Begin new Asset Pipeline

This commit is contained in:
2025-11-21 13:02:32 +01:00
parent bbafc55f6f
commit 63a8eee18c
34 changed files with 1190 additions and 586 deletions

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src/Game.zig Normal file
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const Game = @This();
const std = @import("std");
const glfw = @import("zglfw");
const math = @import("math.zig");
const Materials = @import("assets/Materials.zig");
const Swapchain = @import("engine/Swapchain.zig");
const Iterator3 = math.Iterator3;
const Matrix4x4 = math.Matrix4x4;
const Quaternion = math.Quaternion;
const Vector2 = math.Vector2;
const Vector3 = math.Vector3;
allocator: std.mem.Allocator,
swapchain: *Swapchain,
materials: Materials,
camera_position: Vector3 = .init(0, 0, 1.62),
camera_pitch: f32 = 0,
camera_yaw: f32 = 0,
input_forwards: bool = false,
input_backwards: bool = false,
input_left: bool = false,
input_right: bool = false,
const camera_near_plane = 0.1;
const camera_vertical_fov_deg = 90.0;
const camera_half_vertical_fov_rad = 0.5 * camera_vertical_fov_deg * std.math.rad_per_deg;
const camera_mouse_sensitivity = 0.0015;
const max_point_lights = 100;
const max_directional_lights = 4;
const player_speed = 5.0;
pub fn init(allocator: std.mem.Allocator, swapchain: *Swapchain) !Game {
var materials = try Materials.init(allocator);
errdefer materials.deinit();
var it = materials.map.iterator();
while (it.next()) |entry| {
std.debug.print("Material: {s}\n", .{entry.key_ptr.*});
std.debug.print("Value: {}\n", .{entry.value_ptr.*});
}
return .{
.allocator = allocator,
.swapchain = swapchain,
.materials = materials,
};
}
pub fn deinit(self: *Game) void {
self.materials.deinit();
self.* = undefined;
}
pub fn update(self: *Game, dt: f32) void {
var camera_d = Vector2.init(
@as(f32, @floatFromInt(@intFromBool(self.input_right))) - @as(f32, @floatFromInt(@intFromBool(self.input_left))),
@as(f32, @floatFromInt(@intFromBool(self.input_forwards))) - @as(f32, @floatFromInt(@intFromBool(self.input_backwards))),
).rotate(self.camera_yaw).mulScalar(player_speed * dt);
self.camera_position = Vector3.add(self.camera_position, camera_d.asVector3(0));
}
pub fn onKeyDown(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
const no_mods = @as(c_int, @bitCast(mods)) == 0;
if (key_code == .escape and no_mods) {
self.swapchain.engine.mode.surface.window.setShouldClose(true);
}
if (key_code == .w) {
self.input_forwards = true;
self.input_backwards = false;
}
if (key_code == .s) {
self.input_backwards = true;
self.input_forwards = false;
}
if (key_code == .a) {
self.input_left = true;
self.input_right = false;
}
if (key_code == .d) {
self.input_right = true;
self.input_left = false;
}
}
pub fn onKeyUp(self: *Game, key_code: glfw.Key, mods: glfw.Mods) void {
_ = mods;
if (key_code == .w) {
self.input_forwards = false;
}
if (key_code == .s) {
self.input_backwards = false;
}
if (key_code == .a) {
self.input_left = false;
}
if (key_code == .d) {
self.input_right = false;
}
}
pub fn onMouseMove(self: *Game, dx: f32, dy: f32) void {
self.camera_pitch -= dy * camera_mouse_sensitivity;
self.camera_yaw -= dx * camera_mouse_sensitivity;
self.camera_pitch = std.math.clamp(self.camera_pitch, -0.5 * std.math.pi, 0.5 * std.math.pi);
self.camera_yaw = @mod(self.camera_yaw, 2 * std.math.pi);
}