8b2f5615193d5eb146719b4993bddc2c5ca16237
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;
20 static int sv_scene
= 1;
28 #include "character.h"
30 #include "rigidbody.h"
37 #include "shaders/blit.h"
38 #include "shaders/standard.h"
39 #include "shaders/unlit.h"
42 #include "physics_test.h"
45 void vg_register(void)
47 shader_blit_register();
48 shader_standard_register();
49 shader_vblend_register();
50 shader_unlit_register();
58 static void init_other(void)
67 vg_tex2d
*texture_list
[] =
78 int main( int argc
, char *argv
[] )
80 vg_init( argc
, argv
, "CARBE" );
83 static int playermodel( int argc
, char const *argv
[] )
85 if( argc
< 1 ) return 0;
87 glmesh old_mesh
= player
.mdl
.mesh
;
89 if( character_load( &player
.mdl
, argv
[0] ) )
90 mesh_free( &old_mesh
);
97 vg_convar_push( (struct vg_convar
){
100 .data_type
= k_convar_dtype_i32
,
101 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
105 vg_convar_push( (struct vg_convar
){
108 .data_type
= k_convar_dtype_i32
,
109 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
113 vg_convar_push( (struct vg_convar
){
115 .data
= &walk_grid_iterations
,
116 .data_type
= k_convar_dtype_i32
,
117 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
121 vg_convar_push( (struct vg_convar
){
124 .data_type
= k_convar_dtype_i32
,
125 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
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 },
137 vg_convar_push( (struct vg_convar
){
140 .data_type
= k_convar_dtype_f32
,
141 .opt_f32
= { .clamp
= 0 },
145 vg_convar_push( (struct vg_convar
){
147 .data
= &sv_debugcam
,
148 .data_type
= k_convar_dtype_i32
,
149 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
153 vg_convar_push( (struct vg_convar
){
156 .data_type
= k_convar_dtype_i32
,
157 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
161 vg_function_push( (struct vg_cmd
){
163 .function
= reset_player
166 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
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.
178 character_load( &player
.mdl
, "ch_default" );
179 character_init_ragdoll( &player
.mdl
);
183 reset_player( 1, (const char *[]){ "start" } );
184 rb_init( &player
.rb
);
188 physics_test_start();
194 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
203 //traffic_visualize( world.traffic, world.traffic_count );
206 if( glfwGetKey( vg_window
, GLFW_KEY_J
))
208 v3_copy( player
.camera_pos
, world
.mr_ball
.co
);
211 else if( sv_scene
== 1 )
213 physics_test_update();
217 static void vg_framebuffer_resize( int w
, int h
)
224 static void draw_origin_axis(void)
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 );
231 static void render_main_game(void)
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
);
238 m4x3_expand( player
.camera_inverse
, world_4x4
);
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
,
245 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
247 glEnable( GL_DEPTH_TEST
);
253 render_world( vg_pv
, player
.camera
);
254 render_water_texture( player
.camera
);
256 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
257 render_water_surface( vg_pv
, player
.camera
);
259 vg_tex2d_bind( &tex_water
, 1 );
261 for( int i
=0; i
<world
.gate_count
; i
++ )
263 render_gate( &world
.gates
[i
], player
.camera
);
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
,
275 /* Clear out the colour buffer, but keep depth */
276 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
277 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
279 if( !player
.is_dead
)
280 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
282 glClear( GL_COLOR_BUFFER_BIT
);
284 if( !player
.is_dead
)
286 m4x4_projection( vg_pv
, gpipeline
.fov
,
287 (float)vg_window_x
/ (float)vg_window_y
,
289 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
293 /* Draw back in the background
295 * TODO: need to disable alpha write in the terrain shader so this works
299 glDisable(GL_DEPTH_TEST
);
300 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
301 glBlendEquation(GL_FUNC_ADD
);
304 shader_blit_uTexMain( 0 );
305 glActiveTexture(GL_TEXTURE0
);
306 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
312 glDisable( GL_DEPTH_TEST
);
313 vg_lines_drawall( (float *)vg_pv
);
314 glViewport( 0,0, vg_window_x
, vg_window_y
);
319 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
320 glViewport( 0,0, vg_window_x
, vg_window_y
);
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
);
332 else if( sv_scene
== 1 )
334 physics_test_render();
338 static void run_light_widget( struct light_widget
*lw
)
340 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
342 ui_checkbox( &ui_global_ctx
, &c1
);
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
};
350 ui_slider_vector( &ui_global_ctx
, &colour
);
351 ui_global_ctx
.cursor
[1] += 4;
352 ui_slider_vector( &ui_global_ctx
, &dir
);
361 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
362 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
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
);
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
);
372 if( vg_gamepad_ready
)
374 for( int i
=0; i
<6; i
++ )
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
);
382 gui_text( (ui_px
[2]){ 0, 60 },
383 "Gamepad not ready", 1, k_text_align_left
);
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;
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
};
399 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
400 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
402 for( int i
=0; i
<3; i
++ )
403 run_light_widget( &gpipeline
.widgets
[i
] );
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
);
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
);
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
);
419 render_update_lighting_ub();