4 vg_tex2d tex_norwey
= { .path
= "textures/norway_foliage.qoi" };
5 vg_tex2d tex_grid
= { .path
= "textures/grid.qoi" };
6 vg_tex2d tex_sky
= { .path
= "textures/sky.qoi" };
7 vg_tex2d tex_gradients
= { .path
= "textures/gradients.qoi",
8 .flags
= VG_TEXTURE_CLAMP
};
9 vg_tex2d tex_cement
= { .path
= "textures/cement512.qoi" };
10 vg_tex2d tex_water
= { .path
= "textures/water.qoi" };
13 static int debugview
= 0;
14 static int sv_debugcam
= 0;
21 #include "character.h"
23 #include "rigidbody.h"
30 #include "shaders/blit.h"
31 #include "shaders/standard.h"
32 #include "shaders/unlit.h"
34 void vg_register(void)
36 shader_blit_register();
37 shader_standard_register();
38 shader_unlit_register();
46 vg_tex2d
*texture_list
[] =
57 int main( int argc
, char *argv
[] )
59 vg_init( argc
, argv
, "Voyager Game Engine" );
64 .bbx
= {{ -1.0f
, -0.25f
, -0.25f
}, { 1.0f
, 0.25f
, 0.25f
}}
68 .bbx
= {{ -0.5f
, -0.25f
, -0.25f
}, { 0.5f
, 0.25f
, 0.25f
}}
71 teleport_gate gate_a
= {
72 .co
= { 0.0f
, -3.0f
, -15.0f
},
73 .q
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
}
76 .co
= { -8.0f
, -3.0f
, -17.0f
},
77 .q
= { 0.0f
, 0.0f
, 0.0f
, 1.0f
}
81 static int playermodel( int argc
, char const *argv
[] )
83 if( argc
< 1 ) return 0;
85 glmesh old_mesh
= player
.mdl
.mesh
;
87 if( character_load( &player
.mdl
, argv
[0] ) )
88 mesh_free( &old_mesh
);
95 vg_convar_push( (struct vg_convar
){
98 .data_type
= k_convar_dtype_i32
,
99 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
103 vg_convar_push( (struct vg_convar
){
104 .name
= "walk_speed",
105 .data
= &k_walkspeed
,
106 .data_type
= k_convar_dtype_f32
,
107 .opt_f32
= { .clamp
= 0 },
111 vg_convar_push( (struct vg_convar
){
113 .data
= &sv_debugcam
,
114 .data_type
= k_convar_dtype_i32
,
115 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
119 vg_convar_push( (struct vg_convar
){
122 .data_type
= k_convar_dtype_i32
,
123 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
127 vg_function_push( (struct vg_cmd
){
129 .function
= reset_player
132 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
139 character_load( &player
.mdl
, "ch_default" );
140 character_init_ragdoll( &player
.mdl
);
144 reset_player( 1, (const char *[]){ "tutorial" } );
145 player_transform_update();
153 static void vg_framebuffer_resize( int w
, int h
)
162 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
163 glViewport( 0,0, vg_window_x
, vg_window_y
);
165 glDisable( GL_DEPTH_TEST
);
166 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
167 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
169 float speed
= freecam
? 0.0f
: v3_length( player
.v
);
170 v3f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
, vg_randf()-0.5f
};
171 v3_muls( shake
, speed
*0.01f
, shake
);
177 v3_sub( player
.mdl
.ragdoll
[k_chpart_head
].co
, player
.follow
, delta
);
181 v3_muladds( player
.mdl
.ragdoll
[k_chpart_head
].co
, delta
,
183 v3_lerp( player
.follow
, follow_pos
, 0.1f
, player
.follow
);
184 v3_negate( player
.follow
, final
);
187 float yaw
= atan2f( delta
[0], -delta
[2] );
188 float pitch
= asinf( delta
[1] );
189 m4x3_rotate_x( world_matrix
, -pitch
);
190 m4x3_rotate_y( world_matrix
, yaw
);
198 m4x3_expand( player
.camera_inverse
, world_4x4
);
200 gpipeline
.fov
= freecam
? 60.0f
: 100.0f
; /* 120 */
201 m4x4_projection( vg_pv
, gpipeline
.fov
,
202 (float)vg_window_x
/ (float)vg_window_y
,
205 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
207 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
208 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
209 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
211 glEnable( GL_DEPTH_TEST
);
217 render_world( vg_pv
, player
.camera
);
218 render_water_texture( player
.camera
);
220 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
221 render_water_surface( vg_pv
);
224 vg_tex2d_bind( &tex_water
, 1 );
225 render_gate( &gate_a
, cam_transform
);
229 /* Copy the RGB of what we have into the background buffer */
230 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
231 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
232 glBlitFramebuffer( 0,0, vg_window_x
, vg_window_y
,
233 0,0, vg_window_x
, vg_window_y
,
237 /* Clear out the colour buffer, but keep depth */
238 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
239 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
241 if( !player
.is_dead
)
242 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
244 glClear( GL_COLOR_BUFFER_BIT
);
248 /* Draw back in the background */
250 glDisable(GL_DEPTH_TEST
);
251 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
252 glBlendEquation(GL_FUNC_ADD
);
255 shader_blit_uTexMain( 0 );
256 glActiveTexture(GL_TEXTURE0
);
257 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
263 glDisable( GL_DEPTH_TEST
);
264 vg_lines_drawall( (float *)vg_pv
);
266 /* Debugger camera */
268 glViewport( 0,0, 800, 800 );
269 glClearColor( 0.1f
, 0.0f
, 0.2f
, 1.0f
);
270 glClear( GL_DEPTH_BUFFER_BIT
);
272 m4x3_identity( world_matrix
);
275 v3_negate( player
.co
, debugcam
);
279 m4x3_translate( world_matrix
, debugcam
);
280 m4x3_expand( world_matrix
, world_4x4
);
282 m4x4_projection( vg_pv
,
284 (float)128.0f
/ (float)128.0f
,
286 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
290 glEnable( GL_DEPTH_TEST
);
295 glDisable( GL_DEPTH_TEST
);
296 vg_lines_drawall( (float *)vg_pv
);
298 glViewport( 0,0, vg_window_x
, vg_window_y
);
305 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
306 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
308 snprintf( buf
, 20, "%.2f %.2f %.2f m/s",
309 player
.a
[0], player
.a
[1], player
.a
[2] );
310 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
312 snprintf( buf
, 20, "pos %.2f %.2f %.2f",
313 player
.co
[0], player
.co
[1], player
.co
[2] );
314 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
316 if( vg_gamepad_ready
)
318 for( int i
=0; i
<6; i
++ )
320 snprintf( buf
, 20, "%.2f", vg_gamepad
.axes
[i
] );
321 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
326 gui_text( (ui_px
[2]){ 0, 60 },
327 "Gamepad not ready", 1, k_text_align_left
);