work on the stuff on client

This commit is contained in:
2026-02-20 00:59:20 +02:00
parent 04b0f02e7f
commit 3ed689f801
26 changed files with 1036 additions and 147 deletions

View File

@@ -1,21 +1,15 @@
#include "baseplayer.h"
#include "cglm/affine-pre.h"
#include "cglm/mat4.h"
#include "engine.h"
#include "rendering.h"
#include "input.h"
#include "fgui/widget.h"
#include "fgui/rect.h"
#include "fgui/label.h"
#include "mesh.h"
#include "../baseentity.h"
#include "../worldrender.h"
#include "materialsystem/imaterialsystem.h"
#include "game.h"
class C_MOBAPlayer: public C_BaseEntity
{
public:
DECLARE_CLASS(C_MOBAPlayer, C_BaseEntity)
virtual void Precache ( void ) override;
virtual void Spawn( void ) override;
virtual void Destroy( void ) override;
virtual void Think( float fDelta ) override;
virtual void Think( float fDelta );
IMesh *m_pMesh;
IMeshInstance *m_pMeshInstance;
@@ -23,95 +17,56 @@ public:
void C_MOBAPlayer::Precache()
{
IVertexBuffer *pBuffer;
IBuffer *pDataBuffer;
IShader *pShader;
IMaterial *pMaterial;
g_pWorldRenderer->Init();
pShader = g_pRenderContext->CreateShader("game/core/shaders/mesh_raster.shader_c");
IFileHandle *pHandle = filesystem->Open("game/core/meshes/spot.fmesh_c", FILEMODE_READ);
float *pData = (float*)V_malloc(filesystem->Size(pHandle));
filesystem->Read(pHandle, pData, filesystem->Size(pHandle));
pBuffer = g_pRenderContext->CreateVertexBuffer(filesystem->Size(pHandle));
pBuffer->Lock();
void *pMapped = pBuffer->Map();
V_memcpy(pMapped, pData, filesystem->Size(pHandle));
pBuffer->Unmap();
pBuffer->Unlock();
V_free(pData);
filesystem->Close(pHandle);
m_pMesh = g_pWorldRenderer->CreateMesh("game/core/meshes/spot.fmesh_c");
g_pWorldRenderer->SetCameraPosition((Vector){0,0,-20});
g_pWorldRenderer->SetCameraRotation((Quat){1,0,0,0});
m_pMesh->ConfigureShader(pShader);
pShader->Build();
pMaterial = g_pRenderContext->CreateMaterial(pShader);
m_pMesh->SetVertices(pBuffer);
m_pMesh->SetMaterial(pMaterial);
m_pMeshInstance = g_pWorldRenderer->CreateInstance(m_pMesh);
m_pMeshInstance->SetScale({5, 5, 5});
m_pMeshInstance->SetPosition({0,0,0});
m_pMeshInstance->SetRotation({1,0,0,0});
}
void C_MOBAPlayer::Spawn()
{
float cubeVertices[] = {
// Front face
-0.1f, -0.1f, 0.1f, 0, 0,
0.1f, -0.1f, 0.1f, 1, 0,
0.1f, 0.1f, 0.1f, 1, 1,
-0.1f, -0.1f, 0.1f, 0, 0,
0.1f, 0.1f, 0.1f, 1, 1,
-0.1f, 0.1f, 0.1f, 0, 1,
// Back face
0.1f, -0.1f, -0.1f, 0, 0,
-0.1f, -0.1f, -0.1f, 1, 0,
-0.1f, 0.1f, -0.1f, 1, 1,
0.1f, -0.1f, -0.1f, 0, 0,
-0.1f, 0.1f, -0.1f, 1, 1,
0.1f, 0.1f, -0.1f, 0, 1,
// Left face
-0.1f, -0.1f, -0.1f, 0, 0,
-0.1f, -0.1f, 0.1f, 1, 0,
-0.1f, 0.1f, 0.1f, 1, 1,
-0.1f, -0.1f, -0.1f, 0, 0,
-0.1f, 0.1f, 0.1f, 1, 1,
-0.1f, 0.1f, -0.1f, 0, 1,
// Right face
0.1f, -0.1f, 0.1f, 0, 0,
0.1f, -0.1f, -0.1f, 1, 0,
0.1f, 0.1f, -0.1f, 1, 1,
0.1f, -0.1f, 0.1f, 0, 0,
0.1f, 0.1f, -0.1f, 1, 1,
0.1f, 0.1f, 0.1f, 0, 1,
// Top face
-0.1f, 0.1f, 0.1f, 0, 0,
0.1f, 0.1f, 0.1f, 1, 0,
0.1f, 0.1f, -0.1f, 1, 1,
-0.1f, 0.1f, 0.1f, 0, 0,
0.1f, 0.1f, -0.1f, 1, 1,
-0.1f, 0.1f, -0.1f, 0, 1,
// Bottom face
-0.1f, -0.1f, -0.1f, 0, 0,
0.1f, -0.1f, -0.1f, 1, 0,
0.1f, -0.1f, 0.1f, 1, 1,
-0.1f, -0.1f, -0.1f, 0, 0,
0.1f, -0.1f, 0.1f, 1, 1,
-0.1f, -0.1f, 0.1f, 0, 1
};
IVertexBuffer *pVertexBuffer = Renderer()->CreateVertexBuffer(sizeof(cubeVertices));
void *pMapping = pVertexBuffer->Map();
V_memcpy(pMapping, cubeVertices, sizeof(cubeVertices));
pVertexBuffer->Unmap();
m_pMesh = IMeshRendering::CreateMesh();
m_pMesh->SetVertexBuffer(0, pVertexBuffer);
m_pMeshInstance = m_pMesh->CreateInstance();
Precache();
SetThink(Think);
};
void C_MOBAPlayer::Destroy()
{
}
void C_MOBAPlayer::Think( float fDelta )
{
float x = g_fAxisValues[AXIS_MOUSE_X];
float y = g_fAxisValues[AXIS_MOUSE_Y];
float fPitch = glm_rad(x);
float fYaw = glm_rad(y);
if (g_localClient->pBasePlayer == pEntity)
{
glm_mat4_identity(g_cameraView);
glm_rotate_z(g_cameraView, fYaw, g_cameraView);
glm_rotate_y(g_cameraView, fPitch, g_cameraView);
g_cameraView[3][0] = pEntity->m_position[0];
g_cameraView[3][1] = pEntity->m_position[1];
g_cameraView[3][2] = pEntity->m_position[2]+0.7;
}
mat4 m;
glm_mat4_identity(m);
m_pMeshInstance->SetMatrix(m);
m_pMeshInstance->SetPosition(pEntity->m_position);
m_pMeshInstance->Draw();
m_pMeshInstance->SetPosition({0,0,-(float)g_pEngineVars->m_fTime});
versor v;
glm_euler_zxy_quat((vec3){(float)g_pEngineVars->m_fTime,0,0}, v);
m_pMeshInstance->SetRotation({v[0], v[1], v[2], v[3]});
};
LINK_CLIENT_ENTITY(C_MOBAPlayer, CMOBAPlayer)
LINK_ENTITY_TO_CLASS(player, C_MOBAPlayer)