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

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@@ -57,19 +57,16 @@ VS
PS PS
{ {
#include "brdf.hlsl" #include "brdf.hlsl"
struct PS_OUTPUT
float4 psMain( PS_INPUT input )
{ {
float4 m_vAlbedo: SV_Target0;
}
float4 vWorldSpacePosition = input.m_vNormal; PS_OUTPUT psMain( PS_INPUT input )
BRDF_t brdf = {}; {
brdf.m_vRayIn = normalize(g_vViewPosition.xyz-input.m_vWorldPosition.xyz); PS_OUTPUT output = {};
brdf.m_vRayOut = normalize(-input.m_vWorldPosition.xyz); output.m_vAlbedo = input.m_vNormal;
brdf.m_vNormal = input.m_vNormal.xyz; return output;
brdf.m_fRoughness = 1;
brdf.m_fMetalness = 1;
return float4(brdf.BurleyDiffuse(), 1);
} }
} }

114
game/client/baseentity.cpp Normal file
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@@ -0,0 +1,114 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#include "baseentity.h"
#include "datamap.h"
#include "tier0/lib.h"
C_BaseEntity::~C_BaseEntity()
{
}
void C_BaseEntity::Precache()
{
}
void C_BaseEntity::Spawn()
{
}
void C_BaseEntity::SetAbsAngles( float fPitch, float fYaw, float fRoll )
{
}
void C_BaseEntity::SetAbsOrigin( Vector origin )
{
m_vPosition = origin;
}
void C_BaseEntity::SetScale( float fScale )
{
m_vScale.x = fScale;
m_vScale.y = fScale;
m_vScale.z = fScale;
}
QAngle C_BaseEntity::GetAbsAngles( void )
{
}
Vector C_BaseEntity::GetAbsOrigin( void )
{
}
float C_BaseEntity::GetScale( void )
{
}
void C_BaseEntity::SetThinkImpl( fnThink pfnThink )
{
m_pfnThink = pfnThink;
V_printf("%p\n", pfnThink);
}
void C_BaseEntity::SetNextThink( float fThink )
{
}
typedescription_t *C_BaseEntity::FindDataByName( const char *szName )
{
datamap_t *pDataMap;
int i;
pDataMap = GetDataMap();
lookforname:
for ( i = 0; i < pDataMap->m_iNumFields; i++ )
{
if (!V_strcmp(pDataMap->m_pData[i].m_szFieldName, szName))
return &pDataMap->m_pData[i];
}
pDataMap = pDataMap->m_pBase;
if (pDataMap)
goto lookforname;
return NULL;
};
typedescription_t *C_BaseEntity::FindDataByMapName( const char *szName )
{
datamap_t *pDataMap;
int i;
pDataMap = GetDataMap();
lookforname:
for ( i = 0; i < pDataMap->m_iNumFields; i++ )
{
if (!V_strcmp(pDataMap->m_pData[i].m_szEditorName, szName))
return &pDataMap->m_pData[i];
}
pDataMap = pDataMap->m_pBase;
if (pDataMap)
goto lookforname;
return NULL;
};
BEGIN_DATADESC_NOBASE(C_BaseEntity)
DEFINE_KEYFIELD(m_vPosition, FIELD_VECTOR, "origin")
DEFINE_KEYFIELD(m_vRotation, FIELD_QUATERNION, "angles")
DEFINE_KEYFIELD(m_vScale, FIELD_VECTOR, "scales")
END_DATADESC()

81
game/client/baseentity.h Normal file
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@@ -0,0 +1,81 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#ifndef BASEENTITY_H
#define BASEENTITY_H
#include "entitysystem.h"
#include "datamap.h"
#include "cglm/cglm.h"
#include "trig.h"
#define DECLARE_CLASS_NOBASE( className ) \
typedef className ThisClass;
#define DECLARE_CLASS( className, baseName ) \
typedef baseName BaseClass; \
typedef className ThisClass;
#define LINK_ENTITY_TO_CLASS( mapClassName, DLLClassName) \
static CEntityFactory<DLLClassName> g_EntityFactory_##mapClassName( #mapClassName );
class C_BaseEntity;
class IEntityFactory
{
public:
virtual C_BaseEntity *Create() = 0;
};
template<class T>
class CEntityFactory : public IEntityFactory
{
public:
CEntityFactory( const char *szClassName )
{
EntitySystem()->RegisterEntityClass(this, szClassName);
};
virtual C_BaseEntity *Create() {
return new T;
}
};
class C_BaseEntity;
typedef void(C_BaseEntity::*fnThink)( float fTime );
class C_BaseEntity
{
public:
DECLARE_CLASS_NOBASE(C_BaseEntity);
DECLARE_DATADESC_NOBASE()
typedescription_t *FindDataByName( const char *szName );
typedescription_t *FindDataByMapName( const char *szName );
virtual ~C_BaseEntity();
virtual void Precache();
virtual void Spawn();
virtual void SetAbsAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsOrigin( Vector origin );
virtual void SetScale( float fScale );
virtual QAngle GetAbsAngles( void );
virtual Vector GetAbsOrigin( void );
virtual float GetScale( void );
#define SetThink(fn) SetThinkImpl((fnThink)&ThisClass::fn)
virtual void SetThinkImpl( fnThink pfnThink );
virtual void SetNextThink( float fThink );
fnThink m_pfnThink = NULL;
private:
Vector m_vPosition;
Quat m_vRotation;
Vector m_vScale;
};
#endif

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@@ -16,8 +16,12 @@ DECLARE_BUILD_STAGE(Client)
compileProject.files = { compileProject.files = {
"game.cpp", "game.cpp",
"worldrender.cpp", "worldrender.cpp",
"baseentity.cpp",
"entitysystem.cpp",
"milmoba/player.cpp",
}; };
compileProject.includeDirectories = { compileProject.includeDirectories = {
"../shared",
"../../public", "../../public",
FUNNYSTDLIB"public", FUNNYSTDLIB"public",
EXTERNAL"cglm/include" EXTERNAL"cglm/include"

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@@ -0,0 +1,120 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#include "entitysystem.h"
#include "baseentity.h"
#include "stddef.h"
#include "string.h"
#include "stdlib.h"
CEntitySystem *EntitySystem()
{
static CEntitySystem s_entitySystem;
return &s_entitySystem;
}
static struct EntityRegistry_t
{
IEntityFactory *m_pFactory;
const char *m_szClassName;
struct EntityRegistry_t *m_pNext;
} *s_pEntitiesRegistry = NULL;
CEntitySystem::CEntitySystem()
{
int i = 0;
for ( i = 0; i < MAX_EDICTS; i++ )
{
m_pEntities[i] = NULL;
}
m_nEntityCount = 0;
}
void CEntitySystem::RegisterEntityClass( IEntityFactory *pEntityFactory, const char *szClassName )
{
IEntityFactory *pFactory;
EntityRegistry_t *pRegistry;
pFactory = GetFactoryByClassname(szClassName);
if ( pFactory != NULL )
{
// Already registered
return;
}
pRegistry = new EntityRegistry_t;
pRegistry->m_pFactory = pEntityFactory;
pRegistry->m_pNext = s_pEntitiesRegistry;
pRegistry->m_szClassName = szClassName;
s_pEntitiesRegistry = pRegistry;
}
C_BaseEntity *CEntitySystem::CreateByClassname( const char *szName )
{
IEntityFactory *pFactory;
C_BaseEntity *pEntity;
int i;
int iSelectedSlot;
pFactory = GetFactoryByClassname(szName);
if ( !pFactory )
return NULL;
// We do not want to have more than MAX_EDICT entities
if ( m_nEntityCount >= MAX_EDICTS-1 )
return NULL;
// Search for space
// Could be more efficient but nobody cares
for ( i = 0; i < MAX_EDICTS; i++ )
{
if ( m_pEntities[i] == NULL )
{
iSelectedSlot = i;
break;
}
}
pEntity = pFactory->Create();
m_pEntities[iSelectedSlot] = pEntity;
m_nEntityCount++;
return pEntity;
}
IEntityFactory *CEntitySystem::GetFactoryByClassname( const char *szName )
{
EntityRegistry_t *pEntity;
for ( pEntity = s_pEntitiesRegistry; pEntity; pEntity = pEntity->m_pNext )
{
if (!strcmp(szName, pEntity->m_szClassName))
{
return pEntity->m_pFactory;
}
}
return NULL;
}
void CEntitySystem::Think()
{
C_BaseEntity *pEntity;
int i;
for ( i = 0; i < MAX_EDICTS; i++ )
{
pEntity = m_pEntities[i];
if ( pEntity == NULL )
continue;
if ( !pEntity->m_pfnThink )
continue;
(pEntity->*pEntity->m_pfnThink)(0);
}
}

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@@ -0,0 +1,33 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#ifndef ENTITIES_H
#define ENTITIES_H
class IEntityFactory;
class C_BaseEntity;
#define MAX_EDICTS 8192
class CEntitySystem
{
public:
CEntitySystem();
virtual void RegisterEntityClass( IEntityFactory *pEntityFactory, const char *szClassName );
virtual C_BaseEntity *CreateByClassname( const char *szName );
virtual IEntityFactory *GetFactoryByClassname( const char *szName );
virtual void Think();
private:
C_BaseEntity *m_pEntities[MAX_EDICTS];
int m_nEntityCount;
};
CEntitySystem *EntitySystem();
#endif

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

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@@ -1,21 +1,15 @@
#include "baseplayer.h" #include "../baseentity.h"
#include "cglm/affine-pre.h" #include "../worldrender.h"
#include "cglm/mat4.h" #include "materialsystem/imaterialsystem.h"
#include "engine.h" #include "game.h"
#include "rendering.h"
#include "input.h"
#include "fgui/widget.h"
#include "fgui/rect.h"
#include "fgui/label.h"
#include "mesh.h"
class C_MOBAPlayer: public C_BaseEntity class C_MOBAPlayer: public C_BaseEntity
{ {
public: public:
DECLARE_CLASS(C_MOBAPlayer, C_BaseEntity)
virtual void Precache ( void ) override; virtual void Precache ( void ) override;
virtual void Spawn( void ) override; virtual void Spawn( void ) override;
virtual void Destroy( void ) override; virtual void Think( float fDelta );
virtual void Think( float fDelta ) override;
IMesh *m_pMesh; IMesh *m_pMesh;
IMeshInstance *m_pMeshInstance; IMeshInstance *m_pMeshInstance;
@@ -23,95 +17,56 @@ public:
void C_MOBAPlayer::Precache() 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() void C_MOBAPlayer::Spawn()
{ {
float cubeVertices[] = { Precache();
// Front face SetThink(Think);
-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();
}; };
void C_MOBAPlayer::Destroy()
{
}
void C_MOBAPlayer::Think( float fDelta ) void C_MOBAPlayer::Think( float fDelta )
{ {
float x = g_fAxisValues[AXIS_MOUSE_X]; m_pMeshInstance->SetPosition({0,0,-(float)g_pEngineVars->m_fTime});
float y = g_fAxisValues[AXIS_MOUSE_Y]; versor v;
float fPitch = glm_rad(x); glm_euler_zxy_quat((vec3){(float)g_pEngineVars->m_fTime,0,0}, v);
float fYaw = glm_rad(y); m_pMeshInstance->SetRotation({v[0], v[1], v[2], v[3]});
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();
}; };
LINK_CLIENT_ENTITY(C_MOBAPlayer, CMOBAPlayer) LINK_ENTITY_TO_CLASS(player, C_MOBAPlayer)

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@@ -56,7 +56,6 @@ void CFunnyMesh::SetVertices( IVertexBuffer *pBuffer )
void CFunnyMesh::SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat ) void CFunnyMesh::SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat )
{ {
} }
void CFunnyMesh::SetMaterial( IMaterial *pMaterial ) void CFunnyMesh::SetMaterial( IMaterial *pMaterial )
@@ -180,7 +179,7 @@ void CFunnyWorldRenderer::Frame( float fDelta )
uint32_t uWidth = g_pMainWindow->GetRenderWidth(); uint32_t uWidth = g_pMainWindow->GetRenderWidth();
uint32_t uHeight = g_pMainWindow->GetRenderHeight(); uint32_t uHeight = g_pMainWindow->GetRenderHeight();
mat4 matCamera; mat4 matCamera;
glm_perspective(glm_rad(60), uWidth/(float)uHeight, 0.01, 100, matCamera); glm_perspective(glm_rad(60), uWidth/(float)uHeight, 0.01, 10000, matCamera);
glm_translate(matCamera, m_vPos); glm_translate(matCamera, m_vPos);
/* /*
V_printf("%f %f %f %f\n", matCamera[0][0], matCamera[0][1], matCamera[0][2], matCamera[0][3]); V_printf("%f %f %f %f\n", matCamera[0][0], matCamera[0][1], matCamera[0][2], matCamera[0][3]);

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@@ -45,7 +45,7 @@ public:
class CBaseEntity; class CBaseEntity;
typedef void(*fnThink)( CBaseEntity *pThis ); typedef void(*fnThink)( float fTime );
class CBaseEntity class CBaseEntity
{ {
public: public:

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@@ -20,6 +20,8 @@ DECLARE_BUILD_STAGE(Server)
}; };
compileProject.includeDirectories = { compileProject.includeDirectories = {
"../../public", "../../public",
".",
"../shared",
FUNNYSTDLIB"public", FUNNYSTDLIB"public",
EXTERNAL"cglm/include" EXTERNAL"cglm/include"
}; };

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@@ -115,6 +115,6 @@ void CEntitySystem::Think()
if ( !pEntity->m_pfnThink ) if ( !pEntity->m_pfnThink )
continue; continue;
pEntity->m_pfnThink(pEntity); pEntity->m_pfnThink(0);
} }
} }

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@@ -0,0 +1,109 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#include "baseentity.h"
#include "datamap.h"
#include "tier0/lib.h"
CBaseEntity::~CBaseEntity()
{
}
void CBaseEntity::Spawn()
{
}
void CBaseEntity::SetAbsAngles( float fPitch, float fYaw, float fRoll )
{
}
void CBaseEntity::SetAbsOrigin( Vector origin )
{
m_vPosition = origin;
}
void CBaseEntity::SetScale( float fScale )
{
m_vScale.x = fScale;
m_vScale.y = fScale;
m_vScale.z = fScale;
}
QAngle CBaseEntity::GetAbsAngles( void )
{
}
Vector CBaseEntity::GetAbsOrigin( void )
{
}
float CBaseEntity::GetScale( void )
{
}
void CBaseEntity::SetThink( fnThink pfnThink )
{
m_pfnThink = pfnThink;
}
void CBaseEntity::SetNextThink( float fThink )
{
}
typedescription_t *CBaseEntity::FindDataByName( const char *szName )
{
datamap_t *pDataMap;
int i;
pDataMap = GetDataMap();
lookforname:
for ( i = 0; i < pDataMap->m_iNumFields; i++ )
{
if (!V_strcmp(pDataMap->m_pData[i].m_szFieldName, szName))
return &pDataMap->m_pData[i];
}
pDataMap = pDataMap->m_pBase;
if (pDataMap)
goto lookforname;
return NULL;
};
typedescription_t *CBaseEntity::FindDataByMapName( const char *szName )
{
datamap_t *pDataMap;
int i;
pDataMap = GetDataMap();
lookforname:
for ( i = 0; i < pDataMap->m_iNumFields; i++ )
{
if (!V_strcmp(pDataMap->m_pData[i].m_szEditorName, szName))
return &pDataMap->m_pData[i];
}
pDataMap = pDataMap->m_pBase;
if (pDataMap)
goto lookforname;
return NULL;
};
BEGIN_DATADESC_NOBASE(CBaseEntity)
DEFINE_KEYFIELD(m_vPosition, FIELD_VECTOR, "origin")
DEFINE_KEYFIELD(m_vRotation, FIELD_QUATERNION, "angles")
DEFINE_KEYFIELD(m_vScale, FIELD_VECTOR, "scales")
END_DATADESC()

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@@ -0,0 +1,79 @@
//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#ifndef BASEENTITY_H
#define BASEENTITY_H
#include "entitysystem.h"
#include "datamap.h"
#include "cglm/cglm.h"
#include "trig.h"
#define DECLARE_CLASS_NOBASE( className ) \
typedef className ThisClass;
#define DECLARE_CLASS( className, baseName ) \
typedef baseName BaseClass; \
typedef className ThisClass;
#define LINK_ENTITY_TO_CLASS( mapClassName, DLLClassName) \
static CEntityFactory<DLLClassName> g_EntityFactory_##mapClassName( #mapClassName );
class CBaseEntity;
class IEntityFactory
{
public:
virtual CBaseEntity *Create() = 0;
};
template<class T>
class CEntityFactory : public IEntityFactory
{
public:
CEntityFactory( const char *szClassName )
{
EntitySystem()->RegisterEntityClass(this, szClassName);
};
virtual CBaseEntity *Create() {
return new T;
}
};
class CBaseEntity;
typedef void(*fnThink)( CBaseEntity *pThis );
class CBaseEntity
{
public:
DECLARE_CLASS_NOBASE(CBaseEntity);
DECLARE_DATADESC_NOBASE()
typedescription_t *FindDataByName( const char *szName );
typedescription_t *FindDataByMapName( const char *szName );
virtual ~CBaseEntity();
virtual void Spawn();
virtual void SetAbsAngles( float fPitch, float fYaw, float fRoll );
virtual void SetAbsOrigin( Vector origin );
virtual void SetScale( float fScale );
virtual QAngle GetAbsAngles( void );
virtual Vector GetAbsOrigin( void );
virtual float GetScale( void );
virtual void SetThink( fnThink pfnThink );
virtual void SetNextThink( float fThink );
fnThink m_pfnThink = NULL;
private:
Vector m_vPosition;
Quat m_vRotation;
Vector m_vScale;
};
#endif

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#include "helper.h"
#include "c.h"
#include "ld.h"
#define EXTERNAL "../../external/"
#define FUNNYSTDLIB EXTERNAL"funnystdlib/"
ADD_DEPENDENCY_BUILD_FILE(tier0, FUNNYSTDLIB"tier0/build.cpp");
ADD_DEPENDENCY_BUILD_FILE(tier1, FUNNYSTDLIB"tier1/build.cpp");
ADD_DEPENDENCY_BUILD_FILE(tier2, FUNNYSTDLIB"tier2/build.cpp");
DECLARE_BUILD_STAGE(Server)
{
CProject_t compileProject = {};
LinkProject_t ldProject = {};
compileProject.m_szName = "server";
compileProject.files = {
"game.cpp",
"entitysystem.cpp",
"baseentity.cpp",
};
compileProject.includeDirectories = {
"../../public",
FUNNYSTDLIB"public",
EXTERNAL"cglm/include"
};
compileProject.bFPIC = true;
ldProject = ccompiler->Compile(&compileProject);
ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
ldProject.libraryObjects = {
GET_PROJECT_LIBRARY(tier0, "tier0"),
};
ldProject.objects.AppendTail({GET_PROJECT_LIBRARY(tier1, "tier1")});
ldProject.objects.AppendTail({GET_PROJECT_LIBRARY(tier2, "tier2")});
if (ldProject.m_target.kernel & TARGET_KERNEL_WINDOWS_DEVICES)
{
ldProject.libraries.AppendTail("pthread");
};
CUtlString outputProject = linker->Link(&ldProject);
ADD_OUTPUT_OBJECT("server", outputProject);
return 0;
}

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//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose: Valve-styled entity data maps
//
// Note: This file is insipired by Valve's convention in Source SDK, but it
// was written for scratch with compatibility in mind.
//
//===========================================================================//
#ifndef DATAMAP_H
#define DATAMAP_H
#include "stddef.h"
enum fieldtype_t {
FIELD_VOID = 0,
FIELD_FLOAT,
FIELD_STRING,
FIELD_VECTOR2D,
FIELD_VECTOR,
FIELD_VECTOR4D,
FIELD_QUATERNION,
FIELD_QUATERNION_QANGLE,
FIELD_COLOR255,
FIELD_COLOR1,
FIELD_INTEGER,
FIELD_BOOLEAN,
FIELD_MATERIAL,
FIELD_TEXTURE,
FIELD_MODEL,
};
struct typedescription_t
{
const char *m_szFieldName;
const char *m_szEditorName;
fieldtype_t m_eFieldType;
size_t m_iFieldOffset;
unsigned int m_uFieldCount;
unsigned short m_uFieldSize;
unsigned int m_iFlags;
};
struct datamap_t
{
struct datamap_t *m_pBase;
typedescription_t *m_pData;
int m_iNumFields;
};
#define DECLARE_DATADESC() \
datamap_t *GetBaseMap(); \
virtual datamap_t *GetDataMap() override; \
virtual datamap_t DataMapInit() override;
#define DECLARE_DATADESC_NOBASE() \
datamap_t *GetBaseMap(); \
virtual datamap_t *GetDataMap(); \
virtual datamap_t DataMapInit();
#define BEGIN_DATADESC( className ) \
datamap_t *className::GetBaseMap() { return BaseClass::GetDataMap(); } \
BEGIN_DATADESC_INTERNAL(className)
#define BEGIN_DATADESC_NOBASE( className ) \
datamap_t *className::GetBaseMap() { return NULL; } \
BEGIN_DATADESC_INTERNAL(className)
#define BEGIN_DATADESC_INTERNAL( className ) \
datamap_t *className::GetDataMap() { static datamap_t s_DataMap = ThisClass::DataMapInit(); return &s_DataMap; } \
datamap_t className::DataMapInit() \
{ \
datamap_t map; \
map.m_pBase = ThisClass::GetBaseMap(); \
static typedescription_t dataDesc[] \
{\
#define END_DATADESC() \
};\
map.m_iNumFields = sizeof(dataDesc)/sizeof(typedescription_t); \
map.m_pData = dataDesc; \
return map; \
}
#define IMPLEMENT_NULL_DATADESC( className ) \
BEGIN_DATADESC(className) \
END_DATADESC()
#define _class_offsetof( class, var ) ((size_t)&(((class*)0)->var))
#define _FIELD( name, fieldtype, count, flags, mapname, tolerance) { #name, mapname, fieldtype, _class_offsetof(ThisClass, name), count, sizeof(((ThisClass*)0)->name), flags },
#define DEFINE_KEYFIELD( name, fieldtype, mapname ) _FIELD( name, fieldtype, 1, FTYPEDESC_KEY, mapname, 0)
#define FTYPEDESC_KEY 0x0004
#endif

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//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose:
//
//===========================================================================//
#include "entitysystem.h"
#include "baseentity.h"
#include "stddef.h"
#include "string.h"
#include "stdlib.h"
CEntitySystem *EntitySystem()
{
static CEntitySystem s_entitySystem;
return &s_entitySystem;
}
static struct EntityRegistry_t
{
IEntityFactory *m_pFactory;
const char *m_szClassName;
struct EntityRegistry_t *m_pNext;
} *s_pEntitiesRegistry = NULL;
CEntitySystem::CEntitySystem()
{
int i = 0;
for ( i = 0; i < MAX_EDICTS; i++ )
{
m_pEntities[i] = NULL;
}
m_nEntityCount = 0;
}
void CEntitySystem::RegisterEntityClass( IEntityFactory *pEntityFactory, const char *szClassName )
{
IEntityFactory *pFactory;
EntityRegistry_t *pRegistry;
pFactory = GetFactoryByClassname(szClassName);
if ( pFactory != NULL )
{
// Already registered
return;
}
pRegistry = new EntityRegistry_t;
pRegistry->m_pFactory = pEntityFactory;
pRegistry->m_pNext = s_pEntitiesRegistry;
pRegistry->m_szClassName = szClassName;
s_pEntitiesRegistry = pRegistry;
}
CBaseEntity *CEntitySystem::CreateByClassname( const char *szName )
{
IEntityFactory *pFactory;
CBaseEntity *pEntity;
int i;
int iSelectedSlot;
pFactory = GetFactoryByClassname(szName);
if ( !pFactory )
return NULL;
// We do not want to have more than MAX_EDICT entities
if ( m_nEntityCount >= MAX_EDICTS-1 )
return NULL;
// Search for space
// Could be more efficient but nobody cares
for ( i = 0; i < MAX_EDICTS; i++ )
{
if ( m_pEntities[i] == NULL )
{
iSelectedSlot = i;
break;
}
}
pEntity = pFactory->Create();
m_pEntities[iSelectedSlot] = pEntity;
m_nEntityCount++;
return pEntity;
}
IEntityFactory *CEntitySystem::GetFactoryByClassname( const char *szName )
{
EntityRegistry_t *pEntity;
for ( pEntity = s_pEntitiesRegistry; pEntity; pEntity = pEntity->m_pNext )
{
if (!strcmp(szName, pEntity->m_szClassName))
{
return pEntity->m_pFactory;
}
}
return NULL;
}
void CEntitySystem::Think()
{
CBaseEntity *pEntity;
int i;
for ( i = 0; i < MAX_EDICTS; i++ )
{
pEntity = m_pEntities[i];
if ( pEntity == NULL )
continue;
if ( !pEntity->m_pfnThink )
continue;
pEntity->m_pfnThink(pEntity);
}
}

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#include "tier2/ifilesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "enginebridge.h"
IFileSystem *filesystem;
IRenderContext *g_pRenderContext;
IGameWindow *g_pMainWindow;
class CFunnyGameBridge: public IEngineBridge
{
virtual void Init() override;
virtual void Tick( float fDelta ) override;
virtual void Frame( float fDelta ) override;
virtual void Shutdown() override;
virtual void ConnectInterface( const char *psz, void *pInterface ) override;
};
IEngineBridge *EngineBridge()
{
static CFunnyGameBridge s_bridge;
return &s_bridge;
}
EXPOSE_INTERFACE_FN(EngineBridge, IEngineBridge, ENGINE_BRIDGE_INTERFACE_VERSION)
void CFunnyGameBridge::Init()
{
}
void CFunnyGameBridge::Tick( float fDelta )
{
}
void CFunnyGameBridge::Frame( float fDelta )
{
}
void CFunnyGameBridge::Shutdown()
{
}
#define CONNECT_INTERFACE(szName, pGlobal) if (!V_strcmp(psz, szName)) { pGlobal = (typeof(pGlobal))pInterface; return; }
void CFunnyGameBridge::ConnectInterface( const char *psz, void *pInterface )
{
}

97
game/shared/datamap.h Normal file
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//================= Copyright kotofyt, All rights reserved ==================//
//
// Purpose: Valve-styled entity data maps
//
// Note: This file is insipired by Valve's convention in Source SDK, but it
// was written for scratch with compatibility in mind.
//
//===========================================================================//
#ifndef DATAMAP_H
#define DATAMAP_H
#include "stddef.h"
enum fieldtype_t {
FIELD_VOID = 0,
FIELD_FLOAT,
FIELD_STRING,
FIELD_VECTOR2D,
FIELD_VECTOR,
FIELD_VECTOR4D,
FIELD_QUATERNION,
FIELD_QUATERNION_QANGLE,
FIELD_COLOR255,
FIELD_COLOR1,
FIELD_INTEGER,
FIELD_BOOLEAN,
FIELD_MATERIAL,
FIELD_TEXTURE,
FIELD_MODEL,
};
struct typedescription_t
{
const char *m_szFieldName;
const char *m_szEditorName;
fieldtype_t m_eFieldType;
size_t m_iFieldOffset;
unsigned int m_uFieldCount;
unsigned short m_uFieldSize;
unsigned int m_iFlags;
};
struct datamap_t
{
struct datamap_t *m_pBase;
typedescription_t *m_pData;
int m_iNumFields;
};
#define DECLARE_DATADESC() \
datamap_t *GetBaseMap(); \
virtual datamap_t *GetDataMap() override; \
virtual datamap_t DataMapInit() override;
#define DECLARE_DATADESC_NOBASE() \
datamap_t *GetBaseMap(); \
virtual datamap_t *GetDataMap(); \
virtual datamap_t DataMapInit();
#define BEGIN_DATADESC( className ) \
datamap_t *className::GetBaseMap() { return BaseClass::GetDataMap(); } \
BEGIN_DATADESC_INTERNAL(className)
#define BEGIN_DATADESC_NOBASE( className ) \
datamap_t *className::GetBaseMap() { return NULL; } \
BEGIN_DATADESC_INTERNAL(className)
#define BEGIN_DATADESC_INTERNAL( className ) \
datamap_t *className::GetDataMap() { static datamap_t s_DataMap = ThisClass::DataMapInit(); return &s_DataMap; } \
datamap_t className::DataMapInit() \
{ \
datamap_t map; \
map.m_pBase = ThisClass::GetBaseMap(); \
static typedescription_t dataDesc[] \
{\
#define END_DATADESC() \
};\
map.m_iNumFields = sizeof(dataDesc)/sizeof(typedescription_t); \
map.m_pData = dataDesc; \
return map; \
}
#define IMPLEMENT_NULL_DATADESC( className ) \
BEGIN_DATADESC(className) \
END_DATADESC()
#define _class_offsetof( class, var ) ((size_t)&(((class*)0)->var))
#define _FIELD( name, fieldtype, count, flags, mapname, tolerance) { #name, mapname, fieldtype, _class_offsetof(ThisClass, name), count, sizeof(((ThisClass*)0)->name), flags },
#define DEFINE_KEYFIELD( name, fieldtype, mapname ) _FIELD( name, fieldtype, 1, FTYPEDESC_KEY, mapname, 0)
#define FTYPEDESC_KEY 0x0004
#endif

17
game/shared/game.h Normal file
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#ifndef GAME_H
#define GAME_H
#include "tier2/ifilesystem.h"
#include "materialsystem/imaterialsystem.h"
extern IRenderContext *g_pRenderContext;
extern IFileSystem *filesystem;
extern IGameWindowManager *g_pWindowManager;
class CEngineVars
{
public:
double m_fTime;
double m_fDeltaTime;
};
extern CEngineVars *g_pEngineVars;
#endif

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