Update KekEngine, Add basic scene

This commit is contained in:
MrLetsplay 2023-09-13 21:44:48 +02:00
parent 78b0343067
commit 413f4831a5
Signed by: mr
SSH Key Fingerprint: SHA256:92jBH80vpXyaZHjaIl47pjRq+Yt7XGTArqQg1V7hSqg
5 changed files with 76 additions and 20 deletions

1
.gitignore vendored
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build/
.vscode/
.cache/

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Subproject commit 3d9dd14fd00d978c49ae591110756a4100f1b307
Subproject commit da91e92124dec9a11b69bf3e63c4fa5b7d4781df

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#include <kekengine.h>
#include <ui.h>
#include <glm/geometric.hpp>
#include <iostream>
#include <memory>
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "LinearMath/btVector3.h"
#include "constants.h"
#include "engine.h"
#include "gameobject.h"
#include "input.h"
#include "internal/physics.h"
#include "kekengine.h"
#include "light.h"
#include "mesh.h"
#include "player.h"
#include "scene.h"
#include "texture.h"
#include "ui.h"
#include "uielements.h"
#include "utils.h"
using namespace kek;
void buttonClicked(void *) {
std::cout << "Someone clicked me! :O" << std::endl;
static ButtonElement *buttonPlay;
void startGame(void *) {
buttonPlay->visible = false;
Scene *scene = new Scene();
std::shared_ptr<Texture> wallpaper = Texture::load("image/wallpaper.png");
std::shared_ptr<Texture> white = Texture::generateColor(glm::vec3(1));
SpotLight *flashlight = new SpotLight(glm::vec3(1), glm::vec3(0), 2, 5, 5, 0.5, 0.7);
flashlight->moveTo(Engine::getPlayer()->getPosition());
Input::addPeriodicCallback(PeriodicCallback([](GLFWwindow *window, void *light) {
SpotLight *fl = (SpotLight *) light;
glm::vec3 playerRight = glm::cross(Engine::getActiveCamera()->direction, glm::vec3(0, 1, 0));
fl->moveTo(Engine::getPlayer()->getPosition() + glm::normalize(playerRight) * 0.3f);
fl->lookAt(Engine::getActiveCamera()->direction);
},
flashlight));
std::shared_ptr<Texture> cubeTexture = Texture::generateColor(glm::vec3(1, 0, 0));
GameObject *floor = new GameObject();
floor->addPhysics(new btBoxShape(btVector3(50, 0.5, 50)), 0, btCollisionObject::CF_STATIC_OBJECT);
floor->addMesh(genCubeMesh(100, 1, 100, cubeTexture, cubeTexture, white));
scene->addObject(floor);
for(unsigned int i = 0; i < 10; i++) {
GameObject *cube = new GameObject();
cube->addPhysics(new btBoxShape(btVector3(0.5, 0.5, 0.5)), 1);
cube->addMesh(genCubeMesh(1, 1, 1, wallpaper, wallpaper, white));
cube->moveTo(glm::vec3(5, i * 1.1f, 0));
scene->addObject(cube);
}
scene->lights->add(flashlight);
scene->lights->add(new DirectionalLight(glm::vec3(0.001), glm::vec3(-0.1, -1, 0.1)));
Engine::setActiveScene(scene);
Engine::getPlayer()->moveTo(glm::vec3(0, KEK_PLAYER_HEIGHT - KEK_PLAYER_RADIUS, 0));
Engine::getActiveCamera()->lookAt(glm::vec3(0, 0, 1));
Input::setCursorMode(GLFWCursorMode::CAPTURE);
}
int main() {
if(Engine::init() != KEK_SUCCESS) return 1;
Scene *scene = new Scene();
Engine::setActiveScene(scene);
buttonPlay = new ButtonElement(uiSw(0.5), uiSh(0.5), uiPx(500), uiPx(75));
buttonPlay->color = Colors::WHITE;
buttonPlay->hoverColor = Colors::GRAY;
buttonPlay->origin = Origin::CENTER;
buttonPlay->text->setText("Play");
buttonPlay->text->sizePixels = 50;
buttonPlay->text->color = Colors::BLACK;
buttonPlay->onClick = Callable(startGame);
ButtonElement *button = new ButtonElement(uiPx(10), uiPx(50), uiPx(300), uiPx(100));
//button->origin = Origin::BOTTOM_LEFT;
button->color = Colors::CYAN;
button->hoverColor = Colors::WHITE;
//button->text->origin = Origin::BOTTOM_LEFT;
button->text->color = Colors::RED;
button->text->setText("Click me pls uwu!");
button->onClick = Callable(buttonClicked, nullptr);
//TextElement *element = new TextElement(uiPx(10), uiSh(1) - uiPx(10));
//element->origin = Origin::BOTTOM_LEFT;
//element->setText("Hello World!");
UI::addElement(button);
UI::addElement(buttonPlay);
Input::setCursorMode(GLFWCursorMode::FREE);
if(Engine::start() != KEK_SUCCESS) return 1;

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