175f12efe879a4af4a8244c231bf57fd3f47117a
[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 static int sv_scene = 0;
21
22 /* Components */
23 #define SR_NETWORKED
24
25 /* uncomment this to run the game without any graphics being drawn */
26 //#define SR_NETWORK_TEST
27
28 #include "steam.h"
29 #include "network.h"
30
31 #include "road.h"
32 #include "scene.h"
33 #include "ik.h"
34 #include "audio.h"
35 #include "terrain.h"
36 #include "character.h"
37 #include "ragdoll.h"
38 #include "rigidbody.h"
39 #include "render.h"
40 #include "gate.h"
41 #include "water.h"
42 #include "world.h"
43 #include "player.h"
44
45 #include "shaders/blit.h"
46 #include "shaders/standard.h"
47 #include "shaders/unlit.h"
48
49 #include "physics_test.h"
50
51 void vg_register(void)
52 {
53 shader_blit_register();
54 shader_standard_register();
55 shader_vblend_register();
56 shader_unlit_register();
57
58 world_register();
59 character_register();
60 water_register();
61 gate_register();
62 }
63
64 static void init_other(void)
65 {
66 player_init();
67 render_init();
68 gate_init();
69 world_init();
70 character_init();
71 audio_init();
72 }
73
74 vg_tex2d *texture_list[] =
75 {
76 &tex_norwey,
77 &tex_gradients,
78 &tex_grid,
79 &tex_sky,
80 &tex_cement,
81 &tex_water,
82 &tex_water_surf
83 };
84
85 int main( int argc, char *argv[] )
86 {
87 vg_init( argc, argv, "Voyager Game Engine" );
88 }
89
90 static int playermodel( int argc, char const *argv[] )
91 {
92 if( argc < 1 ) return 0;
93
94 glmesh old_mesh = player.mdl.mesh;
95
96 if( character_load( &player.mdl, argv[0] ) )
97 mesh_free( &old_mesh );
98
99 return 1;
100 }
101
102 void vg_start(void)
103 {
104 steam_init();
105
106 vg_convar_push( (struct vg_convar){
107 .name = "fc",
108 .data = &freecam,
109 .data_type = k_convar_dtype_i32,
110 .opt_i32 = { .min=0, .max=1, .clamp=1 },
111 .persistent = 1
112 });
113
114 vg_convar_push( (struct vg_convar){
115 .name = "grid",
116 .data = &walk_grid_iterations,
117 .data_type = k_convar_dtype_i32,
118 .opt_i32 = { .min=0, .max=1, .clamp=0 },
119 .persistent = 1
120 });
121
122 vg_convar_push( (struct vg_convar){
123 .name = "ledit",
124 .data = &lightedit,
125 .data_type = k_convar_dtype_i32,
126 .opt_i32 = { .min=0, .max=1, .clamp=1 },
127 .persistent = 1
128 });
129
130 vg_convar_push( (struct vg_convar){
131 .name = "walk_speed",
132 .data = &k_walkspeed,
133 .data_type = k_convar_dtype_f32,
134 .opt_f32 = { .clamp = 0 },
135 .persistent = 1
136 });
137
138 vg_convar_push( (struct vg_convar){
139 .name = "dt",
140 .data = &ktimestep,
141 .data_type = k_convar_dtype_f32,
142 .opt_f32 = { .clamp = 0 },
143 .persistent = 0
144 });
145
146 vg_convar_push( (struct vg_convar){
147 .name = "debugcam",
148 .data = &sv_debugcam,
149 .data_type = k_convar_dtype_i32,
150 .opt_i32 = { .min=0, .max=1, .clamp=0 },
151 .persistent = 1
152 });
153
154 vg_convar_push( (struct vg_convar){
155 .name = "debugview",
156 .data = &debugview,
157 .data_type = k_convar_dtype_i32,
158 .opt_i32 = { .min=0, .max=1, .clamp=0 },
159 .persistent = 1
160 });
161
162 vg_function_push( (struct vg_cmd){
163 .name = "reset",
164 .function = reset_player
165 });
166
167 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
168
169 init_other();
170
171 /*
172 * If we're in physics test mode we dont need to load anything else, this
173 * parameter is dev only. TODO: dev only cvars that don't ship with the game
174 * when building in release mode.
175 */
176
177 if( sv_scene == 0 )
178 {
179 character_load( &player.mdl, "ch_default" );
180 character_init_ragdoll( &player.mdl );
181
182 world_load();
183
184 reset_player( 1, (const char *[]){ "start" } );
185 rb_init( &player.rb );
186
187 network_init();
188 }
189 else
190 {
191 physics_test_start();
192 }
193 }
194
195 void vg_free(void)
196 {
197 network_end();
198 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
199 /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
200 steam_end();
201 }
202
203 void vg_update(void)
204 {
205 steam_update();
206
207 if( sv_scene == 0 )
208 {
209 network_update();
210 player_update();
211 world_update();
212 //traffic_visualize( world.traffic, world.traffic_count );
213 //
214 /* TEMP */
215 if( glfwGetKey( vg_window, GLFW_KEY_J ))
216 {
217 v3_copy( player.camera_pos, world.mr_ball.co );
218 }
219 }
220 else if( sv_scene == 1 )
221 {
222 physics_test_update();
223 }
224 }
225
226 static void vg_framebuffer_resize( int w, int h )
227 {
228 render_fb_resize();
229 gate_fb_resize();
230 water_fb_resize();
231 }
232
233 static void draw_origin_axis(void)
234 {
235 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
236 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
237 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
238 }
239
240 static void render_main_game(void)
241 {
242 float speed = freecam? 0.0f: v3_length( player.rb.v );
243 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
244 v3_muls( shake, speed*0.01f, shake );
245
246 m4x4f world_4x4;
247 m4x3_expand( player.camera_inverse, world_4x4 );
248
249 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
250 m4x4_projection( vg_pv, gpipeline.fov,
251 (float)vg_window_x / (float)vg_window_y,
252 0.02f, 2100.0f );
253
254 m4x4_mul( vg_pv, world_4x4, vg_pv );
255
256 glEnable( GL_DEPTH_TEST );
257
258 /*
259 * Draw world
260 */
261
262 render_world( vg_pv, player.camera );
263 render_water_texture( player.camera );
264
265 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
266 render_water_surface( vg_pv, player.camera );
267
268 vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
269 render_world_gates( vg_pv, player.camera );
270
271 /* Copy the RGB of what we have into the background buffer */
272 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
273 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
274 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
275 0,0, vg_window_x, vg_window_y,
276 GL_COLOR_BUFFER_BIT,
277 GL_LINEAR );
278
279 /* Clear out the colour buffer, but keep depth */
280 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
281 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
282
283 if( !player.is_dead )
284 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
285 else
286 glClear( GL_COLOR_BUFFER_BIT );
287
288 if( !player.is_dead )
289 {
290 m4x4_projection( vg_pv, gpipeline.fov,
291 (float)vg_window_x / (float)vg_window_y,
292 0.04f, 600.0f );
293 m4x4_mul( vg_pv, world_4x4, vg_pv );
294 }
295 draw_player();
296
297 /* Draw back in the background
298 *
299 * TODO: need to disable alpha write in the terrain shader so this works
300 * again.
301 */
302 glEnable(GL_BLEND);
303 glDisable(GL_DEPTH_TEST);
304 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
305 glBlendEquation(GL_FUNC_ADD);
306
307 shader_blit_use();
308 shader_blit_uTexMain( 0 );
309 glActiveTexture(GL_TEXTURE0);
310 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
311
312 render_fsquad();
313 glDisable(GL_BLEND);
314
315 /* Other shite */
316 glDisable( GL_DEPTH_TEST );
317 vg_lines_drawall( (float *)vg_pv );
318 glViewport( 0,0, vg_window_x, vg_window_y );
319 }
320
321 void vg_render(void)
322 {
323 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
324 glViewport( 0,0, vg_window_x, vg_window_y );
325
326 glDisable( GL_DEPTH_TEST );
327 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
328 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
329
330 #ifndef SR_NETWORK_TEST
331 draw_origin_axis();
332
333 if( sv_scene == 0 )
334 {
335 render_main_game();
336 }
337 else if( sv_scene == 1 )
338 {
339 physics_test_render();
340 }
341 #endif
342 }
343
344 static void run_light_widget( struct light_widget *lw )
345 {
346 struct ui_checkbox c1 = { .data=&lw->enabled };
347
348 ui_checkbox( &ui_global_ctx, &c1 );
349
350 if( lw->enabled )
351 {
352 struct ui_slider_vector
353 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
354 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
355
356 ui_slider_vector( &ui_global_ctx, &colour );
357 ui_global_ctx.cursor[1] += 4;
358 ui_slider_vector( &ui_global_ctx, &dir );
359 }
360 }
361
362 static void run_debug_info(void)
363 {
364 char buf[40];
365
366 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
367 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
368
369 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
370 player.a[0], player.a[1], player.a[2] );
371 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
372
373 snprintf( buf, 40, "pos %.2f %.2f %.2f",
374 player.rb.co[0], player.rb.co[1], player.rb.co[2] );
375 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
376
377 if( vg_gamepad_ready )
378 {
379 for( int i=0; i<6; i++ )
380 {
381 snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
382 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
383 }
384 }
385 else
386 {
387 gui_text( (ui_px [2]){ 0, 60 },
388 "Gamepad not ready", 1, k_text_align_left );
389 }
390 }
391
392 void vg_ui(void)
393 {
394 if( lightedit )
395 {
396 ui_global_ctx.cursor[0] = 10;
397 ui_global_ctx.cursor[1] = 10;
398 ui_global_ctx.cursor[2] = 200;
399 ui_global_ctx.cursor[3] = 20;
400
401 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
402 struct ui_slider_vector
403 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
404
405 struct ui_slider
406 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
407 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
408
409 for( int i=0; i<3; i++ )
410 run_light_widget( &gpipeline.widgets[i] );
411
412 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
413 ui_global_ctx.cursor[1] += 16;
414 ui_slider_vector( &ui_global_ctx, &s5 );
415
416 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
417 ui_global_ctx.cursor[1] += 16;
418 ui_slider( &ui_global_ctx, &s8 );
419 ui_slider( &ui_global_ctx, &s9 );
420
421 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
422 ui_global_ctx.cursor[1] += 16;
423 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
424 ui_checkbox( &ui_global_ctx, &c1 );
425
426 render_update_lighting_ub();
427 }
428 }