jak-project/goal_src/examples/debug-draw-example.gc
2022-04-19 18:17:27 -04:00

371 lines
13 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; 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.
;; 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.
|#
(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) 3200)))
(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.))
;;(debug-set-camera-pos-rot! cam-pos cam-inv-rot)
;;(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))
(add-debug-text-3d #t (bucket-id debug-draw0) "triangle!" p0 (font-color yellow-green) (the vector2h #f))
(add-debug-sphere #t (bucket-id debug-draw0) p2 (meters 0.5) (new 'static 'rgba :r #x80))
)
)
(update-hack)
;; these also work
;;(draw-end-credits (the int frame))
;; (draw-title-credits val)
)
(none)
)
(defun update-hack ()
(let ((a2-0 (new 'stack-no-clear 'vector)))
(set! (-> a2-0 x) 1.0)
(set! (-> a2-0 y) 0.0)
(set! (-> a2-0 z) 1.0)
(set! (-> a2-0 w) 1.0)
(let ((gp-0 (vector+float*! (new 'stack-no-clear 'vector) (new 'static 'vector) a2-0 0.0)))
(let* ((s5-0 (matrix-local->world #f #f))
(f28-0 (lerp-scale 122.88 245.76 (fabs (-> s5-0 vector 2 y)) 0.0 0.7))
(f30-0 (lerp-scale 2048.0 245.76 (fabs (-> s5-0 vector 2 y)) 0.0 0.7))
)
(let ((f26-0 (lerp-scale 0.0 0.1 (-> s5-0 vector 2 y) 0.3 0.7))
(f0-10 (lerp-scale 1.0 0.1 (-> s5-0 vector 2 y) 0.3 0.7))
)
; (if (< 0.0 f26-0)
; (send-event *camera* 'part-water-drip f26-0 f0-10)
; )
)
(set! (-> *part-id-table* 37 init-specs 4 initial-valuef) f28-0)
(set! (-> *part-id-table* 37 init-specs 4 random-rangef) f28-0)
(set! (-> *part-id-table* 38 init-specs 4 initial-valuef) f28-0)
(set! (-> *part-id-table* 38 init-specs 4 random-rangef) f28-0)
(set! (-> *part-id-table* 37 init-specs 5 initial-valuef) f30-0)
(set! (-> *part-id-table* 37 init-specs 5 random-rangef) f30-0)
(set! (-> *part-id-table* 38 init-specs 5 initial-valuef) f30-0)
(set! (-> *part-id-table* 38 init-specs 5 random-rangef) f30-0)
)
(dotimes (i 10)
(sp-launch-particles-var
*sp-particle-system-2d*
(-> *part-id-table* 37)
gp-0
(the-as sparticle-launch-state #f)
(the-as sparticle-launch-control #f)
1.0
)
(sp-launch-particles-var
*sp-particle-system-2d*
(-> *part-id-table* 38)
gp-0
(the-as sparticle-launch-state #f)
(the-as sparticle-launch-control #f)
1.0
)
)
)
)
0
(none)
)
(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)
)
#|
(define *wasd-camera-transform* (new 'global 'transform))
(defun wasd-camera-update ()
(let ((local-trans (new-stack-vector0))
(trans *wasd-camera-transform*)
(fast-mode (cpad-hold? 0 r2))
(pad-idx 0))
;; circle/square move camera relative x (left and right)
(set! (-> local-trans x)
(cond
((cpad-hold? 0 circle)
-1600.0
)
((cpad-hold? 0 square)
1600.0
)
(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
((cpad-hold? 0 down)
-1600.0
)
((cpad-hold? 0 up)
1600.0
)
(else
0.0
)
)
)
(set! (-> local-trans w) 1.0)
(when fast-mode
(vector-float*! local-trans local-trans 10.)
)
;; 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-xyz! 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
(let ((diff (if fast-mode 10000.0 2000.0)))
(if (cpad-hold? 0 l1)
(set! (-> trans trans y) (+ diff (-> trans trans y)))
)
(if (cpad-hold? 0 r1)
(set! (-> trans trans y) (+ (- diff) (-> trans trans y)))
)
)
;; rotation (don't allow camera roll)
(if (cpad-hold? 0 x)
(set! (-> trans rot x) (+ 200. (-> trans rot x)))
)
(if (cpad-hold? 0 triangle)
(set! (-> trans rot x) (+ -200. (-> trans rot x)))
)
(if (cpad-hold? 0 left)
(set! (-> trans rot y) (+ 300. (-> trans rot y)))
)
(if (cpad-hold? 0 right)
(set! (-> trans rot y) (+ -300. (-> trans rot y)))
)
(set! (-> trans scale x) 1.)
(set! (-> trans scale y) 1.)
(set! (-> trans scale z) 1.)
(set! (-> trans scale w) 1.)
)
)
(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)
)
(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)
)
;; This will spawn a process the first time this file is loaded
;;(define-perm *test-process* process (launch-wasd-process))
(defun kill-test-procs ()
"Kill all processes started by launch-test-process"
(kill-by-name "test" *active-pool*)
)
|#
(set! *display-profile* #t)
; (set! *display-split-boxes* #t)
; (set! *display-level-border* #t)
; (set! *display-split-box-info* #t)
(set! *display-deci-count* #t)
(defun text-randomizer ()
(dotimes (i 10000)
(let ((idx1 (rand-vu-int-count (-> *common-text* length))))
(dotimes (j 20) (rand-vu))
(let ((idx2 (rand-vu-int-count (-> *common-text* length))))
(let ((temp (-> *common-text* data idx1 text)))
(set! (-> *common-text* data idx1 text) (-> *common-text* data idx2 text))
(set! (-> *common-text* data idx2 text) temp)
)
)
)
)
)
(defun update-subdivide-settings! ((settings subdivide-settings) (math-cam math-camera) (idx int))
"Change the subdivide settings."
(set! (-> settings meters 0) (meters 20000.0))
(set! (-> settings meters 1) (meters 20.0))
(set! (-> settings meters 2) (meters 20.0))
(set! (-> settings meters 3) (meters 20.0))
(set! (-> settings meters 4) (meters 20.0))
; (set! (-> settings meters 0) (-> settings far idx))
; (set! (-> settings meters 4) (-> settings close idx))
; (let ((f0-3 (* 0.14285715 (- (-> settings meters 0) (-> settings meters 4)))))
; (set! (-> settings meters 3) (+ (-> settings meters 4) (* 0.5 f0-3)))
; (set! (-> settings meters 2) (+ (-> settings meters 3) f0-3))
; (set! (-> settings meters 1) (+ (-> settings meters 2) (* 2.0 f0-3)))
; )
(let ((f0-7 (/ (-> math-cam inv-hmge-scale w) (-> math-cam d))))
(dotimes (v1-5 5)
(set! (-> settings dist v1-5) (* f0-7 (-> settings meters v1-5)))
)
)
(set! (-> *tfrag-work* frag-dists x) (- (-> settings meters 0)))
(set! (-> *tfrag-work* frag-dists y) (- (-> settings meters 1)))
(set! (-> *tfrag-work* frag-dists z) (- (-> settings meters 2)))
(set! (-> *tfrag-work* frag-dists w) (- (-> settings meters 4)))
0
(none)
)
;;(test-make-target)
(define *debug-load-level* #f)
(defun load-slot-1 ((lev symbol))
(load-state-want-levels (-> *load-state* want 0 name) lev)
(set! *debug-load-level* lev)
(process-new-function
process
(lambda ()
(suspend)
(suspend)
(while (!= (-> *level* data 1 status) 'loaded)
(format 0 "waiting...~%")
(suspend)
)
(load-state-want-display-level *debug-load-level* #t)
)
)
)