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[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 vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
65
66 vg_sleep_ms(200);
67
68 steam_init();
69 vg_loader_highwater( NULL, steam_end, NULL );
70
71 vg_loader_highwater( network_init, network_end, NULL );
72 }
73
74 void vg_load(void)
75 {
76 vg_loader_highwater( render_init, render_free, NULL );
77 vg_loader_highwater( world_init, world_free, NULL );
78 vg_loader_highwater( player_init, NULL, NULL );
79
80 if( !vg_bake_shaders() )
81 vg_fatal_exit_loop( "Did not load all shaders" );
82
83 vg_loader_highwater( audio_init, audio_free, NULL );
84
85 /* FInal step */
86 world_load();
87 vg_console_load_autos();
88 }
89
90 static void vg_start(void)
91 {
92 player_load_model( "ch_new" );
93 reset_player( 1, (const char *[]){ "start" } );
94 }
95
96 static void draw_origin_axis(void)
97 {
98 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
99 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
100 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
101 }
102
103 void vg_update( int loaded )
104 {
105 steam_update();
106
107 if( loaded )
108 {
109 draw_origin_axis();
110 network_update();
111 player_update_pre();
112 world_update( player.phys.rb.co );
113 }
114
115 if( vg_get_button_down( "menu" ) )
116 {
117 cl_menu = !cl_menu;
118 }
119 }
120
121 static void vg_update_fixed( int loaded )
122 {
123 if( loaded )
124 {
125 player_update_fixed();
126 }
127 }
128
129 static void vg_update_post( int loaded )
130 {
131 if( loaded )
132 {
133 player_update_post();
134 }
135 }
136
137 static void vg_framebuffer_resize( int w, int h )
138 {
139 render_fb_resize();
140 gate_fb_resize();
141 water_fb_resize();
142 }
143
144 static void render_main_game(void)
145 {
146 m4x4f world_4x4;
147 m4x3_expand( player.camera_inverse, world_4x4 );
148
149 static float fov = 97.0f;
150 float fov_target = player.phys.on_board? 125.0f: 108.0f;
151 fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
152
153 gpipeline.fov = freecam? 60.0f: fov; /* 120 */
154 m4x4_projection( vg.pv, gpipeline.fov,
155 (float)vg.window_x / (float)vg.window_y,
156 0.02f, 2100.0f );
157
158 m4x4_mul( vg.pv, world_4x4, vg.pv );
159 glEnable( GL_DEPTH_TEST );
160
161 /*
162 * Draw world
163 */
164
165 int draw_solid = player.is_dead | freecam;
166
167 render_world( vg.pv, player.camera );
168 if( draw_solid )
169 draw_player();
170 render_water_texture( player.camera );
171
172 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
173 render_water_surface( vg.pv, player.camera );
174
175 render_world_gates( vg.pv, player.phys.rb.co, player.camera );
176
177 /* Copy the RGB of what we have into the background buffer */
178 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
179 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
180 glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
181 0,0, vg.window_x, vg.window_y,
182 GL_COLOR_BUFFER_BIT,
183 GL_LINEAR );
184
185 /* Clear out the colour buffer, but keep depth */
186 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
187 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
188
189 if( !player.is_dead )
190 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
191 else
192 glClear( GL_COLOR_BUFFER_BIT );
193
194 if( !draw_solid )
195 {
196 m4x4_projection( vg.pv, gpipeline.fov,
197 (float)vg.window_x / (float)vg.window_y,
198 0.01f, 600.0f );
199 m4x4_mul( vg.pv, world_4x4, vg.pv );
200 draw_player();
201 }
202
203 /* Draw back in the background
204 *
205 * TODO: need to disable alpha write in the terrain shader so this works
206 * again.
207 */
208 glEnable(GL_BLEND);
209 glDisable(GL_DEPTH_TEST);
210 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
211 glBlendEquation(GL_FUNC_ADD);
212
213 shader_blit_use();
214 shader_blit_uTexMain( 0 );
215 glActiveTexture(GL_TEXTURE0);
216 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
217
218 render_fsquad();
219 }
220
221 void vg_render(void)
222 {
223 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
224 glViewport( 0,0, vg.window_x, vg.window_y );
225 glDisable( GL_DEPTH_TEST );
226
227 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
228 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
229
230 render_main_game();
231
232
233 /* Other shite */
234 glDisable(GL_BLEND);
235 glDisable( GL_DEPTH_TEST );
236 vg_lines_drawall( (float *)vg.pv );
237 glViewport( 0,0, vg.window_x, vg.window_y );
238 }
239
240 void vg_ui(void)
241 {
242 if( cl_menu )
243 {
244 ui_rect menu =
245 {
246 vg.window_x / 2 - 150,
247 vg.window_y / 2 - 50,
248 300,
249 130
250 };
251
252 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
253
254 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
255 steam_username_at_startup,
256 1, k_text_align_center );
257 menu[1] += 24;
258 menu[3] -= 30;
259
260 ui_rect_pad( menu, 8 );
261 ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
262 ui_rect_pad( menu, 2 );
263 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
264
265 menu[1] += 32;
266 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
267 "Exit", 2, k_text_align_center );
268
269 if( vg_get_button_down( "jump" ) )
270 {
271 glfwSetWindowShouldClose( vg.window, 1 );
272 }
273 }
274
275 #if 0
276 if( lightedit )
277 {
278 ui_global_ctx.cursor[0] = 10;
279 ui_global_ctx.cursor[1] = 10;
280 ui_global_ctx.cursor[2] = 200;
281 ui_global_ctx.cursor[3] = 20;
282
283 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
284 struct ui_slider_vector
285 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
286
287 struct ui_slider
288 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
289 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
290
291 for( int i=0; i<3; i++ )
292 run_light_widget( &gpipeline.widgets[i] );
293
294 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
295 ui_global_ctx.cursor[1] += 16;
296 ui_slider_vector( &ui_global_ctx, &s5 );
297
298 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
299 ui_global_ctx.cursor[1] += 16;
300 ui_slider( &ui_global_ctx, &s8 );
301 ui_slider( &ui_global_ctx, &s9 );
302
303 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
304 ui_global_ctx.cursor[1] += 16;
305 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
306 ui_checkbox( &ui_global_ctx, &c1 );
307
308 render_update_lighting_ub();
309 }
310 #endif
311
312 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
313 if( cl_ui )
314 {
315 render_world_routes_ui();
316 }
317 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
318
319 audio_debug_soundscapes();
320 }
321
322 #if 0
323 static void run_light_widget( struct light_widget *lw )
324 {
325 struct ui_checkbox c1 = { .data=&lw->enabled };
326
327 ui_checkbox( &ui_global_ctx, &c1 );
328
329 if( lw->enabled )
330 {
331 struct ui_slider_vector
332 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
333 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
334
335 ui_slider_vector( &ui_global_ctx, &colour );
336 ui_global_ctx.cursor[1] += 4;
337 ui_slider_vector( &ui_global_ctx, &dir );
338 }
339 }
340 #endif
341
342 static void run_debug_info(void)
343 {
344 char buf[40];
345
346 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
347 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
348
349 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
350 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
351 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
352
353 snprintf( buf, 40, "pos %.2f %.2f %.2f",
354 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
355 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
356
357 if( vg.gamepad_ready )
358 {
359 for( int i=0; i<6; i++ )
360 {
361 snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
362 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
363 }
364 }
365 else
366 {
367 gui_text( (ui_px [2]){ 0, 60 },
368 "Gamepad not ready", 1, k_text_align_left );
369 }
370 }