physics revision
[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 static int sv_scene = 1;
21
22 /* Components */
23 #include "road.h"
24 #include "scene.h"
25 #include "ik.h"
26 #include "audio.h"
27 #include "terrain.h"
28 #include "character.h"
29 #include "ragdoll.h"
30 #include "rigidbody.h"
31 #include "render.h"
32 #include "gate.h"
33 #include "water.h"
34 #include "world.h"
35 #include "player.h"
36
37 #include "shaders/blit.h"
38 #include "shaders/standard.h"
39 #include "shaders/unlit.h"
40
41 #ifndef VG_RELEASE
42 #include "physics_test.h"
43 #endif
44
45 void vg_register(void)
46 {
47 shader_blit_register();
48 shader_standard_register();
49 shader_vblend_register();
50 shader_unlit_register();
51
52 world_register();
53 character_register();
54 water_register();
55 gate_register();
56 }
57
58 static void init_other(void)
59 {
60 render_init();
61 gate_init();
62 world_init();
63 character_init();
64 audio_init();
65 }
66
67 vg_tex2d *texture_list[] =
68 {
69 &tex_norwey,
70 &tex_gradients,
71 &tex_grid,
72 &tex_sky,
73 &tex_cement,
74 &tex_water,
75 &tex_water_surf
76 };
77
78 int main( int argc, char *argv[] )
79 {
80 vg_init( argc, argv, "CARBE" );
81 }
82
83 static int playermodel( int argc, char const *argv[] )
84 {
85 if( argc < 1 ) return 0;
86
87 glmesh old_mesh = player.mdl.mesh;
88
89 if( character_load( &player.mdl, argv[0] ) )
90 mesh_free( &old_mesh );
91
92 return 1;
93 }
94
95 void vg_start(void)
96 {
97 vg_convar_push( (struct vg_convar){
98 .name = "scene",
99 .data = &sv_scene,
100 .data_type = k_convar_dtype_i32,
101 .opt_i32 = { .min=0, .max=1, .clamp=1 },
102 .persistent = 1
103 });
104
105 vg_convar_push( (struct vg_convar){
106 .name = "fc",
107 .data = &freecam,
108 .data_type = k_convar_dtype_i32,
109 .opt_i32 = { .min=0, .max=1, .clamp=1 },
110 .persistent = 1
111 });
112
113 vg_convar_push( (struct vg_convar){
114 .name = "grid",
115 .data = &walk_grid_iterations,
116 .data_type = k_convar_dtype_i32,
117 .opt_i32 = { .min=0, .max=1, .clamp=0 },
118 .persistent = 1
119 });
120
121 vg_convar_push( (struct vg_convar){
122 .name = "ledit",
123 .data = &lightedit,
124 .data_type = k_convar_dtype_i32,
125 .opt_i32 = { .min=0, .max=1, .clamp=1 },
126 .persistent = 1
127 });
128
129 vg_convar_push( (struct vg_convar){
130 .name = "walk_speed",
131 .data = &k_walkspeed,
132 .data_type = k_convar_dtype_f32,
133 .opt_f32 = { .clamp = 0 },
134 .persistent = 1
135 });
136
137 vg_convar_push( (struct vg_convar){
138 .name = "dt",
139 .data = &ktimestep,
140 .data_type = k_convar_dtype_f32,
141 .opt_f32 = { .clamp = 0 },
142 .persistent = 0
143 });
144
145 vg_convar_push( (struct vg_convar){
146 .name = "debugcam",
147 .data = &sv_debugcam,
148 .data_type = k_convar_dtype_i32,
149 .opt_i32 = { .min=0, .max=1, .clamp=0 },
150 .persistent = 1
151 });
152
153 vg_convar_push( (struct vg_convar){
154 .name = "debugview",
155 .data = &debugview,
156 .data_type = k_convar_dtype_i32,
157 .opt_i32 = { .min=0, .max=1, .clamp=0 },
158 .persistent = 1
159 });
160
161 vg_function_push( (struct vg_cmd){
162 .name = "reset",
163 .function = reset_player
164 });
165
166 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
167
168 init_other();
169
170 /*
171 * If we're in physics test mode we dont need to load anything else, this
172 * parameter is dev only. TODO: dev only cvars that don't ship with the game
173 * when building in release mode.
174 */
175
176 if( sv_scene == 0 )
177 {
178 character_load( &player.mdl, "ch_default" );
179 character_init_ragdoll( &player.mdl );
180
181 world_load();
182
183 reset_player( 1, (const char *[]){ "start" } );
184 rb_init( &player.rb );
185 }
186 else
187 {
188 physics_test_start();
189 }
190 }
191
192 void vg_free(void)
193 {
194 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
195 }
196
197 void vg_update(void)
198 {
199 if( sv_scene == 0 )
200 {
201 player_update();
202 world_update();
203 //traffic_visualize( world.traffic, world.traffic_count );
204 //
205 /* TEMP */
206 if( glfwGetKey( vg_window, GLFW_KEY_J ))
207 {
208 v3_copy( player.camera_pos, world.mr_ball.co );
209 }
210 }
211 else if( sv_scene == 1 )
212 {
213 physics_test_update();
214 }
215 }
216
217 static void vg_framebuffer_resize( int w, int h )
218 {
219 render_fb_resize();
220 gate_fb_resize();
221 water_fb_resize();
222 }
223
224 static void draw_origin_axis(void)
225 {
226 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
227 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
228 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
229 }
230
231 static void render_main_game(void)
232 {
233 float speed = freecam? 0.0f: v3_length( player.rb.v );
234 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
235 v3_muls( shake, speed*0.01f, shake );
236
237 m4x4f world_4x4;
238 m4x3_expand( player.camera_inverse, world_4x4 );
239
240 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
241 m4x4_projection( vg_pv, gpipeline.fov,
242 (float)vg_window_x / (float)vg_window_y,
243 0.1f, 2100.0f );
244
245 m4x4_mul( vg_pv, world_4x4, vg_pv );
246
247 glEnable( GL_DEPTH_TEST );
248
249 /*
250 * Draw world
251 */
252
253 render_world( vg_pv, player.camera );
254 render_water_texture( player.camera );
255
256 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
257 render_water_surface( vg_pv, player.camera );
258
259 vg_tex2d_bind( &tex_water, 1 );
260
261 for( int i=0; i<world.gate_count; i++ )
262 {
263 render_gate( &world.gates[i], player.camera );
264 }
265
266
267 /* Copy the RGB of what we have into the background buffer */
268 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
269 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
270 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
271 0,0, vg_window_x, vg_window_y,
272 GL_COLOR_BUFFER_BIT,
273 GL_LINEAR );
274
275 /* Clear out the colour buffer, but keep depth */
276 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
277 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
278
279 if( !player.is_dead )
280 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
281 else
282 glClear( GL_COLOR_BUFFER_BIT );
283
284 if( !player.is_dead )
285 {
286 m4x4_projection( vg_pv, gpipeline.fov,
287 (float)vg_window_x / (float)vg_window_y,
288 0.01f, 100.0f );
289 m4x4_mul( vg_pv, world_4x4, vg_pv );
290 }
291 draw_player();
292
293 /* Draw back in the background
294 *
295 * TODO: need to disable alpha write in the terrain shader so this works
296 * again.
297 */
298 glEnable(GL_BLEND);
299 glDisable(GL_DEPTH_TEST);
300 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
301 glBlendEquation(GL_FUNC_ADD);
302
303 shader_blit_use();
304 shader_blit_uTexMain( 0 );
305 glActiveTexture(GL_TEXTURE0);
306 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
307
308 render_fsquad();
309 glDisable(GL_BLEND);
310
311 /* Other shite */
312 glDisable( GL_DEPTH_TEST );
313 vg_lines_drawall( (float *)vg_pv );
314 glViewport( 0,0, vg_window_x, vg_window_y );
315 }
316
317 void vg_render(void)
318 {
319 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
320 glViewport( 0,0, vg_window_x, vg_window_y );
321
322 glDisable( GL_DEPTH_TEST );
323 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
324 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
325
326 draw_origin_axis();
327
328 if( sv_scene == 0 )
329 {
330 render_main_game();
331 }
332 else if( sv_scene == 1 )
333 {
334 physics_test_render();
335 }
336 }
337
338 static void run_light_widget( struct light_widget *lw )
339 {
340 struct ui_checkbox c1 = { .data=&lw->enabled };
341
342 ui_checkbox( &ui_global_ctx, &c1 );
343
344 if( lw->enabled )
345 {
346 struct ui_slider_vector
347 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
348 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
349
350 ui_slider_vector( &ui_global_ctx, &colour );
351 ui_global_ctx.cursor[1] += 4;
352 ui_slider_vector( &ui_global_ctx, &dir );
353 }
354 }
355
356 void vg_ui(void)
357 {
358 char buf[20];
359
360 #if 0
361 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
362 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
363
364 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
365 player.a[0], player.a[1], player.a[2] );
366 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
367
368 snprintf( buf, 20, "pos %.2f %.2f %.2f",
369 player.co[0], player.co[1], player.co[2] );
370 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
371
372 if( vg_gamepad_ready )
373 {
374 for( int i=0; i<6; i++ )
375 {
376 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
377 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
378 }
379 }
380 else
381 {
382 gui_text( (ui_px [2]){ 0, 60 },
383 "Gamepad not ready", 1, k_text_align_left );
384 }
385 #endif
386
387 if( lightedit )
388 {
389 ui_global_ctx.cursor[0] = 10;
390 ui_global_ctx.cursor[1] = 10;
391 ui_global_ctx.cursor[2] = 200;
392 ui_global_ctx.cursor[3] = 20;
393
394 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
395 struct ui_slider_vector
396 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
397
398 struct ui_slider
399 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
400 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
401
402 for( int i=0; i<3; i++ )
403 run_light_widget( &gpipeline.widgets[i] );
404
405 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
406 ui_global_ctx.cursor[1] += 16;
407 ui_slider_vector( &ui_global_ctx, &s5 );
408
409 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
410 ui_global_ctx.cursor[1] += 16;
411 ui_slider( &ui_global_ctx, &s8 );
412 ui_slider( &ui_global_ctx, &s9 );
413
414 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
415 ui_global_ctx.cursor[1] += 16;
416 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
417 ui_checkbox( &ui_global_ctx, &c1 );
418
419 render_update_lighting_ub();
420 }
421 }