lots of updates

This commit is contained in:
2026-02-19 00:39:20 +02:00
parent 898bf90504
commit 4dd2e13c48
53 changed files with 1495 additions and 250 deletions

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@@ -1,38 +0,0 @@
#include "helper.h"
#include "c.h"
#include "ld.h"
#include "tier1/utlstring.h"
#include "tier1/commandline.h"
CUtlVector<CUtlString> client_CompiledFiles = {
};
DECLARE_BUILD_STAGE(client)
{
CProject_t compileProject = {};
LinkProject_t ldProject = {};
compileProject.m_szName = "client";
compileProject.files = client_CompiledFiles;
compileProject.includeDirectories = all_IncludeDirectories;
compileProject.bFPIC = true;
ldProject = ccompiler->Compile(&compileProject);
if (bStaticBuild)
ldProject.linkType = ELINK_STATIC_LIBRARY;
else
ldProject.linkType = ELINK_DYNAMIC_LIBRARY;
CUtlString outputProject = linker->Link(&ldProject);
/*
if (!bStaticBuild)
{
filesystem2->MakeDirectory(CUtlString("%s/funnygame/bin",szOutputDir.GetString()));
filesystem2->CopyFile(CUtlString("%s/funnygame/bin", szOutputDir.GetString()), outputProject);
} else {
client_lib = outputProject;
}
*/
return 0;
};

43
game/client/build.cpp Normal file
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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(Client)
{
CProject_t compileProject = {};
LinkProject_t ldProject = {};
compileProject.m_szName = "client";
compileProject.files = {
"game.cpp",
"worldrender.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("client", outputProject);
return 0;
}

12
game/client/engine.h Normal file
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@@ -0,0 +1,12 @@
#ifndef ENGINE_H
#define ENGINE_H
#include "tier2/ifilesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/igamewindow.h"
extern IFileSystem *filesystem;
extern IRenderContext *g_pRenderContext;
extern IGameWindow *g_pMainWindow;
#endif

94
game/client/game.cpp Normal file
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@@ -0,0 +1,94 @@
#include "tier2/ifilesystem.h"
#include "materialsystem/imaterialsystem.h"
#include "enginebridge.h"
#include "worldrender.h"
#include "cglm/mat4.h"
#include "cglm/cglm.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()
{
IVertexBuffer *pBuffer;
IBuffer *pDataBuffer;
IShader *pShader;
IMaterial *pMaterial;
g_pWorldRenderer->Init();
pShader = g_pRenderContext->CreateShader("game/core/shaders/mesh_raster.shader_c");
float cubeVertices[][3] = {
{-1, -1, 1}, { 1, -1, 1}, { 1, 1, 1},
{-1, -1, 1}, { 1, 1, 1}, {-1, 1, 1},
{-1, -1, -1}, {-1, 1, -1}, { 1, 1, -1},
{-1, -1, -1}, { 1, 1, -1}, { 1, -1, -1},
{-1, -1, -1}, {-1, -1, 1}, {-1, 1, 1},
{-1, -1, -1}, {-1, 1, 1}, {-1, 1, -1},
{ 1, -1, -1}, { 1, 1, -1}, { 1, 1, 1},
{ 1, -1, -1}, { 1, 1, 1}, { 1, -1, 1},
{-1, 1, -1}, {-1, 1, 1}, { 1, 1, 1},
{-1, 1, -1}, { 1, 1, 1}, { 1, 1, -1},
{-1, -1, -1}, { 1, -1, -1}, { 1, -1, 1},
{-1, -1, -1}, { 1, -1, 1}, {-1, -1, 1}
};
pBuffer = g_pRenderContext->CreateVertexBuffer(sizeof(cubeVertices));
pBuffer->Lock();
void *pMapped = pBuffer->Map();
V_memcpy(pMapped, cubeVertices, sizeof(cubeVertices));
pBuffer->Unmap();
pBuffer->Unlock();
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);
IMeshInstance *pMeshInstance = g_pWorldRenderer->CreateInstance(pMesh);
pMeshInstance->SetPosition({1,1,1});
}
void CFunnyGameBridge::Tick( float fDelta )
{
}
void CFunnyGameBridge::Frame( float fDelta )
{
g_pWorldRenderer->Frame(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 )
{
CONNECT_INTERFACE(RENDER_CONTEXT_INTERFACE_VERSION, g_pRenderContext);
CONNECT_INTERFACE("MainWindow", g_pMainWindow);
}

269
game/client/worldrender.cpp Normal file
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#include "worldrender.h"
#include "tier1/utlstring.h"
#include "engine.h"
#include "cglm/cglm.h"
#include "cglm/quat.h"
#include "cglm/mat4.h"
struct ViewBuffer_t
{
mat4 m_matCameraProjection;
};
struct PerMeshData_t
{
mat4 m_matTranslation;
};
class CFunnyMeshInstance;
class CFunnyMesh: public IMesh
{
public:
virtual void ConfigureShader( IShader *pShader ) override;
virtual void SetVertices( IVertexBuffer *pBuffer ) override;
virtual void SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat ) override;
virtual void SetMaterial( IMaterial *pMaterial ) override;
CUtlString m_szName;
CUtlVector<CFunnyMeshInstance*> m_instances;
IMaterial *m_pMaterial;
IVertexBuffer *m_pVertexBuffer;
};
void CFunnyMesh::ConfigureShader( IShader *pShader )
{
pShader->AddLayout(0, 12);
pShader->AddAttribute(0, 0, VERTEX_FORMAT_XYZ32_SFLOAT, 0);
// color
pShader->AddOutputImage(0, IMAGE_FORMAT_RGBA8_UNORM);
pShader->SetDepthImage(IMAGE_FORMAT_D32_SFLOAT);
}
void CFunnyMesh::SetVertices( IVertexBuffer *pBuffer )
{
m_pVertexBuffer = pBuffer;
}
void CFunnyMesh::SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat )
{
}
void CFunnyMesh::SetMaterial( IMaterial *pMaterial )
{
m_pMaterial = pMaterial;
}
class CFunnyMeshInstance: public IMeshInstance
{
public:
virtual void SetPosition( Vector vPosition ) override;
virtual void SetRotation( Quat vRotation ) override;
virtual void SetScale( Vector vScale ) override;
virtual void Frame();
PerMeshData_t m_data = {};
Quat m_vRotation = {};
Vector m_vPosition = {};
Vector m_vScale = {};
};
void CFunnyMeshInstance::SetPosition( Vector vPosition )
{
m_vPosition = vPosition;
}
void CFunnyMeshInstance::SetRotation( Quat vRotation )
{
m_vRotation = vRotation;
}
void CFunnyMeshInstance::SetScale( Vector vScale )
{
m_vScale = vScale;
}
void CFunnyMeshInstance::Frame()
{
glm_mat4_identity(m_data.m_matTranslation);
}
class CFunnyWorldRenderer: public IWorldRenderer
{
public:
virtual void Init() override;
virtual void Tick( float fDelta ) override;
virtual void Frame( float fDelta ) override;
virtual void Shutdown() override;
virtual void SetCameraRotation( Quat vRotation ) override;
virtual void SetCameraPosition( Vector vPosition ) override;
virtual IMesh *CreateMesh( const char *szName ) override;
virtual IMeshInstance *CreateInstance( IMesh *pMesh ) override;
private:
CUtlVector<CFunnyMesh*> m_pMeshes;
IImage *m_pOutputImage = NULL;
IImage *m_pDepthImage = NULL;
IRenderCommandList *m_pRasterCommandList = NULL;
IBuffer *m_pViewBuffer;
ViewBuffer_t *m_pViewBufferData;
vec3 m_vPos;
versor m_vRot;
};
static CFunnyWorldRenderer s_renderer;
IWorldRenderer *g_pWorldRenderer = &s_renderer;
void CFunnyWorldRenderer::Init()
{
m_pOutputImage = g_pRenderContext->CreateRenderTarget(
100,
100,
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE
);
m_pDepthImage = g_pRenderContext->CreateRenderTarget(
100,
100,
IMAGE_FORMAT_D32_SFLOAT,
MULTISAMPLE_TYPE_NONE
);
g_pMainWindow->SetOutputImage(m_pOutputImage);
m_pRasterCommandList = g_pRenderContext->CreateCommandList();
m_pViewBuffer = g_pRenderContext->CreateConstantBuffer(sizeof(ViewBuffer_t));
}
void CFunnyWorldRenderer::Tick( float fDelta )
{
}
void CFunnyWorldRenderer::Frame( float fDelta )
{
uint32_t uWidth = g_pMainWindow->GetRenderWidth();
uint32_t uHeight = g_pMainWindow->GetRenderHeight();
mat4 matCamera;
glm_perspective(glm_rad(60), uWidth/(float)uHeight, 0.01, 100, matCamera);
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[1][0], matCamera[1][1], matCamera[1][2], matCamera[1][3]);
V_printf("%f %f %f %f\n", matCamera[2][0], matCamera[2][1], matCamera[2][2], matCamera[2][3]);
V_printf("%f %f %f %f\n", matCamera[3][0], matCamera[3][1], matCamera[3][2], matCamera[3][3]);
*/
m_pViewBufferData = (ViewBuffer_t*)m_pViewBuffer->Map();
m_pViewBuffer->Lock();
V_memcpy(m_pViewBufferData, matCamera, sizeof(matCamera));
m_pViewBuffer->Unlock();
m_pViewBuffer->Unmap();
if (g_pMainWindow->BRenderSizeUpdated())
{
g_pRenderContext->DestroyImage(m_pOutputImage);
m_pOutputImage = g_pRenderContext->CreateRenderTarget(
g_pMainWindow->GetRenderWidth(),
g_pMainWindow->GetRenderHeight(),
IMAGE_FORMAT_RGBA8_UNORM,
MULTISAMPLE_TYPE_NONE);
g_pRenderContext->DestroyImage(m_pOutputImage);
m_pDepthImage = g_pRenderContext->CreateRenderTarget(
g_pMainWindow->GetRenderWidth(),
g_pMainWindow->GetRenderHeight(),
IMAGE_FORMAT_D32_SFLOAT,
MULTISAMPLE_TYPE_NONE);
g_pMainWindow->SetOutputImage(m_pOutputImage);
}
m_pRasterCommandList->StartRecording();
m_pRasterCommandList->SetRenderResolution(uWidth, uHeight);
m_pRasterCommandList->SetRenderTarget(0, m_pOutputImage);
m_pRasterCommandList->SetDepthTarget(m_pDepthImage);
m_pRasterCommandList->SetViewport(0, 0, uWidth, uHeight, 0, 1);
m_pRasterCommandList->SetScissors(0, 0, uWidth, uHeight);
m_pRasterCommandList->SetClearColor(0, 0, 0, 0, 0);
m_pRasterCommandList->SetClearDepth(1);
for ( auto mesh: m_pMeshes)
{
if (mesh->m_instances.GetSize()==0)
continue;
CUtlVector<PerMeshData_t> data = {};
data.Reserve(mesh->m_instances.GetSize());
for ( auto instance: mesh->m_instances )
{
instance->Frame();
data.AppendTail(instance->m_data);
}
IBuffer *pDataBuffer = g_pRenderContext->CreateStorageBuffer(data.GetSize()*sizeof(PerMeshData_t));
pDataBuffer->Lock();
void *pData = pDataBuffer->Map();
for ( uint32_t i = 0; i < mesh->m_instances.GetSize(); i++ )
{
V_memcpy(&((PerMeshData_t*)pData)[i], &mesh->m_instances[i]->m_data, sizeof(PerMeshData_t));
}
pDataBuffer->Unmap();
pDataBuffer->Unlock();
mesh->m_pMaterial->VSSetConstantsBuffer(0, m_pViewBuffer);
mesh->m_pMaterial->VSSetConstantsBuffer(1, pDataBuffer);
g_pRenderContext->DestroyBuffer(pDataBuffer);
}
for ( auto mesh: m_pMeshes)
{
if (mesh->m_instances.GetSize()==0)
continue;
m_pRasterCommandList->SetMaterial(mesh->m_pMaterial);
m_pRasterCommandList->SetVertexBuffer(0, mesh->m_pVertexBuffer);
m_pRasterCommandList->DrawPrimitives(mesh->m_pVertexBuffer->GetSize()/12, 0, mesh->m_instances.GetSize(), 0);
}
m_pRasterCommandList->EndRecording();
g_pRenderContext->SubmitCommandList(m_pRasterCommandList);
}
void CFunnyWorldRenderer::Shutdown()
{
}
void CFunnyWorldRenderer::SetCameraRotation( Quat vRotation )
{
m_vRot[0] = vRotation.x;
m_vRot[1] = vRotation.y;
m_vRot[2] = vRotation.z;
m_vRot[3] = vRotation.w;
}
void CFunnyWorldRenderer::SetCameraPosition( Vector vPosition )
{
m_vPos[0] = vPosition.x;
m_vPos[1] = vPosition.y;
m_vPos[2] = vPosition.z;
}
IMesh *CFunnyWorldRenderer::CreateMesh( const char *szName )
{
CFunnyMesh *pMesh = new CFunnyMesh;
pMesh->m_szName = szName;
m_pMeshes.AppendTail(pMesh);
return pMesh;
}
IMeshInstance *CFunnyWorldRenderer::CreateInstance( IMesh *pMesh )
{
CFunnyMesh *pFunnyMesh = (CFunnyMesh*)pMesh;
CFunnyMeshInstance *pInstance = new CFunnyMeshInstance;
pFunnyMesh->m_instances.AppendTail(pInstance);
return pInstance;
}

40
game/client/worldrender.h Normal file
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@@ -0,0 +1,40 @@
#ifndef WORLD_RENDER_H
#define WORLD_RENDER_H
#include "tier0/platform.h"
#include "gamesystem.h"
#include "trig.h"
#include "materialsystem/imaterialsystem.h"
abstract_class IMesh
{
public:
virtual void ConfigureShader( IShader *pShader ) = 0;
virtual void SetVertices( IVertexBuffer *pBuffer ) = 0;
virtual void SetIndicies( IIndexBuffer *pBuffer, EIndexFormat eIndexFormat ) = 0;
virtual void SetMaterial( IMaterial *pMaterial ) = 0;
};
abstract_class IMeshInstance
{
public:
virtual void SetPosition( Vector vPosition ) = 0;
virtual void SetRotation( Quat vRotation ) = 0;
virtual void SetScale( Vector vScale ) = 0;
};
abstract_class IWorldRenderer: public IGameSystem
{
public:
virtual void SetCameraRotation( Quat vRotation ) = 0;
virtual void SetCameraPosition( Vector vPosition ) = 0;
virtual IMesh *CreateMesh( const char *szName ) = 0;
virtual IMeshInstance *CreateInstance( IMesh *pMesh ) = 0;
};
extern IWorldRenderer *g_pWorldRenderer;
#endif