its ot'
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
1 /*
2 * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6
7 /* Resources */
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" };
15
16 /* Convars */
17 static int debugview = 0;
18 static int sv_debugcam = 0;
19 static int lightedit = 0;
20
21 /* Components */
22 #include "road.h"
23 #include "scene.h"
24 #include "ik.h"
25 #include "audio.h"
26 #include "terrain.h"
27 #include "character.h"
28 #include "ragdoll.h"
29 #include "rigidbody.h"
30 #include "render.h"
31 #include "gate.h"
32 #include "water.h"
33 #include "world.h"
34 #include "player.h"
35
36 #include "shaders/blit.h"
37 #include "shaders/standard.h"
38 #include "shaders/unlit.h"
39
40 void vg_register(void)
41 {
42 shader_blit_register();
43 shader_standard_register();
44 shader_vblend_register();
45 shader_unlit_register();
46
47 world_register();
48 character_register();
49 water_register();
50 gate_register();
51 }
52
53 static void init_other(void)
54 {
55 render_init();
56 gate_init();
57 world_init();
58 character_init();
59 audio_init();
60 }
61
62 vg_tex2d *texture_list[] =
63 {
64 &tex_norwey,
65 &tex_gradients,
66 &tex_grid,
67 &tex_sky,
68 &tex_cement,
69 &tex_water,
70 &tex_water_surf
71 };
72
73 int main( int argc, char *argv[] )
74 {
75 vg_init( argc, argv, "Voyager Game Engine" );
76 }
77
78 static int playermodel( int argc, char const *argv[] )
79 {
80 if( argc < 1 ) return 0;
81
82 glmesh old_mesh = player.mdl.mesh;
83
84 if( character_load( &player.mdl, argv[0] ) )
85 mesh_free( &old_mesh );
86
87 return 1;
88 }
89
90 void vg_start(void)
91 {
92 vg_convar_push( (struct vg_convar){
93 .name = "fc",
94 .data = &freecam,
95 .data_type = k_convar_dtype_i32,
96 .opt_i32 = { .min=0, .max=1, .clamp=1 },
97 .persistent = 1
98 });
99
100 vg_convar_push( (struct vg_convar){
101 .name = "grid",
102 .data = &walk_grid_iterations,
103 .data_type = k_convar_dtype_i32,
104 .opt_i32 = { .min=0, .max=1, .clamp=0 },
105 .persistent = 1
106 });
107
108 vg_convar_push( (struct vg_convar){
109 .name = "ledit",
110 .data = &lightedit,
111 .data_type = k_convar_dtype_i32,
112 .opt_i32 = { .min=0, .max=1, .clamp=1 },
113 .persistent = 1
114 });
115
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 },
121 .persistent = 1
122 });
123
124 vg_convar_push( (struct vg_convar){
125 .name = "dt",
126 .data = &ktimestep,
127 .data_type = k_convar_dtype_f32,
128 .opt_f32 = { .clamp = 0 },
129 .persistent = 0
130 });
131
132 vg_convar_push( (struct vg_convar){
133 .name = "debugcam",
134 .data = &sv_debugcam,
135 .data_type = k_convar_dtype_i32,
136 .opt_i32 = { .min=0, .max=1, .clamp=0 },
137 .persistent = 1
138 });
139
140 vg_convar_push( (struct vg_convar){
141 .name = "debugview",
142 .data = &debugview,
143 .data_type = k_convar_dtype_i32,
144 .opt_i32 = { .min=0, .max=1, .clamp=0 },
145 .persistent = 1
146 });
147
148 vg_function_push( (struct vg_cmd){
149 .name = "reset",
150 .function = reset_player
151 });
152
153 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
154
155 init_other();
156
157 character_load( &player.mdl, "ch_default" );
158 character_init_ragdoll( &player.mdl );
159
160 world_load();
161
162 reset_player( 1, (const char *[]){ "start" } );
163 rb_init( &player.rb );
164 }
165
166 void vg_free(void)
167 {
168 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
169 }
170
171 void vg_update(void)
172 {
173 player_update();
174 world_update();
175 //traffic_visualize( world.traffic, world.traffic_count );
176 //
177 /* TEMP */
178 if( glfwGetKey( vg_window, GLFW_KEY_J ))
179 {
180 v3_copy( player.camera_pos, world.mr_ball.co );
181 }
182 }
183
184 static void vg_framebuffer_resize( int w, int h )
185 {
186 render_fb_resize();
187 gate_fb_resize();
188 water_fb_resize();
189 }
190
191 void vg_render(void)
192 {
193 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
194 glViewport( 0,0, vg_window_x, vg_window_y );
195
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 );
199
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 );
203
204 m4x4f world_4x4;
205 m4x3_expand( player.camera_inverse, world_4x4 );
206
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,
210 0.1f, 2100.0f );
211
212 m4x4_mul( vg_pv, world_4x4, vg_pv );
213
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 );
217
218 glEnable( GL_DEPTH_TEST );
219
220 /*
221 * Draw world
222 */
223
224 render_world( vg_pv, player.camera );
225 render_water_texture( player.camera );
226
227 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
228 render_water_surface( vg_pv, player.camera );
229
230 vg_tex2d_bind( &tex_water, 1 );
231
232 for( int i=0; i<world.gate_count; i++ )
233 {
234 render_gate( &world.gates[i], player.camera );
235 }
236
237
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,
243 GL_COLOR_BUFFER_BIT,
244 GL_LINEAR );
245
246 /* Clear out the colour buffer, but keep depth */
247 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
248 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
249
250 if( !player.is_dead )
251 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
252 else
253 glClear( GL_COLOR_BUFFER_BIT );
254
255 if( !player.is_dead )
256 {
257 m4x4_projection( vg_pv, gpipeline.fov,
258 (float)vg_window_x / (float)vg_window_y,
259 0.01f, 100.0f );
260 m4x4_mul( vg_pv, world_4x4, vg_pv );
261 }
262 draw_player();
263
264 /* Draw back in the background
265 *
266 * TODO: need to disable alpha write in the terrain shader so this works
267 * again.
268 */
269 glEnable(GL_BLEND);
270 glDisable(GL_DEPTH_TEST);
271 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
272 glBlendEquation(GL_FUNC_ADD);
273
274 shader_blit_use();
275 shader_blit_uTexMain( 0 );
276 glActiveTexture(GL_TEXTURE0);
277 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
278
279 render_fsquad();
280 glDisable(GL_BLEND);
281
282 /* Other shite */
283 glDisable( GL_DEPTH_TEST );
284 vg_lines_drawall( (float *)vg_pv );
285 glViewport( 0,0, vg_window_x, vg_window_y );
286 }
287
288 static void run_light_widget( struct light_widget *lw )
289 {
290 struct ui_checkbox c1 = { .data=&lw->enabled };
291
292 ui_checkbox( &ui_global_ctx, &c1 );
293
294 if( lw->enabled )
295 {
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 };
299
300 ui_slider_vector( &ui_global_ctx, &colour );
301 ui_global_ctx.cursor[1] += 4;
302 ui_slider_vector( &ui_global_ctx, &dir );
303 }
304 }
305
306 void vg_ui(void)
307 {
308 char buf[20];
309
310 #if 0
311 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
312 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
313
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 );
317
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 );
321
322 if( vg_gamepad_ready )
323 {
324 for( int i=0; i<6; i++ )
325 {
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 );
328 }
329 }
330 else
331 {
332 gui_text( (ui_px [2]){ 0, 60 },
333 "Gamepad not ready", 1, k_text_align_left );
334 }
335 #endif
336
337 if( lightedit )
338 {
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;
343
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 };
347
348 struct ui_slider
349 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
350 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
351
352 for( int i=0; i<3; i++ )
353 run_light_widget( &gpipeline.widgets[i] );
354
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 );
358
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 );
363
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 );
368
369 render_update_lighting_ub();
370 }
371 }