well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 *
13 * register: shader register & init scheduling
14 * init: initialization
15 * update: logic
16 * render: graphics
17 * free: resource free
18 *
19 */
20
21 #define VG_3D
22 #define VG_STATIC static
23
24 //#define VG_MINIMAL_TEST
25 #ifndef VG_MINIMAL_TEST
26
27 #define SR_NETWORKED
28
29 #include "common.h"
30 #include "steam.h"
31 #include "render.h"
32 #include "audio.h"
33 #include "world.h"
34 #include "player.h"
35 #include "network.h"
36 #include "menu.h"
37
38 static int cl_ui = 1;
39
40 int main( int argc, char *argv[] )
41 {
42 vg_prealloc_quota( 128*1024*1024 );
43 vg_enter( argc, argv, "Voyager Game Engine" );
44 }
45
46 VG_STATIC void highscores_save_at_exit(void*_)
47 {
48 highscores_serialize_all();
49 }
50
51 VG_STATIC void vg_preload(void)
52 {
53 vg_convar_push( (struct vg_convar){
54 .name = "cl_ui",
55 .data = &cl_ui,
56 .data_type = k_convar_dtype_i32,
57 .opt_i32 = { .min=0, .max=1, .clamp=1 },
58 .persistent = 1
59 });
60
61 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
62 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
63 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
64 vg_info(" | \\ / | | / | | \\ | / | \n" );
65 vg_info(" | \\/ | | / | | \\ | / | \n" );
66 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
67 "SOFTWARE\n" );
68
69 highscores_init( 2000, 50 );
70 if( !highscores_read() )
71 highscores_create_db();
72
73 vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
74
75 vg_sleep_ms(200);
76
77 steam_init();
78 vg_loader_highwater( NULL, steam_end, NULL );
79 vg_loader_highwater( network_init, network_end, NULL );
80 }
81
82 VG_STATIC void vg_load(void)
83 {
84 vg_loader_highwater( render_init, NULL, NULL );
85 vg_loader_highwater( menu_init, NULL, NULL );
86 vg_loader_highwater( world_init, NULL, NULL );
87 vg_loader_highwater( player_init, NULL, NULL );
88
89 vg_bake_shaders();
90 vg_loader_highwater( audio_init, audio_free, NULL );
91
92 /* 'systems' are completely loaded now */
93 world_load( "models/mp_dev.mdl" );
94 vg_console_load_autos();
95 }
96
97 VG_STATIC void vg_start(void)
98 {
99 reset_player( 1, (const char *[]){ "start" } );
100 }
101
102 VG_STATIC void draw_origin_axis(void)
103 {
104 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
105 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
106 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
107 }
108
109 VG_STATIC void vg_update( int loaded )
110 {
111 steam_update();
112
113 if( loaded )
114 {
115 draw_origin_axis();
116 network_update();
117
118 player_update_pre();
119 world_update( player.phys.rb.co );
120 }
121 }
122
123 VG_STATIC void vg_update_fixed( int loaded )
124 {
125 if( loaded )
126 {
127 player_update_fixed();
128 }
129 }
130
131 VG_STATIC void vg_update_post( int loaded )
132 {
133 if( loaded )
134 {
135 player_update_post();
136 menu_update();
137 }
138 }
139
140 VG_STATIC void vg_framebuffer_resize( int w, int h )
141 {
142 render_fb_resize();
143 water_fb_resize();
144 }
145
146 VG_STATIC void render_main_game(void)
147 {
148 m4x4f world_4x4;
149 m4x3_expand( camera_mtx_inverse, world_4x4 );
150
151 static float fov = 97.0f;
152
153 float fov_target = 108.0f;
154 if( player.phys.on_board )
155 fov_target = 125.0f;
156
157 if( cl_menu )
158 fov_target = menu_fov_target;
159
160 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
161
162 gpipeline.fov = freecam? 60.0f: fov; /* 120 */
163 m4x4_projection( vg.pv, gpipeline.fov,
164 (float)vg.window_x / (float)vg.window_y,
165 0.1f, 2100.0f );
166
167 m4x4_mul( vg.pv, world_4x4, vg.pv );
168 glEnable( GL_DEPTH_TEST );
169
170 /*
171 * Draw world
172 */
173
174 int draw_solid = player.is_dead | freecam;
175
176 render_world( vg.pv, camera_mtx );
177 if( draw_solid )
178 draw_player( camera_mtx );
179
180 render_water_texture( camera_mtx );
181
182 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
183 render_water_surface( vg.pv, camera_mtx );
184 render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
185
186 if( cl_menu )
187 {
188 glClear( GL_DEPTH_BUFFER_BIT );
189 menu_render( vg.pv );
190 }
191
192 /* Copy the RGB of what we have into the background buffer */
193 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
194 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
195 glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
196 0,0, vg.window_x, vg.window_y,
197 GL_COLOR_BUFFER_BIT,
198 GL_LINEAR );
199
200 /* Clear out the colour buffer, but keep depth */
201 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
202 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
203
204 if( !player.is_dead )
205 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
206 else
207 glClear( GL_COLOR_BUFFER_BIT );
208
209 if( !draw_solid )
210 {
211 m4x4_projection( vg.pv, gpipeline.fov,
212 (float)vg.window_x / (float)vg.window_y,
213 0.05f, 60.0f );
214 m4x4_mul( vg.pv, world_4x4, vg.pv );
215 draw_player( camera_mtx );
216 }
217
218 /* Draw back in the background
219 *
220 * TODO: need to disable alpha write in the terrain shader so this works
221 * again.
222 */
223 glEnable(GL_BLEND);
224 glDisable(GL_DEPTH_TEST);
225 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
226 glBlendEquation(GL_FUNC_ADD);
227
228 shader_blit_use();
229 shader_blit_uTexMain( 0 );
230 glActiveTexture(GL_TEXTURE0);
231 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
232
233 render_fsquad();
234 }
235
236 VG_STATIC void vg_render(void)
237 {
238 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
239 glViewport( 0,0, vg.window_x, vg.window_y );
240 glDisable( GL_DEPTH_TEST );
241
242 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
243 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
244
245 render_main_game();
246
247
248 /* Other shite */
249 glDisable(GL_BLEND);
250 glDisable( GL_DEPTH_TEST );
251 vg_lines_drawall( (float *)vg.pv );
252 glViewport( 0,0, vg.window_x, vg.window_y );
253 }
254
255 VG_STATIC void vg_ui(void)
256 {
257 #if 0
258 if( cl_menu )
259 {
260 ui_rect menu =
261 {
262 vg.window_x / 2 - 150,
263 vg.window_y / 2 - 50,
264 300,
265 130
266 };
267
268 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
269
270 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
271 steam_username_at_startup,
272 1, k_text_align_center );
273 menu[1] += 24;
274 menu[3] -= 30;
275
276 ui_rect_pad( menu, 8 );
277 ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
278 ui_rect_pad( menu, 2 );
279 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
280
281 menu[1] += 32;
282 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
283 "Exit", 2, k_text_align_center );
284
285 if( vg_get_button_down( "jump" ) )
286 {
287 glfwSetWindowShouldClose( vg.window, 1 );
288 }
289 }
290
291 if( lightedit )
292 {
293 ui_global_ctx.cursor[0] = 10;
294 ui_global_ctx.cursor[1] = 10;
295 ui_global_ctx.cursor[2] = 200;
296 ui_global_ctx.cursor[3] = 20;
297
298 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
299 struct ui_slider_vector
300 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
301
302 struct ui_slider
303 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
304 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
305
306 for( int i=0; i<3; i++ )
307 run_light_widget( &gpipeline.widgets[i] );
308
309 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
310 ui_global_ctx.cursor[1] += 16;
311 ui_slider_vector( &ui_global_ctx, &s5 );
312
313 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
314 ui_global_ctx.cursor[1] += 16;
315 ui_slider( &ui_global_ctx, &s8 );
316 ui_slider( &ui_global_ctx, &s9 );
317
318 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
319 ui_global_ctx.cursor[1] += 16;
320 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
321 ui_checkbox( &ui_global_ctx, &c1 );
322
323 render_update_lighting_ub();
324 }
325 #endif
326
327 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
328 if( cl_ui )
329 {
330 render_world_routes_ui();
331 }
332 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
333
334 audio_debug_soundscapes();
335 }
336
337 #if 0
338 VG_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 #endif
356
357 VG_STATIC void run_debug_info(void)
358 {
359 char buf[40];
360
361 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
362 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
363
364 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
365 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
366 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
367
368 snprintf( buf, 40, "pos %.2f %.2f %.2f",
369 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
370 ui_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, 40, "%.2f", vg.gamepad.axes[i] );
377 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
378 }
379 }
380 else
381 {
382 ui_text( (ui_px [2]){ 0, 60 },
383 "Gamepad not ready", 1, k_text_align_left );
384 }
385 }
386
387 #else
388
389 #define VG_TIMESTEP_FIXED (1.0/60.0)
390 #define VG_3D
391 #define VG_FRAMEBUFFER_RESIZE 1
392 #include "vg/vg.h"
393
394 int main( int argc, char *argv[] )
395 {
396 vg_prealloc_quota( 512*1024*1024 );
397 vg_enter( argc, argv, "Voyager Game Engine" );
398 }
399
400 VG_STATIC void vg_preload(void)
401 {
402 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
403 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
404 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
405 vg_info(" | \\ / | | / | | \\ | / | \n" );
406 vg_info(" | \\/ | | / | | \\ | / | \n" );
407 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
408 "SOFTWARE\n" );
409 }
410
411 VG_STATIC void vg_load(void)
412 {
413 vg_bake_shaders();
414 vg_console_load_autos();
415 }
416
417 VG_STATIC void vg_start(void)
418 {
419 }
420
421 VG_STATIC void vg_update( int loaded )
422 {
423 }
424
425 VG_STATIC void vg_update_fixed( int loaded )
426 {
427 }
428
429 VG_STATIC void vg_update_post( int loaded )
430 {
431 }
432
433 VG_STATIC void vg_framebuffer_resize( int w, int h )
434 {
435 }
436
437 VG_STATIC void vg_render(void)
438 {
439 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
440 glViewport( 0,0, vg.window_x, vg.window_y );
441 glDisable( GL_DEPTH_TEST );
442
443 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
444 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
445
446 /* Other shite */
447 glDisable(GL_BLEND);
448 glDisable( GL_DEPTH_TEST );
449 vg_lines_drawall( (float *)vg.pv );
450 glViewport( 0,0, vg.window_x, vg.window_y );
451 }
452
453 VG_STATIC void vg_ui(void)
454 {
455 }
456
457 #endif