0219a66463261341751e391e2e6a14e3e7247121
2 * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
8 vg_tex2d tex_norwey
= { .path
= "textures/norway_foliage.qoi" };
9 vg_tex2d tex_grid
= { .path
= "textures/grid.qoi" };
10 vg_tex2d tex_sky
= { .path
= "textures/sky.qoi" };
11 vg_tex2d tex_gradients
= { .path
= "textures/gradients.qoi",
12 .flags
= VG_TEXTURE_CLAMP
};
13 vg_tex2d tex_cement
= { .path
= "textures/cement512.qoi" };
14 vg_tex2d tex_water
= { .path
= "textures/water.qoi" };
17 static int debugview
= 0;
18 static int sv_debugcam
= 0;
19 static int lightedit
= 0;
27 #include "character.h"
29 #include "rigidbody.h"
36 #include "shaders/blit.h"
37 #include "shaders/standard.h"
38 #include "shaders/unlit.h"
40 void vg_register(void)
42 shader_blit_register();
43 shader_standard_register();
44 shader_vblend_register();
45 shader_unlit_register();
53 static void init_other(void)
62 vg_tex2d
*texture_list
[] =
73 int main( int argc
, char *argv
[] )
75 vg_init( argc
, argv
, "Voyager Game Engine" );
78 static int playermodel( int argc
, char const *argv
[] )
80 if( argc
< 1 ) return 0;
82 glmesh old_mesh
= player
.mdl
.mesh
;
84 if( character_load( &player
.mdl
, argv
[0] ) )
85 mesh_free( &old_mesh
);
92 vg_convar_push( (struct vg_convar
){
95 .data_type
= k_convar_dtype_i32
,
96 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
100 vg_convar_push( (struct vg_convar
){
102 .data
= &walk_grid_iterations
,
103 .data_type
= k_convar_dtype_i32
,
104 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
108 vg_convar_push( (struct vg_convar
){
111 .data_type
= k_convar_dtype_i32
,
112 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
116 vg_convar_push( (struct vg_convar
){
117 .name
= "walk_speed",
118 .data
= &k_walkspeed
,
119 .data_type
= k_convar_dtype_f32
,
120 .opt_f32
= { .clamp
= 0 },
124 vg_convar_push( (struct vg_convar
){
127 .data_type
= k_convar_dtype_f32
,
128 .opt_f32
= { .clamp
= 0 },
132 vg_convar_push( (struct vg_convar
){
134 .data
= &sv_debugcam
,
135 .data_type
= k_convar_dtype_i32
,
136 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
140 vg_convar_push( (struct vg_convar
){
143 .data_type
= k_convar_dtype_i32
,
144 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
148 vg_function_push( (struct vg_cmd
){
150 .function
= reset_player
153 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
157 character_load( &player
.mdl
, "ch_default" );
158 character_init_ragdoll( &player
.mdl
);
162 reset_player( 1, (const char *[]){ "start" } );
163 rb_init( &player
.rb
);
168 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
175 //traffic_visualize( world.traffic, world.traffic_count );
178 if( glfwGetKey( vg_window
, GLFW_KEY_J
))
180 v3_copy( player
.camera_pos
, world
.mr_ball
.co
);
184 static void vg_framebuffer_resize( int w
, int h
)
193 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
194 glViewport( 0,0, vg_window_x
, vg_window_y
);
196 glDisable( GL_DEPTH_TEST
);
197 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
198 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
200 float speed
= freecam
? 0.0f
: v3_length( player
.rb
.v
);
201 v3f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
, vg_randf()-0.5f
};
202 v3_muls( shake
, speed
*0.01f
, shake
);
205 m4x3_expand( player
.camera_inverse
, world_4x4
);
207 gpipeline
.fov
= freecam
? 60.0f
: 135.0f
; /* 120 */
208 m4x4_projection( vg_pv
, gpipeline
.fov
,
209 (float)vg_window_x
/ (float)vg_window_y
,
212 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
214 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
215 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
216 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
218 glEnable( GL_DEPTH_TEST
);
224 render_world( vg_pv
, player
.camera
);
225 render_water_texture( player
.camera
);
227 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
228 render_water_surface( vg_pv
, player
.camera
);
230 vg_tex2d_bind( &tex_water
, 1 );
232 for( int i
=0; i
<world
.gate_count
; i
++ )
234 render_gate( &world
.gates
[i
], player
.camera
);
238 /* Copy the RGB of what we have into the background buffer */
239 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
240 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
241 glBlitFramebuffer( 0,0, vg_window_x
, vg_window_y
,
242 0,0, vg_window_x
, vg_window_y
,
246 /* Clear out the colour buffer, but keep depth */
247 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
248 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
250 if( !player
.is_dead
)
251 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
253 glClear( GL_COLOR_BUFFER_BIT
);
255 if( !player
.is_dead
)
257 m4x4_projection( vg_pv
, gpipeline
.fov
,
258 (float)vg_window_x
/ (float)vg_window_y
,
260 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
264 /* Draw back in the background
266 * TODO: need to disable alpha write in the terrain shader so this works
270 glDisable(GL_DEPTH_TEST
);
271 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
272 glBlendEquation(GL_FUNC_ADD
);
275 shader_blit_uTexMain( 0 );
276 glActiveTexture(GL_TEXTURE0
);
277 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
283 glDisable( GL_DEPTH_TEST
);
284 vg_lines_drawall( (float *)vg_pv
);
285 glViewport( 0,0, vg_window_x
, vg_window_y
);
288 static void run_light_widget( struct light_widget
*lw
)
290 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
292 ui_checkbox( &ui_global_ctx
, &c1
);
296 struct ui_slider_vector
297 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
298 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
300 ui_slider_vector( &ui_global_ctx
, &colour
);
301 ui_global_ctx
.cursor
[1] += 4;
302 ui_slider_vector( &ui_global_ctx
, &dir
);
311 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
312 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
314 snprintf( buf
, 20, "%.2f %.2f %.2f m/s",
315 player
.a
[0], player
.a
[1], player
.a
[2] );
316 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
318 snprintf( buf
, 20, "pos %.2f %.2f %.2f",
319 player
.co
[0], player
.co
[1], player
.co
[2] );
320 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
322 if( vg_gamepad_ready
)
324 for( int i
=0; i
<6; i
++ )
326 snprintf( buf
, 20, "%.2f", vg_gamepad
.axes
[i
] );
327 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
332 gui_text( (ui_px
[2]){ 0, 60 },
333 "Gamepad not ready", 1, k_text_align_left
);
339 ui_global_ctx
.cursor
[0] = 10;
340 ui_global_ctx
.cursor
[1] = 10;
341 ui_global_ctx
.cursor
[2] = 200;
342 ui_global_ctx
.cursor
[3] = 20;
344 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
345 struct ui_slider_vector
346 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
349 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
350 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
352 for( int i
=0; i
<3; i
++ )
353 run_light_widget( &gpipeline
.widgets
[i
] );
355 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
356 ui_global_ctx
.cursor
[1] += 16;
357 ui_slider_vector( &ui_global_ctx
, &s5
);
359 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
360 ui_global_ctx
.cursor
[1] += 16;
361 ui_slider( &ui_global_ctx
, &s8
);
362 ui_slider( &ui_global_ctx
, &s9
);
364 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
365 ui_global_ctx
.cursor
[1] += 16;
366 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
367 ui_checkbox( &ui_global_ctx
, &c1
);
369 render_update_lighting_ub();