2 * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
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" };
17 static int debugview
= 0;
18 static int sv_debugcam
= 0;
19 static int lightedit
= 0;
27 #include "character.h"
29 #include "rigidbody.h"
36 #include "shaders/blit.h"
37 #include "shaders/standard.h"
38 #include "shaders/unlit.h"
40 void vg_register(void)
42 shader_blit_register();
43 shader_standard_register();
44 shader_vblend_register();
45 shader_unlit_register();
53 static void init_other(void)
62 vg_tex2d
*texture_list
[] =
73 int main( int argc
, char *argv
[] )
75 vg_init( argc
, argv
, "Voyager Game Engine" );
78 static int playermodel( int argc
, char const *argv
[] )
80 if( argc
< 1 ) return 0;
82 glmesh old_mesh
= player
.mdl
.mesh
;
84 if( character_load( &player
.mdl
, argv
[0] ) )
85 mesh_free( &old_mesh
);
92 vg_convar_push( (struct vg_convar
){
95 .data_type
= k_convar_dtype_i32
,
96 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
100 vg_convar_push( (struct vg_convar
){
102 .data
= &walk_grid_iterations
,
103 .data_type
= k_convar_dtype_i32
,
104 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
108 vg_convar_push( (struct vg_convar
){
111 .data_type
= k_convar_dtype_i32
,
112 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
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 },
124 vg_convar_push( (struct vg_convar
){
126 .data
= &sv_debugcam
,
127 .data_type
= k_convar_dtype_i32
,
128 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
132 vg_convar_push( (struct vg_convar
){
135 .data_type
= k_convar_dtype_i32
,
136 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
140 vg_function_push( (struct vg_cmd
){
142 .function
= reset_player
145 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
149 character_load( &player
.mdl
, "ch_mike" );
150 character_init_ragdoll( &player
.mdl
);
154 reset_player( 1, (const char *[]){ "start" } );
155 player_transform_update();
160 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
168 static void vg_framebuffer_resize( int w
, int h
)
177 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
178 glViewport( 0,0, vg_window_x
, vg_window_y
);
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
);
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
);
189 m4x3_expand( player
.camera_inverse
, world_4x4
);
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
,
196 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
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 );
202 glEnable( GL_DEPTH_TEST
);
208 render_world( vg_pv
, player
.camera
);
209 render_water_texture( player
.camera
);
211 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
212 render_water_surface( vg_pv
, player
.camera
);
214 vg_tex2d_bind( &tex_water
, 1 );
216 for( int i
=0; i
<world
.gate_count
; i
++ )
218 render_gate( &world
.gates
[i
], player
.camera
);
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
,
230 /* Clear out the colour buffer, but keep depth */
231 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
232 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
234 if( !player
.is_dead
)
235 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
237 glClear( GL_COLOR_BUFFER_BIT
);
239 if( !player
.is_dead
)
241 m4x4_projection( vg_pv
, gpipeline
.fov
,
242 (float)vg_window_x
/ (float)vg_window_y
,
244 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
248 /* Draw back in the background
250 * TODO: need to disable alpha write in the terrain shader so this works
254 glDisable(GL_DEPTH_TEST
);
255 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
256 glBlendEquation(GL_FUNC_ADD
);
259 shader_blit_uTexMain( 0 );
260 glActiveTexture(GL_TEXTURE0
);
261 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
267 glDisable( GL_DEPTH_TEST
);
268 vg_lines_drawall( (float *)vg_pv
);
269 glViewport( 0,0, vg_window_x
, vg_window_y
);
272 static void run_light_widget( struct light_widget
*lw
)
274 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
276 ui_checkbox( &ui_global_ctx
, &c1
);
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
};
284 ui_slider_vector( &ui_global_ctx
, &colour
);
285 ui_global_ctx
.cursor
[1] += 4;
286 ui_slider_vector( &ui_global_ctx
, &dir
);
295 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
296 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
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
);
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
);
306 if( vg_gamepad_ready
)
308 for( int i
=0; i
<6; i
++ )
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
);
316 gui_text( (ui_px
[2]){ 0, 60 },
317 "Gamepad not ready", 1, k_text_align_left
);
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;
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
};
333 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
334 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
336 for( int i
=0; i
<3; i
++ )
337 run_light_widget( &gpipeline
.widgets
[i
] );
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
);
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
);
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
);
353 render_update_lighting_ub();