102 lines
3.2 KiB
ActionScript 3
102 lines
3.2 KiB
ActionScript 3
// Example script showing how to use the new script-driven rendering system
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// Global variables to track our resources
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uint toonShader = 0;
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uint outlineShader = 0;
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uint cubeModel = 0;
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uint sphereModel = 0;
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uint redMaterial = 0;
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uint blueMaterial = 0;
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// Entities
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uint camera = 0;
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uint light = 0;
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uint cube = 0;
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uint sphere = 0;
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void Init() {
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Toast::Info("Initializing script-driven rendering...");
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// === Load Shaders ===
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toonShader = Shader::Load("shaders/toon.vs", "shaders/toon.fs");
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outlineShader = Shader::Load("shaders/outline.vs", "shaders/outline.fs");
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if (toonShader == 0 || outlineShader == 0) {
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Toast::Error("Failed to load shaders!");
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return;
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}
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// === Load Models ===
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cubeModel = Model::LoadCube(1.0, 1.0, 1.0);
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sphereModel = Model::LoadSphere(0.5, 16, 16);
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// === Create Materials ===
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// Red material with toon shader
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redMaterial = Material::Create(toonShader, 255, 100, 100, 255);
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// Blue material with toon shader
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blueMaterial = Material::Create(toonShader, 100, 100, 255, 255);
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// === Set up Camera ===
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camera = ECS::CreateEntity();
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ECS::AddCamera3D(camera,
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5.0, 5.0, 5.0, // position
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0.0, 0.0, 0.0, // target
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45.0); // fovy
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ECS::AddTag(camera, "MainCamera");
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// === Set up Light ===
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light = ECS::CreateEntity();
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ECS::AddLight(light, 0.5, 0.7, 0.3, 1.0); // direction + intensity
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ECS::AddTag(light, "MainLight");
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// === Create Cube with Outline ===
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cube = ECS::CreateEntity();
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ECS::AddTransform(cube, -1.5, 0.5, 0.0);
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ECS::AddSprite(cube, cubeModel, 0xFFFFFFFF, 0.0);
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ECS::AddMaterial(cube, redMaterial);
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ECS::AddTag(cube, "Cube");
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ECS::AddVelocity(cube, 0.0, 0.0, 0.0, 1.0); // rotating
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// Add outline render pass (order 0 = first)
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ECS::AddRenderPass(cube, 0, false, true, outlineShader); // order=0, no depth test
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// === Create Sphere ===
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sphere = ECS::CreateEntity();
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ECS::AddTransform(sphere, 1.5, 0.5, 0.0);
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ECS::AddSprite(sphere, sphereModel, 0xFFFFFFFF, 0.0);
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ECS::AddMaterial(sphere, blueMaterial);
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ECS::AddTag(sphere, "Sphere");
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ECS::AddVelocity(sphere, 0.5, 0.0, 0.2, 0.5); // moving and rotating
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// Add main render pass (order 1 = second, after outlines)
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ECS::AddRenderPass(sphere, 1, true, true, 0); // order=1, with depth test
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Toast::Success("Script-driven rendering initialized!");
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}
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bool lightToggle = false;
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void Update(float dt) {
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// Camera orbital movement
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if (ECS::HasCamera3D(camera)) {
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float angle = GetTime() * 0.3;
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float radius = 7.0;
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float x = Math::Cos(angle) * radius;
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float z = Math::Sin(angle) * radius;
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ECS::SetCameraPosition(camera, x, 5.0, z);
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}
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// Example: Toggle light direction with space
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if (IsKeyPressed(KEY_SPACE)) {
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lightToggle = !lightToggle;
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if (lightToggle) {
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ECS::SetLightDirection(light, -0.5, 0.7, -0.3);
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Toast::Info("Light direction changed!");
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} else {
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ECS::SetLightDirection(light, 0.5, 0.7, 0.3);
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Toast::Info("Light direction reset!");
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}
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}
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}
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