5cce7212576503b23c7f69a662b703281fc86bce
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 *
13 * register: shader register & init scheduling
14 * init: initialization
15 * update: logic
16 * render: graphics
17 * free: resource free
18 *
19 */
20
21 #define SR_NETWORKED
22 #define VG_3D
23 #include "common.h"
24 #include "steam.h"
25 #include "render.h"
26 #include "audio.h"
27 #include "world.h"
28 #include "player.h"
29 #include "network.h"
30
31 static int cl_ui = 1,
32 cl_menu = 0;
33
34 int main( int argc, char *argv[] )
35 {
36 vg_enter( argc, argv, "Voyager Game Engine" );
37 }
38
39 static void highscores_save_at_exit(void*_)
40 {
41 highscores_serialize_all();
42 highscores_free();
43 }
44
45 void vg_preload(void)
46 {
47 vg_convar_push( (struct vg_convar){
48 .name = "cl_ui",
49 .data = &cl_ui,
50 .data_type = k_convar_dtype_i32,
51 .opt_i32 = { .min=0, .max=1, .clamp=1 },
52 .persistent = 1
53 });
54
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(" ' ' '--' [] '----- '----- ' ' '---' "
61 "SOFTWARE\n" );
62
63 highscores_init( 2000, 50 );
64 if( !highscores_read() )
65 highscores_create_db();
66
67 vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
68
69 vg_sleep_ms(200);
70
71 steam_init();
72 vg_loader_highwater( NULL, steam_end, NULL );
73
74 vg_loader_highwater( network_init, network_end, NULL );
75 }
76
77 void vg_load(void)
78 {
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 );
82
83 if( !vg_bake_shaders() )
84 vg_fatal_exit_loop( "Did not load all shaders" );
85
86 vg_loader_highwater( audio_init, audio_free, NULL );
87
88 /* FInal step */
89 world_load();
90 vg_console_load_autos();
91 }
92
93 static void vg_start(void)
94 {
95 player_load_model( "ch_outlaw" );
96 reset_player( 1, (const char *[]){ "start" } );
97 }
98
99 static void draw_origin_axis(void)
100 {
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 );
104 }
105
106 void vg_update( int loaded )
107 {
108 steam_update();
109
110 if( loaded )
111 {
112 draw_origin_axis();
113 network_update();
114 player_update_pre();
115 world_update( player.phys.rb.co );
116 }
117
118 if( vg_get_button_down( "menu" ) )
119 {
120 cl_menu = !cl_menu;
121 }
122 }
123
124 static void vg_update_fixed( int loaded )
125 {
126 if( loaded )
127 {
128 player_update_fixed();
129 }
130 }
131
132 static void vg_update_post( int loaded )
133 {
134 if( loaded )
135 {
136 player_update_post();
137 }
138 }
139
140 static void vg_framebuffer_resize( int w, int h )
141 {
142 render_fb_resize();
143 gate_fb_resize();
144 water_fb_resize();
145 }
146
147 static void render_main_game(void)
148 {
149 m4x4f world_4x4;
150 m4x3_expand( player.camera_inverse, world_4x4 );
151
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 );
155
156 gpipeline.fov = freecam? 60.0f: fov; /* 120 */
157 m4x4_projection( vg.pv, gpipeline.fov,
158 (float)vg.window_x / (float)vg.window_y,
159 0.02f, 2100.0f );
160
161 m4x4_mul( vg.pv, world_4x4, vg.pv );
162 glEnable( GL_DEPTH_TEST );
163
164 /*
165 * Draw world
166 */
167
168 int draw_solid = player.is_dead | freecam;
169
170 render_world( vg.pv, player.camera );
171 if( draw_solid )
172 draw_player();
173 render_water_texture( player.camera );
174
175 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
176 render_water_surface( vg.pv, player.camera );
177
178 render_world_gates( vg.pv, player.phys.rb.co, player.camera );
179
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,
185 GL_COLOR_BUFFER_BIT,
186 GL_LINEAR );
187
188 /* Clear out the colour buffer, but keep depth */
189 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
190 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
191
192 if( !player.is_dead )
193 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
194 else
195 glClear( GL_COLOR_BUFFER_BIT );
196
197 if( !draw_solid )
198 {
199 m4x4_projection( vg.pv, gpipeline.fov,
200 (float)vg.window_x / (float)vg.window_y,
201 0.01f, 600.0f );
202 m4x4_mul( vg.pv, world_4x4, vg.pv );
203 draw_player();
204 }
205
206 /* Draw back in the background
207 *
208 * TODO: need to disable alpha write in the terrain shader so this works
209 * again.
210 */
211 glEnable(GL_BLEND);
212 glDisable(GL_DEPTH_TEST);
213 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
214 glBlendEquation(GL_FUNC_ADD);
215
216 shader_blit_use();
217 shader_blit_uTexMain( 0 );
218 glActiveTexture(GL_TEXTURE0);
219 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
220
221 render_fsquad();
222 }
223
224 void vg_render(void)
225 {
226 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
227 glViewport( 0,0, vg.window_x, vg.window_y );
228 glDisable( GL_DEPTH_TEST );
229
230 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
231 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
232
233 render_main_game();
234
235
236 /* Other shite */
237 glDisable(GL_BLEND);
238 glDisable( GL_DEPTH_TEST );
239 vg_lines_drawall( (float *)vg.pv );
240 glViewport( 0,0, vg.window_x, vg.window_y );
241 }
242
243 void vg_ui(void)
244 {
245 if( cl_menu )
246 {
247 ui_rect menu =
248 {
249 vg.window_x / 2 - 150,
250 vg.window_y / 2 - 50,
251 300,
252 130
253 };
254
255 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
256
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 );
260 menu[1] += 24;
261 menu[3] -= 30;
262
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 );
267
268 menu[1] += 32;
269 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
270 "Exit", 2, k_text_align_center );
271
272 if( vg_get_button_down( "jump" ) )
273 {
274 glfwSetWindowShouldClose( vg.window, 1 );
275 }
276 }
277
278 #if 0
279 if( lightedit )
280 {
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;
285
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 };
289
290 struct ui_slider
291 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
292 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
293
294 for( int i=0; i<3; i++ )
295 run_light_widget( &gpipeline.widgets[i] );
296
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 );
300
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 );
305
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 );
310
311 render_update_lighting_ub();
312 }
313 #endif
314
315 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
316 if( cl_ui )
317 {
318 render_world_routes_ui();
319 }
320 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
321
322 audio_debug_soundscapes();
323 }
324
325 #if 0
326 static void run_light_widget( struct light_widget *lw )
327 {
328 struct ui_checkbox c1 = { .data=&lw->enabled };
329
330 ui_checkbox( &ui_global_ctx, &c1 );
331
332 if( lw->enabled )
333 {
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 };
337
338 ui_slider_vector( &ui_global_ctx, &colour );
339 ui_global_ctx.cursor[1] += 4;
340 ui_slider_vector( &ui_global_ctx, &dir );
341 }
342 }
343 #endif
344
345 static void run_debug_info(void)
346 {
347 char buf[40];
348
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 );
351
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 );
355
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 );
359
360 if( vg.gamepad_ready )
361 {
362 for( int i=0; i<6; i++ )
363 {
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 );
366 }
367 }
368 else
369 {
370 gui_text( (ui_px [2]){ 0, 60 },
371 "Gamepad not ready", 1, k_text_align_left );
372 }
373 }