update model format
[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 = 0;
21
22 /* Components */
23 //#define SR_NETWORKED
24
25 /* uncomment this to run the game without any graphics being drawn */
26 //#define SR_NETWORK_TEST
27
28 #include "steam.h"
29 #include "network.h"
30
31 #include "road.h"
32 #include "scene.h"
33 #include "ik.h"
34 #include "audio.h"
35 #include "terrain.h"
36 #include "character.h"
37 #include "ragdoll.h"
38 #include "rigidbody.h"
39 #include "render.h"
40 #include "gate.h"
41 #include "water.h"
42 #include "world.h"
43 #include "player.h"
44
45 #include "shaders/blit.h"
46 #include "shaders/standard.h"
47 #include "shaders/unlit.h"
48
49 #include "physics_test.h"
50
51 void vg_register(void)
52 {
53 shader_blit_register();
54 shader_standard_register();
55 shader_vblend_register();
56 shader_unlit_register();
57
58 world_register();
59 character_register();
60 water_register();
61 gate_register();
62 }
63
64 static void init_other(void)
65 {
66 player_init();
67 render_init();
68 gate_init();
69 world_init();
70 character_init();
71 audio_init();
72 }
73
74 vg_tex2d *texture_list[] =
75 {
76 &tex_norwey,
77 &tex_gradients,
78 &tex_grid,
79 &tex_sky,
80 &tex_cement,
81 &tex_water,
82 &tex_water_surf
83 };
84
85 int main( int argc, char *argv[] )
86 {
87 vg_init( argc, argv, "Voyager Game Engine" );
88 }
89
90 static int playermodel( int argc, char const *argv[] )
91 {
92 if( argc < 1 ) return 0;
93
94 glmesh old_mesh = player.mdl.mesh;
95
96 if( character_load( &player.mdl, argv[0] ) )
97 mesh_free( &old_mesh );
98
99 return 1;
100 }
101
102 void vg_start(void)
103 {
104 steam_init();
105
106 vg_convar_push( (struct vg_convar){
107 .name = "fc",
108 .data = &freecam,
109 .data_type = k_convar_dtype_i32,
110 .opt_i32 = { .min=0, .max=1, .clamp=1 },
111 .persistent = 1
112 });
113
114 vg_convar_push( (struct vg_convar){
115 .name = "grid",
116 .data = &walk_grid_iterations,
117 .data_type = k_convar_dtype_i32,
118 .opt_i32 = { .min=0, .max=1, .clamp=0 },
119 .persistent = 1
120 });
121
122 vg_convar_push( (struct vg_convar){
123 .name = "fcs",
124 .data = &fc_speed,
125 .data_type = k_convar_dtype_f32,
126 .opt_f32 = { .clamp = 0 },
127 .persistent = 1
128 });
129
130 vg_convar_push( (struct vg_convar){
131 .name = "ledit",
132 .data = &lightedit,
133 .data_type = k_convar_dtype_i32,
134 .opt_i32 = { .min=0, .max=1, .clamp=1 },
135 .persistent = 1
136 });
137
138 vg_convar_push( (struct vg_convar){
139 .name = "walk_speed",
140 .data = &k_walkspeed,
141 .data_type = k_convar_dtype_f32,
142 .opt_f32 = { .clamp = 0 },
143 .persistent = 1
144 });
145
146 vg_convar_push( (struct vg_convar){
147 .name = "dt",
148 .data = &ktimestep,
149 .data_type = k_convar_dtype_f32,
150 .opt_f32 = { .clamp = 0 },
151 .persistent = 0
152 });
153
154 vg_convar_push( (struct vg_convar){
155 .name = "debugcam",
156 .data = &sv_debugcam,
157 .data_type = k_convar_dtype_i32,
158 .opt_i32 = { .min=0, .max=1, .clamp=0 },
159 .persistent = 1
160 });
161
162 vg_convar_push( (struct vg_convar){
163 .name = "debugview",
164 .data = &debugview,
165 .data_type = k_convar_dtype_i32,
166 .opt_i32 = { .min=0, .max=1, .clamp=0 },
167 .persistent = 1
168 });
169
170 vg_function_push( (struct vg_cmd){
171 .name = "reset",
172 .function = reset_player
173 });
174
175 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
176
177 init_other();
178
179 /*
180 * If we're in physics test mode we dont need to load anything else, this
181 * parameter is dev only. TODO: dev only cvars that don't ship with the game
182 * when building in release mode.
183 */
184
185 if( sv_scene == 0 )
186 {
187 character_load( &player.mdl, "ch_default" );
188 character_init_ragdoll( &player.mdl );
189
190 world_load();
191
192 reset_player( 1, (const char *[]){ "start" } );
193 rb_init( &player.rb );
194
195 network_init();
196 }
197 else
198 {
199 physics_test_start();
200 }
201
202 }
203
204 void vg_free(void)
205 {
206 network_end();
207 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
208 /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
209 steam_end();
210 }
211
212 void vg_update(void)
213 {
214 steam_update();
215
216 if( sv_scene == 0 )
217 {
218 network_update();
219 player_update();
220 world_update();
221 //traffic_visualize( world.traffic, world.traffic_count );
222 //
223 /* TEMP */
224 if( glfwGetKey( vg_window, GLFW_KEY_J ))
225 {
226 v3_copy( player.camera_pos, world.mr_ball.co );
227 }
228 }
229 else if( sv_scene == 1 )
230 {
231 physics_test_update();
232 }
233 }
234
235 static void vg_framebuffer_resize( int w, int h )
236 {
237 render_fb_resize();
238 gate_fb_resize();
239 water_fb_resize();
240 }
241
242 static void draw_origin_axis(void)
243 {
244 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
245 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
246 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
247 }
248
249 static void render_main_game(void)
250 {
251 float speed = freecam? 0.0f: v3_length( player.rb.v );
252 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
253 v3_muls( shake, speed*0.01f, shake );
254
255 m4x4f world_4x4;
256 m4x3_expand( player.camera_inverse, world_4x4 );
257
258 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
259 m4x4_projection( vg_pv, gpipeline.fov,
260 (float)vg_window_x / (float)vg_window_y,
261 0.02f, 2100.0f );
262
263 m4x4_mul( vg_pv, world_4x4, vg_pv );
264
265 glEnable( GL_DEPTH_TEST );
266
267 /*
268 * Draw world
269 */
270
271 render_world( vg_pv, player.camera );
272 render_water_texture( player.camera );
273
274 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
275 render_water_surface( vg_pv, player.camera );
276
277 vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
278 render_world_gates( vg_pv, player.camera );
279
280 /* Copy the RGB of what we have into the background buffer */
281 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
282 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
283 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
284 0,0, vg_window_x, vg_window_y,
285 GL_COLOR_BUFFER_BIT,
286 GL_LINEAR );
287
288 /* Clear out the colour buffer, but keep depth */
289 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
290 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
291
292 if( !player.is_dead )
293 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
294 else
295 glClear( GL_COLOR_BUFFER_BIT );
296
297 if( !player.is_dead )
298 {
299 m4x4_projection( vg_pv, gpipeline.fov,
300 (float)vg_window_x / (float)vg_window_y,
301 0.01f, 600.0f );
302 m4x4_mul( vg_pv, world_4x4, vg_pv );
303 }
304 draw_player();
305
306 /* Draw back in the background
307 *
308 * TODO: need to disable alpha write in the terrain shader so this works
309 * again.
310 */
311 glEnable(GL_BLEND);
312 glDisable(GL_DEPTH_TEST);
313 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
314 glBlendEquation(GL_FUNC_ADD);
315
316 shader_blit_use();
317 shader_blit_uTexMain( 0 );
318 glActiveTexture(GL_TEXTURE0);
319 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
320
321 render_fsquad();
322 glDisable(GL_BLEND);
323
324 /* Other shite */
325 glDisable( GL_DEPTH_TEST );
326 vg_lines_drawall( (float *)vg_pv );
327 glViewport( 0,0, vg_window_x, vg_window_y );
328 }
329
330 void vg_render(void)
331 {
332 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
333 glViewport( 0,0, vg_window_x, vg_window_y );
334
335 glDisable( GL_DEPTH_TEST );
336 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
337 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
338
339 #ifndef SR_NETWORK_TEST
340 draw_origin_axis();
341
342 if( sv_scene == 0 )
343 {
344 render_main_game();
345 }
346 else if( sv_scene == 1 )
347 {
348 physics_test_render();
349 }
350 #endif
351 }
352
353 static void run_light_widget( struct light_widget *lw )
354 {
355 struct ui_checkbox c1 = { .data=&lw->enabled };
356
357 ui_checkbox( &ui_global_ctx, &c1 );
358
359 if( lw->enabled )
360 {
361 struct ui_slider_vector
362 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
363 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
364
365 ui_slider_vector( &ui_global_ctx, &colour );
366 ui_global_ctx.cursor[1] += 4;
367 ui_slider_vector( &ui_global_ctx, &dir );
368 }
369 }
370
371 static void run_debug_info(void)
372 {
373 char buf[40];
374
375 snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
376 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
377
378 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
379 player.a[0], player.a[1], player.a[2] );
380 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
381
382 snprintf( buf, 40, "pos %.2f %.2f %.2f",
383 player.rb.co[0], player.rb.co[1], player.rb.co[2] );
384 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
385
386 if( vg_gamepad_ready )
387 {
388 for( int i=0; i<6; i++ )
389 {
390 snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
391 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
392 }
393 }
394 else
395 {
396 gui_text( (ui_px [2]){ 0, 60 },
397 "Gamepad not ready", 1, k_text_align_left );
398 }
399 }
400
401 void vg_ui(void)
402 {
403 if( lightedit )
404 {
405 ui_global_ctx.cursor[0] = 10;
406 ui_global_ctx.cursor[1] = 10;
407 ui_global_ctx.cursor[2] = 200;
408 ui_global_ctx.cursor[3] = 20;
409
410 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
411 struct ui_slider_vector
412 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
413
414 struct ui_slider
415 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
416 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
417
418 for( int i=0; i<3; i++ )
419 run_light_widget( &gpipeline.widgets[i] );
420
421 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
422 ui_global_ctx.cursor[1] += 16;
423 ui_slider_vector( &ui_global_ctx, &s5 );
424
425 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
426 ui_global_ctx.cursor[1] += 16;
427 ui_slider( &ui_global_ctx, &s8 );
428 ui_slider( &ui_global_ctx, &s9 );
429
430 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
431 ui_global_ctx.cursor[1] += 16;
432 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
433 ui_checkbox( &ui_global_ctx, &c1 );
434
435 render_update_lighting_ub();
436 }
437
438 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
439 render_world_routes_ui();
440 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
441
442 #if 0
443 static double last_b_press = 0.0;
444
445 double localtime = vg_time - last_b_press;
446
447 world_routes_ui_updatetime( 0, localtime );
448 world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
449
450 if( glfwGetKey(vg_window,GLFW_KEY_B) )
451 world_routes_ui_notch( 0, localtime );
452
453 if( vg_time-last_b_press > 1.0 )
454 if( glfwGetKey(vg_window,GLFW_KEY_N) )
455 {
456 last_b_press = vg_time;
457 world_routes_ui_newseg( 0 );
458 }
459
460 static double last_m_press;
461 if( vg_time-last_m_press > 1.0 )
462 if( glfwGetKey( vg_window, GLFW_KEY_M) )
463 {
464 last_m_press = vg_time;
465
466 vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
467 for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
468 world_routes_ui_popfirst(0);
469
470 vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
471 }
472 #endif
473 }