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 vg_loader_highwater( NULL
, highscores_save_at_exit
, NULL
);
69 vg_loader_highwater( NULL
, steam_end
, NULL
);
71 vg_loader_highwater( network_init
, network_end
, NULL
);
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
);
80 if( !vg_bake_shaders() )
81 vg_fatal_exit_loop( "Did not load all shaders" );
83 vg_loader_highwater( audio_init
, audio_free
, NULL
);
87 vg_console_load_autos();
90 static void vg_start(void)
92 player_load_model( "ch_new" );
93 reset_player( 1, (const char *[]){ "start" } );
96 static void draw_origin_axis(void)
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 );
103 void vg_update( int loaded
)
112 world_update( player
.phys
.rb
.co
);
115 if( vg_get_button_down( "menu" ) )
121 static void vg_update_fixed( int loaded
)
125 player_update_fixed();
129 static void vg_update_post( int loaded
)
133 player_update_post();
137 static void vg_framebuffer_resize( int w
, int h
)
144 static void render_main_game(void)
147 m4x3_expand( player
.camera_inverse
, world_4x4
);
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
);
153 gpipeline
.fov
= freecam
? 60.0f
: fov
; /* 120 */
154 m4x4_projection( vg
.pv
, gpipeline
.fov
,
155 (float)vg
.window_x
/ (float)vg
.window_y
,
158 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
159 glEnable( GL_DEPTH_TEST
);
165 int draw_solid
= player
.is_dead
| freecam
;
167 render_world( vg
.pv
, player
.camera
);
170 render_water_texture( player
.camera
);
172 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
173 render_water_surface( vg
.pv
, player
.camera
);
175 render_world_gates( vg
.pv
, player
.phys
.rb
.co
, player
.camera
);
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
,
185 /* Clear out the colour buffer, but keep depth */
186 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
187 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
189 if( !player
.is_dead
)
190 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
192 glClear( GL_COLOR_BUFFER_BIT
);
196 m4x4_projection( vg
.pv
, gpipeline
.fov
,
197 (float)vg
.window_x
/ (float)vg
.window_y
,
199 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
203 /* Draw back in the background
205 * TODO: need to disable alpha write in the terrain shader so this works
209 glDisable(GL_DEPTH_TEST
);
210 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
211 glBlendEquation(GL_FUNC_ADD
);
214 shader_blit_uTexMain( 0 );
215 glActiveTexture(GL_TEXTURE0
);
216 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
223 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
224 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
225 glDisable( GL_DEPTH_TEST
);
227 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
228 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
235 glDisable( GL_DEPTH_TEST
);
236 vg_lines_drawall( (float *)vg
.pv
);
237 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
246 vg
.window_x
/ 2 - 150,
247 vg
.window_y
/ 2 - 50,
252 ui_fill_rect( &ui_global_ctx
, menu
, 0xa0000000 );
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
);
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 );
266 ui_text( &ui_global_ctx
, (ui_rect
){ menu
[0]+menu
[2]/2,menu
[1], 0, 0 },
267 "Exit", 2, k_text_align_center
);
269 if( vg_get_button_down( "jump" ) )
271 glfwSetWindowShouldClose( vg
.window
, 1 );
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;
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
};
288 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
289 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
291 for( int i
=0; i
<3; i
++ )
292 run_light_widget( &gpipeline
.widgets
[i
] );
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
);
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
);
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
);
308 render_update_lighting_ub();
312 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
315 render_world_routes_ui();
317 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
319 audio_debug_soundscapes();
323 static void run_light_widget( struct light_widget
*lw
)
325 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
327 ui_checkbox( &ui_global_ctx
, &c1
);
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
};
335 ui_slider_vector( &ui_global_ctx
, &colour
);
336 ui_global_ctx
.cursor
[1] += 4;
337 ui_slider_vector( &ui_global_ctx
, &dir
);
342 static void run_debug_info(void)
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
);
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
);
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
);
357 if( vg
.gamepad_ready
)
359 for( int i
=0; i
<6; i
++ )
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
);
367 gui_text( (ui_px
[2]){ 0, 60 },
368 "Gamepad not ready", 1, k_text_align_left
);