ void CFunnyGameBridge::Tick( float fDelta )
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void CFunnyGameBridge::Frame( float fDelta )
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{
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versor q;
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m_fTime += fDelta;
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glm_euler_zyx_quat((vec3){0,m_fTime, 0}, q);
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m_pMeshInstance->SetPosition({sin(m_fTime/3)*10,0,0});
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m_pMeshInstance->SetRotation({q[0], q[1], q[2], q[3]});
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g_pEngineVars->m_fTime += fDelta;
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g_pEngineVars->m_fDeltaTime = fDelta;
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EntitySystem()->Think();
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g_pWorldRenderer->Frame(fDelta);
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}
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