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
= 0;
28 #include "character.h"
30 #include "rigidbody.h"
37 #include "shaders/blit.h"
38 #include "shaders/standard.h"
39 #include "shaders/unlit.h"
41 #include "physics_test.h"
43 void vg_register(void)
45 shader_blit_register();
46 shader_standard_register();
47 shader_vblend_register();
48 shader_unlit_register();
56 static void init_other(void)
66 vg_tex2d
*texture_list
[] =
77 int main( int argc
, char *argv
[] )
79 vg_init( argc
, argv
, "Voyager Game Engine" );
82 static int playermodel( int argc
, char const *argv
[] )
84 if( argc
< 1 ) return 0;
86 glmesh old_mesh
= player
.mdl
.mesh
;
88 if( character_load( &player
.mdl
, argv
[0] ) )
89 mesh_free( &old_mesh
);
96 vg_convar_push( (struct vg_convar
){
99 .data_type
= k_convar_dtype_i32
,
100 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
104 vg_convar_push( (struct vg_convar
){
106 .data
= &walk_grid_iterations
,
107 .data_type
= k_convar_dtype_i32
,
108 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
112 vg_convar_push( (struct vg_convar
){
115 .data_type
= k_convar_dtype_i32
,
116 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
120 vg_convar_push( (struct vg_convar
){
121 .name
= "walk_speed",
122 .data
= &k_walkspeed
,
123 .data_type
= k_convar_dtype_f32
,
124 .opt_f32
= { .clamp
= 0 },
128 vg_convar_push( (struct vg_convar
){
131 .data_type
= k_convar_dtype_f32
,
132 .opt_f32
= { .clamp
= 0 },
136 vg_convar_push( (struct vg_convar
){
138 .data
= &sv_debugcam
,
139 .data_type
= k_convar_dtype_i32
,
140 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
144 vg_convar_push( (struct vg_convar
){
147 .data_type
= k_convar_dtype_i32
,
148 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
152 vg_function_push( (struct vg_cmd
){
154 .function
= reset_player
157 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
162 * If we're in physics test mode we dont need to load anything else, this
163 * parameter is dev only. TODO: dev only cvars that don't ship with the game
164 * when building in release mode.
169 character_load( &player
.mdl
, "ch_outlaw" );
170 character_init_ragdoll( &player
.mdl
);
174 reset_player( 1, (const char *[]){ "start" } );
175 rb_init( &player
.rb
);
179 physics_test_start();
185 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
194 //traffic_visualize( world.traffic, world.traffic_count );
197 if( glfwGetKey( vg_window
, GLFW_KEY_J
))
199 v3_copy( player
.camera_pos
, world
.mr_ball
.co
);
202 else if( sv_scene
== 1 )
204 physics_test_update();
208 static void vg_framebuffer_resize( int w
, int h
)
215 static void draw_origin_axis(void)
217 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
218 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
219 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
222 static void render_main_game(void)
224 float speed
= freecam
? 0.0f
: v3_length( player
.rb
.v
);
225 v3f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
, vg_randf()-0.5f
};
226 v3_muls( shake
, speed
*0.01f
, shake
);
229 m4x3_expand( player
.camera_inverse
, world_4x4
);
231 gpipeline
.fov
= freecam
? 60.0f
: 135.0f
; /* 120 */
232 m4x4_projection( vg_pv
, gpipeline
.fov
,
233 (float)vg_window_x
/ (float)vg_window_y
,
236 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
238 glEnable( GL_DEPTH_TEST
);
244 render_world( vg_pv
, player
.camera
);
245 render_water_texture( player
.camera
);
247 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
248 render_water_surface( vg_pv
, player
.camera
);
250 vg_tex2d_bind( &tex_water
, 1 ); /*TODO: ?*/
251 render_world_gates( vg_pv
, player
.camera
);
253 /* Copy the RGB of what we have into the background buffer */
254 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
255 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
256 glBlitFramebuffer( 0,0, vg_window_x
, vg_window_y
,
257 0,0, vg_window_x
, vg_window_y
,
261 /* Clear out the colour buffer, but keep depth */
262 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
263 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
265 if( !player
.is_dead
)
266 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
268 glClear( GL_COLOR_BUFFER_BIT
);
270 if( !player
.is_dead
)
272 m4x4_projection( vg_pv
, gpipeline
.fov
,
273 (float)vg_window_x
/ (float)vg_window_y
,
275 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
279 /* Draw back in the background
281 * TODO: need to disable alpha write in the terrain shader so this works
285 glDisable(GL_DEPTH_TEST
);
286 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
287 glBlendEquation(GL_FUNC_ADD
);
290 shader_blit_uTexMain( 0 );
291 glActiveTexture(GL_TEXTURE0
);
292 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
298 glDisable( GL_DEPTH_TEST
);
299 vg_lines_drawall( (float *)vg_pv
);
300 glViewport( 0,0, vg_window_x
, vg_window_y
);
305 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
306 glViewport( 0,0, vg_window_x
, vg_window_y
);
308 glDisable( GL_DEPTH_TEST
);
309 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
310 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
318 else if( sv_scene
== 1 )
320 physics_test_render();
324 static void run_light_widget( struct light_widget
*lw
)
326 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
328 ui_checkbox( &ui_global_ctx
, &c1
);
332 struct ui_slider_vector
333 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
334 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
336 ui_slider_vector( &ui_global_ctx
, &colour
);
337 ui_global_ctx
.cursor
[1] += 4;
338 ui_slider_vector( &ui_global_ctx
, &dir
);
347 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
348 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
350 snprintf( buf
, 20, "%.2f %.2f %.2f m/s",
351 player
.a
[0], player
.a
[1], player
.a
[2] );
352 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
354 snprintf( buf
, 20, "pos %.2f %.2f %.2f",
355 player
.co
[0], player
.co
[1], player
.co
[2] );
356 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
358 if( vg_gamepad_ready
)
360 for( int i
=0; i
<6; i
++ )
362 snprintf( buf
, 20, "%.2f", vg_gamepad
.axes
[i
] );
363 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
368 gui_text( (ui_px
[2]){ 0, 60 },
369 "Gamepad not ready", 1, k_text_align_left
);
375 ui_global_ctx
.cursor
[0] = 10;
376 ui_global_ctx
.cursor
[1] = 10;
377 ui_global_ctx
.cursor
[2] = 200;
378 ui_global_ctx
.cursor
[3] = 20;
380 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
381 struct ui_slider_vector
382 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
385 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
386 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
388 for( int i
=0; i
<3; i
++ )
389 run_light_widget( &gpipeline
.widgets
[i
] );
391 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
392 ui_global_ctx
.cursor
[1] += 16;
393 ui_slider_vector( &ui_global_ctx
, &s5
);
395 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
396 ui_global_ctx
.cursor
[1] += 16;
397 ui_slider( &ui_global_ctx
, &s8
);
398 ui_slider( &ui_global_ctx
, &s9
);
400 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
401 ui_global_ctx
.cursor
[1] += 16;
402 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
403 ui_checkbox( &ui_global_ctx
, &c1
);
405 render_update_lighting_ub();