84de4100c203110e5c6da57f5c0512623196bc5b
[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
21 /* Components */
22 #include "road.h"
23 #include "scene.h"
24 #include "ik.h"
25 #include "audio.h"
26 #include "terrain.h"
27 #include "character.h"
28 #include "ragdoll.h"
29 #include "rigidbody.h"
30 #include "render.h"
31 #include "gate.h"
32 #include "water.h"
33 #include "world.h"
34 #include "player.h"
35
36 #include "shaders/blit.h"
37 #include "shaders/standard.h"
38 #include "shaders/unlit.h"
39
40 void vg_register(void)
41 {
42 shader_blit_register();
43 shader_standard_register();
44 shader_vblend_register();
45 shader_unlit_register();
46
47 world_register();
48 character_register();
49 water_register();
50 gate_register();
51 }
52
53 static void init_other(void)
54 {
55 render_init();
56 gate_init();
57 world_init();
58 character_init();
59 audio_init();
60 }
61
62 vg_tex2d *texture_list[] =
63 {
64 &tex_norwey,
65 &tex_gradients,
66 &tex_grid,
67 &tex_sky,
68 &tex_cement,
69 &tex_water,
70 &tex_water_surf
71 };
72
73 int main( int argc, char *argv[] )
74 {
75 vg_init( argc, argv, "Voyager Game Engine" );
76 }
77
78 static int playermodel( int argc, char const *argv[] )
79 {
80 if( argc < 1 ) return 0;
81
82 glmesh old_mesh = player.mdl.mesh;
83
84 if( character_load( &player.mdl, argv[0] ) )
85 mesh_free( &old_mesh );
86
87 return 1;
88 }
89
90 void vg_start(void)
91 {
92 vg_convar_push( (struct vg_convar){
93 .name = "freecam",
94 .data = &freecam,
95 .data_type = k_convar_dtype_i32,
96 .opt_i32 = { .min=0, .max=1, .clamp=1 },
97 .persistent = 1
98 });
99
100 vg_convar_push( (struct vg_convar){
101 .name = "grid",
102 .data = &walk_grid_iterations,
103 .data_type = k_convar_dtype_i32,
104 .opt_i32 = { .min=0, .max=1, .clamp=0 },
105 .persistent = 1
106 });
107
108 vg_convar_push( (struct vg_convar){
109 .name = "ledit",
110 .data = &lightedit,
111 .data_type = k_convar_dtype_i32,
112 .opt_i32 = { .min=0, .max=1, .clamp=1 },
113 .persistent = 1
114 });
115
116 vg_convar_push( (struct vg_convar){
117 .name = "walk_speed",
118 .data = &k_walkspeed,
119 .data_type = k_convar_dtype_f32,
120 .opt_f32 = { .clamp = 0 },
121 .persistent = 1
122 });
123
124 vg_convar_push( (struct vg_convar){
125 .name = "debugcam",
126 .data = &sv_debugcam,
127 .data_type = k_convar_dtype_i32,
128 .opt_i32 = { .min=0, .max=1, .clamp=0 },
129 .persistent = 1
130 });
131
132 vg_convar_push( (struct vg_convar){
133 .name = "debugview",
134 .data = &debugview,
135 .data_type = k_convar_dtype_i32,
136 .opt_i32 = { .min=0, .max=1, .clamp=0 },
137 .persistent = 1
138 });
139
140 vg_function_push( (struct vg_cmd){
141 .name = "reset",
142 .function = reset_player
143 });
144
145 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
146
147 init_other();
148
149 character_load( &player.mdl, "ch_mike" );
150 character_init_ragdoll( &player.mdl );
151
152 world_load();
153
154 reset_player( 1, (const char *[]){ "start" } );
155 player_transform_update();
156 }
157
158 void vg_free(void)
159 {
160 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
161 }
162
163 void vg_update(void)
164 {
165 player_update();
166 }
167
168 static void vg_framebuffer_resize( int w, int h )
169 {
170 render_fb_resize();
171 gate_fb_resize();
172 water_fb_resize();
173 }
174
175 void vg_render(void)
176 {
177 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
178 glViewport( 0,0, vg_window_x, vg_window_y );
179
180 glDisable( GL_DEPTH_TEST );
181 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
182 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
183
184 float speed = freecam? 0.0f: v3_length( player.v );
185 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
186 v3_muls( shake, speed*0.01f, shake );
187
188 m4x4f world_4x4;
189 m4x3_expand( player.camera_inverse, world_4x4 );
190
191 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
192 m4x4_projection( vg_pv, gpipeline.fov,
193 (float)vg_window_x / (float)vg_window_y,
194 0.1f, 2100.0f );
195
196 m4x4_mul( vg_pv, world_4x4, vg_pv );
197
198 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
199 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
200 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
201
202 glEnable( GL_DEPTH_TEST );
203
204 /*
205 * Draw world
206 */
207
208 render_world( vg_pv, player.camera );
209 render_water_texture( player.camera );
210
211 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
212 render_water_surface( vg_pv, player.camera );
213
214 vg_tex2d_bind( &tex_water, 1 );
215
216 for( int i=0; i<world.gate_count; i++ )
217 {
218 render_gate( &world.gates[i], player.camera );
219 }
220
221
222 /* Copy the RGB of what we have into the background buffer */
223 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
224 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
225 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
226 0,0, vg_window_x, vg_window_y,
227 GL_COLOR_BUFFER_BIT,
228 GL_LINEAR );
229
230 /* Clear out the colour buffer, but keep depth */
231 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
232 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
233
234 if( !player.is_dead )
235 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
236 else
237 glClear( GL_COLOR_BUFFER_BIT );
238
239 if( !player.is_dead )
240 {
241 m4x4_projection( vg_pv, gpipeline.fov,
242 (float)vg_window_x / (float)vg_window_y,
243 0.01f, 100.0f );
244 m4x4_mul( vg_pv, world_4x4, vg_pv );
245 }
246 draw_player();
247
248 /* Draw back in the background
249 *
250 * TODO: need to disable alpha write in the terrain shader so this works
251 * again.
252 */
253 glEnable(GL_BLEND);
254 glDisable(GL_DEPTH_TEST);
255 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
256 glBlendEquation(GL_FUNC_ADD);
257
258 shader_blit_use();
259 shader_blit_uTexMain( 0 );
260 glActiveTexture(GL_TEXTURE0);
261 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
262
263 render_fsquad();
264 glDisable(GL_BLEND);
265
266 /* Other shite */
267 glDisable( GL_DEPTH_TEST );
268 vg_lines_drawall( (float *)vg_pv );
269 glViewport( 0,0, vg_window_x, vg_window_y );
270 }
271
272 static void run_light_widget( struct light_widget *lw )
273 {
274 struct ui_checkbox c1 = { .data=&lw->enabled };
275
276 ui_checkbox( &ui_global_ctx, &c1 );
277
278 if( lw->enabled )
279 {
280 struct ui_slider_vector
281 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
282 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
283
284 ui_slider_vector( &ui_global_ctx, &colour );
285 ui_global_ctx.cursor[1] += 4;
286 ui_slider_vector( &ui_global_ctx, &dir );
287 }
288 }
289
290 void vg_ui(void)
291 {
292 char buf[20];
293
294 #if 0
295 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
296 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
297
298 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
299 player.a[0], player.a[1], player.a[2] );
300 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
301
302 snprintf( buf, 20, "pos %.2f %.2f %.2f",
303 player.co[0], player.co[1], player.co[2] );
304 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
305
306 if( vg_gamepad_ready )
307 {
308 for( int i=0; i<6; i++ )
309 {
310 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
311 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
312 }
313 }
314 else
315 {
316 gui_text( (ui_px [2]){ 0, 60 },
317 "Gamepad not ready", 1, k_text_align_left );
318 }
319 #endif
320
321 if( lightedit )
322 {
323 ui_global_ctx.cursor[0] = 10;
324 ui_global_ctx.cursor[1] = 10;
325 ui_global_ctx.cursor[2] = 200;
326 ui_global_ctx.cursor[3] = 20;
327
328 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
329 struct ui_slider_vector
330 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
331
332 struct ui_slider
333 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
334 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
335
336 for( int i=0; i<3; i++ )
337 run_light_widget( &gpipeline.widgets[i] );
338
339 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
340 ui_global_ctx.cursor[1] += 16;
341 ui_slider_vector( &ui_global_ctx, &s5 );
342
343 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
344 ui_global_ctx.cursor[1] += 16;
345 ui_slider( &ui_global_ctx, &s8 );
346 ui_slider( &ui_global_ctx, &s9 );
347
348 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
349 ui_global_ctx.cursor[1] += 16;
350 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
351 ui_checkbox( &ui_global_ctx, &c1 );
352
353 render_update_lighting_ub();
354 }
355 }