4610d5288ff09b88247b14901aaa440b13e6bad7
[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 world_routes_ui_newseg( 0, 0.0f );
195 }
196
197 void vg_free(void)
198 {
199 network_end();
200 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
201 /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
202 steam_end();
203 }
204
205 void vg_update(void)
206 {
207 steam_update();
208
209 if( sv_scene == 0 )
210 {
211 network_update();
212 player_update();
213 world_update();
214 //traffic_visualize( world.traffic, world.traffic_count );
215 //
216 /* TEMP */
217 if( glfwGetKey( vg_window, GLFW_KEY_J ))
218 {
219 v3_copy( player.camera_pos, world.mr_ball.co );
220 }
221 }
222 else if( sv_scene == 1 )
223 {
224 physics_test_update();
225 }
226 }
227
228 static void vg_framebuffer_resize( int w, int h )
229 {
230 render_fb_resize();
231 gate_fb_resize();
232 water_fb_resize();
233 }
234
235 static void draw_origin_axis(void)
236 {
237 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
238 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
239 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
240 }
241
242 static void render_main_game(void)
243 {
244 float speed = freecam? 0.0f: v3_length( player.rb.v );
245 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
246 v3_muls( shake, speed*0.01f, shake );
247
248 m4x4f world_4x4;
249 m4x3_expand( player.camera_inverse, world_4x4 );
250
251 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
252 m4x4_projection( vg_pv, gpipeline.fov,
253 (float)vg_window_x / (float)vg_window_y,
254 0.02f, 2100.0f );
255
256 m4x4_mul( vg_pv, world_4x4, vg_pv );
257
258 glEnable( GL_DEPTH_TEST );
259
260 /*
261 * Draw world
262 */
263
264 render_world( vg_pv, player.camera );
265 render_water_texture( player.camera );
266
267 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
268 render_water_surface( vg_pv, player.camera );
269
270 vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
271 render_world_gates( vg_pv, player.camera );
272
273 /* Copy the RGB of what we have into the background buffer */
274 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
275 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
276 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
277 0,0, vg_window_x, vg_window_y,
278 GL_COLOR_BUFFER_BIT,
279 GL_LINEAR );
280
281 /* Clear out the colour buffer, but keep depth */
282 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
283 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
284
285 if( !player.is_dead )
286 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
287 else
288 glClear( GL_COLOR_BUFFER_BIT );
289
290 if( !player.is_dead )
291 {
292 m4x4_projection( vg_pv, gpipeline.fov,
293 (float)vg_window_x / (float)vg_window_y,
294 0.04f, 600.0f );
295 m4x4_mul( vg_pv, world_4x4, vg_pv );
296 }
297 draw_player();
298
299 /* Draw back in the background
300 *
301 * TODO: need to disable alpha write in the terrain shader so this works
302 * again.
303 */
304 glEnable(GL_BLEND);
305 glDisable(GL_DEPTH_TEST);
306 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
307 glBlendEquation(GL_FUNC_ADD);
308
309 shader_blit_use();
310 shader_blit_uTexMain( 0 );
311 glActiveTexture(GL_TEXTURE0);
312 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
313
314 render_fsquad();
315 glDisable(GL_BLEND);
316
317 /* Other shite */
318 glDisable( GL_DEPTH_TEST );
319 vg_lines_drawall( (float *)vg_pv );
320 glViewport( 0,0, vg_window_x, vg_window_y );
321 }
322
323 void vg_render(void)
324 {
325 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
326 glViewport( 0,0, vg_window_x, vg_window_y );
327
328 glDisable( GL_DEPTH_TEST );
329 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
330 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
331
332 #ifndef SR_NETWORK_TEST
333 draw_origin_axis();
334
335 if( sv_scene == 0 )
336 {
337 render_main_game();
338 }
339 else if( sv_scene == 1 )
340 {
341 physics_test_render();
342 }
343 #endif
344 }
345
346 static void run_light_widget( struct light_widget *lw )
347 {
348 struct ui_checkbox c1 = { .data=&lw->enabled };
349
350 ui_checkbox( &ui_global_ctx, &c1 );
351
352 if( lw->enabled )
353 {
354 struct ui_slider_vector
355 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
356 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
357
358 ui_slider_vector( &ui_global_ctx, &colour );
359 ui_global_ctx.cursor[1] += 4;
360 ui_slider_vector( &ui_global_ctx, &dir );
361 }
362 }
363
364 static void run_debug_info(void)
365 {
366 char buf[40];
367
368 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
369 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
370
371 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
372 player.a[0], player.a[1], player.a[2] );
373 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
374
375 snprintf( buf, 40, "pos %.2f %.2f %.2f",
376 player.rb.co[0], player.rb.co[1], player.rb.co[2] );
377 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
378
379 if( vg_gamepad_ready )
380 {
381 for( int i=0; i<6; i++ )
382 {
383 snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
384 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
385 }
386 }
387 else
388 {
389 gui_text( (ui_px [2]){ 0, 60 },
390 "Gamepad not ready", 1, k_text_align_left );
391 }
392 }
393
394 void vg_ui(void)
395 {
396 if( lightedit )
397 {
398 ui_global_ctx.cursor[0] = 10;
399 ui_global_ctx.cursor[1] = 10;
400 ui_global_ctx.cursor[2] = 200;
401 ui_global_ctx.cursor[3] = 20;
402
403 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
404 struct ui_slider_vector
405 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
406
407 struct ui_slider
408 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
409 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
410
411 for( int i=0; i<3; i++ )
412 run_light_widget( &gpipeline.widgets[i] );
413
414 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
415 ui_global_ctx.cursor[1] += 16;
416 ui_slider_vector( &ui_global_ctx, &s5 );
417
418 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
419 ui_global_ctx.cursor[1] += 16;
420 ui_slider( &ui_global_ctx, &s8 );
421 ui_slider( &ui_global_ctx, &s9 );
422
423 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
424 ui_global_ctx.cursor[1] += 16;
425 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
426 ui_checkbox( &ui_global_ctx, &c1 );
427
428 render_update_lighting_ub();
429 }
430
431 static double last_b_press = 0.0;
432
433 double localtime = vg_time - last_b_press;
434
435 world_routes_ui_updatetime( 0, localtime );
436 world_routes_ui_draw( 0 );
437
438 if( glfwGetKey(vg_window,GLFW_KEY_B) )
439 world_routes_ui_notch( 0, localtime );
440
441 if( vg_time-last_b_press > 1.0 )
442 if( glfwGetKey(vg_window,GLFW_KEY_N) )
443 {
444 last_b_press = vg_time;
445 world_routes_ui_newseg( 0, localtime );
446 }
447
448 static double last_m_press;
449 if( vg_time-last_m_press > 1.0 )
450 if( glfwGetKey( vg_window, GLFW_KEY_M) )
451 {
452 last_m_press = vg_time;
453 world_routes_ui_popfirst(0);
454 }
455 }