hadean-zig/src/Engine.zig

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const Engine = @This();
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const std = @import("std");
const Recti = @import("geometry/Recti.zig");
const Matrix4f = @import("geometry/Matrix4f.zig");
const shaders = @import("shaders.zig");
const Texture = @import("Texture.zig");
const Sprite = @import("Sprite.zig");
const Layer = @import("Layer.zig");
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const Color = @import("Color.zig");
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const Scene = @import("Scene.zig");
const assets = @import("assets.zig");
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const c = @cImport({
@cInclude("glad/glad.h");
@cInclude("GLFW/glfw3.h");
});
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const AutoHashMap = std.AutoHashMap;
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var store: AutoHashMap(*c.GLFWwindow, *Engine) = AutoHashMap(*c.GLFWwindow, *Engine).init(std.heap.page_allocator);
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// export const IGame = struct {
// render: fn () void,
// update: fn (f32) void,
// };
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current_scene: Scene,
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projection: Matrix4f = undefined,
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pub fn create(initial_scene: Scene) Engine {
return .{
.current_scene = initial_scene
};
}
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fn errorCallback(err: c_int, desc_c: [*c]const u8) callconv(.C) void {
const desc: *const u8 = @ptrCast(desc_c);
std.log.err("glfw error {x:0>8}: {s}", .{ err, desc });
}
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fn on_resize (window: ?*c.GLFWwindow, width: c_int, height: c_int) callconv(.C) void {
std.debug.print("[Engine:on_resize] {?}: {d} x {d}\n", .{ window, width, height });
c.glViewport(0, 0, width, height);
const engine_instance = store.get(window.?).?;
engine_instance.set_matrices(width, height);
engine_instance.current_scene.resize(width, height);
}
pub fn set_matrices(self: *Engine, width: i32, height: i32) void {
self.projection = Matrix4f.orthographic(0, @floatFromInt(width), @floatFromInt(height), 0, 0, 100);
shaders.set_projection_matrix(&self.projection);
}
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// export fn run(game: *const IGame) !void {
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pub fn run(self: *Engine) !void {
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// in case of errors, set callback early!
// for some reason this returns an error function as well??
_ = c.glfwSetErrorCallback(errorCallback);
// initialize glfw capabilities & cleanup
if (c.glfwInit() != 1) {
std.log.err("Failed to init glfw", .{});
return error.Initialization;
}
defer c.glfwTerminate();
// ensure glfw knows what we're about
// c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 3);
c.glfwDefaultWindowHints();
c.glfwWindowHint(c.GLFW_SAMPLES, 4);
// c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 3);
// c.glfwWindowHint(c.GLFW_OPENGL_PROFILE, c.GLFW_OPENGL_CORE_PROFILE);
// create the window & cleanup
const window = c.glfwCreateWindow(640, 480, "My Title", null, null) orelse {
std.log.err("Failed to open window", .{});
return error.Initialization;
};
defer c.glfwDestroyWindow(window);
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try store.put(window, self);
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// load opengl into the window
c.glfwMakeContextCurrent(window);
if (c.gladLoadGL() != 1) {
std.log.err("Failed to load GL context", .{});
return error.Initialization;
}
// configure the context!
c.glfwSwapInterval(1);
// compile shaders...
try shaders.load();
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try assets.load();
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_ = c.glfwSetWindowSizeCallback(window, on_resize);
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const clearBrightness: f32 = 0.09;
c.glClearColor(clearBrightness, clearBrightness, clearBrightness, 1.0);
// c.glEnable(c.GL_MULTISAMPLE);
c.glDisable(c.GL_MULTISAMPLE);
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c.glEnable(c.GL_BLEND);
c.glBlendFunc(c.GL_SRC_ALPHA, c.GL_ONE_MINUS_SRC_ALPHA);
c.glEnable(c.GL_DEPTH_TEST);
c.glDepthFunc(c.GL_LEQUAL);
c.glDepthMask(c.GL_TRUE);
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var width: c_int = undefined;
var height: c_int = undefined;
c.glfwGetFramebufferSize(window, @ptrCast(&width), @ptrCast(&height));
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std.debug.print("[Engine:run] window size {d} x {d}\n", .{ width, height });
self.set_matrices(width, height);
try self.current_scene.start();
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// run the main loop
while (c.glfwWindowShouldClose(window) == 0) {
c.glClear(c.GL_COLOR_BUFFER_BIT | c.GL_DEPTH_BUFFER_BIT);
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self.current_scene.draw();
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assets.terrain[0][0].draw(Recti.from_xywh(-1000, -1000, 50000, 50000), Layer.FLOOR, Color.WHITE);
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c.glfwSwapBuffers(window);
c.glfwPollEvents();
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self.current_scene.update(0.0042);
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}
}