jak-project/goal_src/examples/debug-draw-example.gc

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;;-*-Lisp-*-
(in-package goal)
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;; This file demonstrates how to use the debug draw.
;; To run this:
#|
(make-group "iso") ;; build the game
(lt) ;; connect to the runtime
(lg) ;; have the runtime load the game engine
(test-play) ;; start the game loop
(ml "goal_src/examples/debug-draw-example.gc") ;; build and load this file.
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;; to get control of camera from keyboard
(kill-test-procs)
(launch-wasd-process)
;; you can turn on actor marks (full) or visibilty boxes in the debug menu.
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|#
(defun hack-update-camera ((location vector) (inv-rot matrix))
"Debugging function to set the camera's position and orientation"
;; update to compute the perspective matrix.
(update-math-camera
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*math-camera*
(-> *setting-control* current video-mode)
(-> *setting-control* current aspect-ratio)
)
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;; copy the input rotation
(matrix-copy! (-> *math-camera* inv-camera-rot) inv-rot)
;; inverse of rotation matrix matrix is its transpose
(matrix-transpose! (-> *math-camera* camera-rot) (-> *math-camera* inv-camera-rot))
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;; fake some value here
(set! (-> *math-camera* fov-correction-factor) 1.0)
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;; do the math
(set! (-> *math-camera* trans quad) (-> location quad))
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(let ((cam-temp (-> *math-camera* camera-temp))
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(cam-rot (-> *math-camera* camera-rot))
(inv-cam-rot (-> *math-camera* inv-camera-rot))
(cam-trans (-> *math-camera* trans))
)
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(let ((rotated-trans (new-stack-vector0)))
(set! (-> rotated-trans x) (- (-> cam-trans x)))
(set! (-> rotated-trans y) (- (-> cam-trans y)))
(set! (-> rotated-trans z) (- (-> cam-trans z)))
(set! (-> rotated-trans w) 1.0)
(vector-matrix*! rotated-trans rotated-trans cam-rot)
(set! (-> cam-rot vector 3 quad) (-> rotated-trans quad))
)
(matrix*! cam-temp cam-rot (-> *math-camera* perspective))
(set! (-> inv-cam-rot vector 3 quad) (-> cam-trans quad))
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)
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(none)
)
(defun test-function ((iter int))
"This function draws the debug stuff. You can edit this, then reload this file to play with it."
;; val will increase from 0 to 1, then reset back to 0.
(let* ((frame (the float (mod (* 4 iter) 1600)))
(val (/ frame 1600.0)))
(format *stdcon* "~0kval ~f~%" val)
;; orbit the camera around in a circle with radius 5 m.
(let* ((rad (meters 5.0))
(x (* rad (sin (* (degrees 360.0) val))))
(z (* rad (cos (* (degrees 360.0) val))))
(cam-pos (new 'stack 'vector))
(cam-inv-rot (new 'stack 'matrix))
)
;; this matrix will look directly at the origin...
(set! (-> cam-pos x) x)
(set! (-> cam-pos z) z)
(set! (-> cam-pos y) (meters 2.))
(forward-down->inv-matrix cam-inv-rot cam-pos (new 'static 'vector :y 1.0))
;; if the camera is here.
(set! (-> cam-pos x) (- 0. x))
(set! (-> cam-pos z) (- 0. z))
(set! (-> cam-pos y) (meters -2.))
(hack-update-camera cam-pos cam-inv-rot)
;; create some test points
(let ((p0 (new 'static 'vector :x (meters .8) :y (meters .2) :z (meters 2.0)))
(p1 (new 'static 'vector :x (meters .3) :y (meters .3) :z (meters 2.5)))
(p2 (new 'static 'vector :x (meters .5) :y (meters .7) :z (meters 1.5)))
)
;;(add-debug-point #t (bucket-id debug-draw0) (new 'static 'vector))
(add-debug-x #t (bucket-id debug-draw0) (new 'static 'vector) (new 'static 'rgba :g #x80 :a #x80))
(add-debug-box #t (bucket-id debug-draw0) p0 p2 (new 'static 'rgba :b #x80 :a #x80))
(add-debug-flat-triangle #t (bucket-id debug-draw0) p0 p1 p2 (new 'static 'rgba :r #x80))
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(add-debug-text-3d #t (bucket-id debug-draw0) "triangle!" p0 (font-color yellow-green) (the vector2h #f))
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(add-debug-sphere #t (bucket-id debug-draw0) p2 (meters 0.5) (new 'static 'rgba :r #x80))
)
)
;; these also work
;; (draw-end-credits (the int frame))
;; (draw-title-credits val)
)
(none)
)
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(define *wasd-camera-transform* (new 'global 'transform))
(defun wasd-camera-update ()
(let ((local-trans (new-stack-vector0))
(trans *wasd-camera-transform*)
(pad-idx 0))
;; circle/square move camera relative x (left and right)
(set! (-> local-trans x)
(cond
((logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons circle))
-80.0
)
((logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons square))
80.0
)
(else
0.0
)
)
)
;; no way to move camera relative y (up/down)
(set! (-> local-trans y) 0.0)
;; in and out movement
(set! (-> local-trans z)
(cond
((logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons down))
-800.0
)
((logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons up))
800.0
)
(else
0.0
)
)
)
(set! (-> local-trans w) 1.0)
;; rotate this into world frame
(let ((inv-cam-rot (new-stack-vector0))
(cam-rot-mat (new-stack-matrix0)))
;; unused.
(vector-negate! inv-cam-rot (-> trans rot))
;; convert rotation to rotation matrix.
(matrix-rotate-zyx! cam-rot-mat (-> trans rot))
;; and rotate the translation.
(vector-matrix*! local-trans local-trans cam-rot-mat)
)
;; and update the transform
(vector+! (-> trans trans) (-> trans trans) local-trans)
;; don't forget to fix w.
(set! (-> trans trans w) 1.0)
;; global translation
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons l1))
(set! (-> trans trans y) (+ 800.0 (-> trans trans y)))
)
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons r1))
(set! (-> trans trans y) (+ -800.0 (-> trans trans y)))
)
;; rotation (don't allow camera roll)
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons x))
(set! (-> trans rot x) (+ 54.13336 (-> trans rot x)))
)
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons triangle))
(set! (-> trans rot x) (+ -54.13336 (-> trans rot x)))
)
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons left))
(set! (-> trans rot y) (+ 546.13336 (-> trans rot y)))
)
(if (logtest? (-> *cpad-list* cpads pad-idx button0-abs 0) (pad-buttons right))
(set! (-> trans rot y) (+ -546.13336 (-> trans rot y)))
)
(set! (-> trans scale x) 1.)
(set! (-> trans scale y) 1.)
(set! (-> trans scale z) 1.)
(set! (-> trans scale w) 1.)
)
)
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(defun launch-test-process ()
"Call this to launch a process that draws the debug demo"
(let ((proc (get-process *nk-dead-pool* process 1024)))
(activate proc *active-pool* 'test *kernel-dram-stack*)
(run-next-time-in-process proc (lambda ()
(let ((iter 0))
(while #t
(test-function iter)
(suspend)
(+! iter 1)
)
)
)
)
proc)
)
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(defun launch-wasd-process ()
"Launch a process to control the camera with keyboard.
Note that the test process above also controls the camera and should be killed first.
For example, after loading this file, do
(kill-test-procs)
(launch-wasd-process)"
(let ((proc (get-process *nk-dead-pool* process 1024)))
(activate proc *active-pool* 'test *kernel-dram-stack*)
(set! (-> *wasd-camera-transform* trans y) (meters 4.0))
(run-next-time-in-process proc (lambda ()
(let ((iter 0))
(while #t
(wasd-camera-update)
(let ((mat (new-stack-matrix0)))
(transform-matrix-calc! *wasd-camera-transform* mat)
(set! (-> mat data 3) 0.)
(set! (-> mat data 7) 0.)
(set! (-> mat data 11) 0.)
(set! (-> mat data 12) 0.)
(set! (-> mat data 13) 0.)
(set! (-> mat data 14) 0.)
(set! (-> mat data 15) 1.)
;;(matrix-transpose! mat mat)
(hack-update-camera (-> *wasd-camera-transform* trans) mat)
)
(suspend)
(+! iter 1)
)
)
)
)
proc)
)
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;; This will spawn a process the first time this file is loaded
(define-perm *test-process* process (launch-test-process))
(defun kill-test-procs ()
"Kill all processes started by launch-test-process"
(kill-by-name "test" *active-pool*)
)
(set! *display-profile* #t)