2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
13 * register: shader register & init scheduling
14 * init: initialization
34 int main( int argc
, char *argv
[] )
36 vg_enter( argc
, argv
, "Voyager Game Engine" );
39 static void highscores_save_at_exit(void*_
)
41 highscores_serialize_all();
47 vg_convar_push( (struct vg_convar
){
50 .data_type
= k_convar_dtype_i32
,
51 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
55 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
56 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
57 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
58 vg_info(" | \\ / | | / | | \\ | / | \n" );
59 vg_info(" | \\/ | | / | | \\ | / | \n" );
60 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
63 highscores_init( 2000, 50 );
64 if( !highscores_read() )
65 highscores_create_db();
67 vg_loader_highwater( NULL
, highscores_save_at_exit
, NULL
);
72 vg_loader_highwater( NULL
, steam_end
, NULL
);
74 vg_loader_highwater( network_init
, network_end
, NULL
);
79 vg_loader_highwater( render_init
, render_free
, NULL
);
80 vg_loader_highwater( world_init
, world_free
, NULL
);
81 vg_loader_highwater( player_init
, NULL
, NULL
);
83 if( !vg_bake_shaders() )
84 vg_fatal_exit_loop( "Did not load all shaders" );
86 vg_loader_highwater( audio_init
, audio_free
, NULL
);
90 vg_console_load_autos();
93 static void vg_start(void)
95 player_load_model( "ch_outlaw" );
96 reset_player( 1, (const char *[]){ "start" } );
99 static void draw_origin_axis(void)
101 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
102 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
103 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
106 void vg_update( int loaded
)
115 world_update( player
.phys
.rb
.co
);
118 if( vg_get_button_down( "menu" ) )
124 static void vg_update_fixed( int loaded
)
128 player_update_fixed();
132 static void vg_update_post( int loaded
)
136 player_update_post();
140 static void vg_framebuffer_resize( int w
, int h
)
147 static void render_main_game(void)
150 m4x3_expand( player
.camera_inverse
, world_4x4
);
152 static float fov
= 97.0f
;
153 float fov_target
= player
.phys
.on_board
? 125.0f
: 108.0f
;
154 fov
= vg_lerpf( fov
, fov_target
, vg
.time_delta
* 2.0f
);
156 gpipeline
.fov
= freecam
? 60.0f
: fov
; /* 120 */
157 m4x4_projection( vg
.pv
, gpipeline
.fov
,
158 (float)vg
.window_x
/ (float)vg
.window_y
,
161 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
162 glEnable( GL_DEPTH_TEST
);
168 int draw_solid
= player
.is_dead
| freecam
;
170 render_world( vg
.pv
, player
.camera
);
173 render_water_texture( player
.camera
);
175 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
176 render_water_surface( vg
.pv
, player
.camera
);
178 render_world_gates( vg
.pv
, player
.phys
.rb
.co
, player
.camera
);
180 /* Copy the RGB of what we have into the background buffer */
181 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
182 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
183 glBlitFramebuffer( 0,0, vg
.window_x
, vg
.window_y
,
184 0,0, vg
.window_x
, vg
.window_y
,
188 /* Clear out the colour buffer, but keep depth */
189 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
190 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
192 if( !player
.is_dead
)
193 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
195 glClear( GL_COLOR_BUFFER_BIT
);
199 m4x4_projection( vg
.pv
, gpipeline
.fov
,
200 (float)vg
.window_x
/ (float)vg
.window_y
,
202 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
206 /* Draw back in the background
208 * TODO: need to disable alpha write in the terrain shader so this works
212 glDisable(GL_DEPTH_TEST
);
213 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
214 glBlendEquation(GL_FUNC_ADD
);
217 shader_blit_uTexMain( 0 );
218 glActiveTexture(GL_TEXTURE0
);
219 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
226 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
227 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
228 glDisable( GL_DEPTH_TEST
);
230 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
231 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
238 glDisable( GL_DEPTH_TEST
);
239 vg_lines_drawall( (float *)vg
.pv
);
240 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
249 vg
.window_x
/ 2 - 150,
250 vg
.window_y
/ 2 - 50,
255 ui_fill_rect( &ui_global_ctx
, menu
, 0xa0000000 );
257 ui_text( &ui_global_ctx
, (ui_rect
){ menu
[0]+menu
[2]/2,menu
[1]+6, 0, 0 },
258 steam_username_at_startup
,
259 1, k_text_align_center
);
263 ui_rect_pad( menu
, 8 );
264 ui_fill_rect( &ui_global_ctx
, menu
, 0x90ffffff );
265 ui_rect_pad( menu
, 2 );
266 ui_fill_rect( &ui_global_ctx
, menu
, 0xa0000000 );
269 ui_text( &ui_global_ctx
, (ui_rect
){ menu
[0]+menu
[2]/2,menu
[1], 0, 0 },
270 "Exit", 2, k_text_align_center
);
272 if( vg_get_button_down( "jump" ) )
274 glfwSetWindowShouldClose( vg
.window
, 1 );
281 ui_global_ctx
.cursor
[0] = 10;
282 ui_global_ctx
.cursor
[1] = 10;
283 ui_global_ctx
.cursor
[2] = 200;
284 ui_global_ctx
.cursor
[3] = 20;
286 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
287 struct ui_slider_vector
288 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
291 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
292 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
294 for( int i
=0; i
<3; i
++ )
295 run_light_widget( &gpipeline
.widgets
[i
] );
297 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
298 ui_global_ctx
.cursor
[1] += 16;
299 ui_slider_vector( &ui_global_ctx
, &s5
);
301 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
302 ui_global_ctx
.cursor
[1] += 16;
303 ui_slider( &ui_global_ctx
, &s8
);
304 ui_slider( &ui_global_ctx
, &s9
);
306 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
307 ui_global_ctx
.cursor
[1] += 16;
308 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
309 ui_checkbox( &ui_global_ctx
, &c1
);
311 render_update_lighting_ub();
315 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
318 render_world_routes_ui();
320 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
322 audio_debug_soundscapes();
326 static void run_light_widget( struct light_widget
*lw
)
328 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
330 ui_checkbox( &ui_global_ctx
, &c1
);
334 struct ui_slider_vector
335 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
336 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
338 ui_slider_vector( &ui_global_ctx
, &colour
);
339 ui_global_ctx
.cursor
[1] += 4;
340 ui_slider_vector( &ui_global_ctx
, &dir
);
345 static void run_debug_info(void)
349 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.phys
.rb
.v
) );
350 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
352 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
353 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
354 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
356 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
357 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
358 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
360 if( vg
.gamepad_ready
)
362 for( int i
=0; i
<6; i
++ )
364 snprintf( buf
, 40, "%.2f", vg
.gamepad
.axes
[i
] );
365 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
370 gui_text( (ui_px
[2]){ 0, 60 },
371 "Gamepad not ready", 1, k_text_align_left
);