c900e5e2b0de1ea71176b80bd7401375faa211b2
[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 //#define VG_STATIC
24
25 //#define VG_MINIMAL_TEST
26 #ifndef VG_MINIMAL_TEST
27
28 #define SR_NETWORKED
29
30 #include "common.h"
31 #include "steam.h"
32 #include "render.h"
33 #include "audio.h"
34 #include "world.h"
35 #include "player.h"
36 #include "network.h"
37 #include "menu.h"
38
39 static int cl_ui = 1;
40
41 int main( int argc, char *argv[] )
42 {
43 vg_prealloc_quota( 128*1024*1024 );
44 vg_enter( argc, argv, "Voyager Game Engine" );
45 }
46
47 VG_STATIC void highscores_save_at_exit(void*_)
48 {
49 highscores_serialize_all();
50 }
51
52 VG_STATIC void vg_preload(void)
53 {
54 vg_convar_push( (struct vg_convar){
55 .name = "cl_ui",
56 .data = &cl_ui,
57 .data_type = k_convar_dtype_i32,
58 .opt_i32 = { .min=0, .max=1, .clamp=1 },
59 .persistent = 1
60 });
61
62 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
63 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
64 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
65 vg_info(" | \\ / | | / | | \\ | / | \n" );
66 vg_info(" | \\/ | | / | | \\ | / | \n" );
67 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
68 "SOFTWARE\n" );
69
70 highscores_init( 2000, 50 );
71 if( !highscores_read() )
72 highscores_create_db();
73
74 vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
75
76 //vg_sleep_ms(200);
77
78 steam_init();
79 vg_loader_highwater( NULL, steam_end, NULL );
80 vg_loader_highwater( network_init, network_end, NULL );
81 }
82
83 VG_STATIC void vg_load(void)
84 {
85 vg_loader_highwater( render_init, NULL, NULL );
86 vg_loader_highwater( menu_init, NULL, NULL );
87 vg_loader_highwater( world_init, NULL, NULL );
88 vg_loader_highwater( player_init, NULL, NULL );
89
90 vg_bake_shaders();
91 vg_loader_highwater( audio_init, audio_free, NULL );
92
93 /* 'systems' are completely loaded now */
94 strcpy( world.world_name, "models/mp_dev.mdl" );
95 world_load();
96 vg_console_load_autos();
97 }
98
99 VG_STATIC void vg_start(void)
100 {
101 reset_player( 1, (const char *[]){ "start" } );
102 }
103
104 VG_STATIC void draw_origin_axis(void)
105 {
106 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
107 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
108 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
109 }
110
111 VG_STATIC void vg_update( int loaded )
112 {
113 steam_update();
114
115 if( loaded )
116 {
117 draw_origin_axis();
118 network_update();
119
120 player_update_pre();
121 world_update( player.phys.rb.co );
122 }
123 }
124
125 VG_STATIC void vg_update_fixed( int loaded )
126 {
127 if( loaded )
128 {
129 player_update_fixed();
130 }
131 }
132
133 VG_STATIC void vg_update_post( int loaded )
134 {
135 if( loaded )
136 {
137 player_update_post();
138 menu_update();
139 }
140 }
141
142 VG_STATIC void vg_framebuffer_resize( int w, int h )
143 {
144 render_fb_resize();
145 water_fb_resize();
146 }
147
148 VG_STATIC void render_main_game(void)
149 {
150 m4x4f world_4x4;
151 m4x3_expand( camera_mtx_inverse, world_4x4 );
152
153 static float fov = 97.0f;
154
155 float fov_target = 108.0f;
156 if( player.phys.on_board )
157 fov_target = 125.0f;
158
159 if( cl_menu )
160 fov_target = menu_fov_target;
161
162 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
163
164 gpipeline.fov = freecam? 60.0f: fov; /* 120 */
165 m4x4_projection( vg.pv, gpipeline.fov,
166 (float)vg.window_x / (float)vg.window_y,
167 0.1f, 2100.0f );
168
169 m4x4_mul( vg.pv, world_4x4, vg.pv );
170 glEnable( GL_DEPTH_TEST );
171
172 /*
173 * Draw world
174 */
175
176 int draw_solid = player.is_dead | freecam;
177
178 render_world( vg.pv, camera_mtx );
179 if( draw_solid )
180 draw_player( camera_mtx );
181
182 render_water_texture( camera_mtx );
183
184 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
185 render_water_surface( vg.pv, camera_mtx );
186 render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
187
188 if( cl_menu )
189 {
190 glClear( GL_DEPTH_BUFFER_BIT );
191 menu_render( vg.pv );
192 }
193
194 /* Copy the RGB of what we have into the background buffer */
195 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
196 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
197 glBlitFramebuffer( 0,0, vg.window_x, vg.window_y,
198 0,0, vg.window_x, vg.window_y,
199 GL_COLOR_BUFFER_BIT,
200 GL_LINEAR );
201
202 /* Clear out the colour buffer, but keep depth */
203 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
204 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
205
206 if( !player.is_dead )
207 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
208 else
209 glClear( GL_COLOR_BUFFER_BIT );
210
211 if( !draw_solid )
212 {
213 m4x4_projection( vg.pv, gpipeline.fov,
214 (float)vg.window_x / (float)vg.window_y,
215 0.05f, 60.0f );
216 m4x4_mul( vg.pv, world_4x4, vg.pv );
217 draw_player( camera_mtx );
218 }
219
220 /* Draw back in the background
221 *
222 * TODO: need to disable alpha write in the terrain shader so this works
223 * again.
224 */
225 glEnable(GL_BLEND);
226 glDisable(GL_DEPTH_TEST);
227 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
228 glBlendEquation(GL_FUNC_ADD);
229
230 shader_blit_use();
231 shader_blit_uTexMain( 0 );
232 glActiveTexture(GL_TEXTURE0);
233 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
234
235 render_fsquad();
236 }
237
238 VG_STATIC void vg_render(void)
239 {
240 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
241 glViewport( 0,0, vg.window_x, vg.window_y );
242 glDisable( GL_DEPTH_TEST );
243
244 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
245 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
246
247 render_main_game();
248
249
250 /* Other shite */
251 glDisable(GL_BLEND);
252 glDisable( GL_DEPTH_TEST );
253 vg_lines_drawall( (float *)vg.pv );
254 glViewport( 0,0, vg.window_x, vg.window_y );
255 }
256
257 VG_STATIC void vg_ui(void)
258 {
259 #if 0
260 if( cl_menu )
261 {
262 ui_rect menu =
263 {
264 vg.window_x / 2 - 150,
265 vg.window_y / 2 - 50,
266 300,
267 130
268 };
269
270 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
271
272 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
273 steam_username_at_startup,
274 1, k_text_align_center );
275 menu[1] += 24;
276 menu[3] -= 30;
277
278 ui_rect_pad( menu, 8 );
279 ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
280 ui_rect_pad( menu, 2 );
281 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
282
283 menu[1] += 32;
284 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
285 "Exit", 2, k_text_align_center );
286
287 if( vg_get_button_down( "jump" ) )
288 {
289 glfwSetWindowShouldClose( vg.window, 1 );
290 }
291 }
292
293 if( lightedit )
294 {
295 ui_global_ctx.cursor[0] = 10;
296 ui_global_ctx.cursor[1] = 10;
297 ui_global_ctx.cursor[2] = 200;
298 ui_global_ctx.cursor[3] = 20;
299
300 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
301 struct ui_slider_vector
302 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
303
304 struct ui_slider
305 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
306 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
307
308 for( int i=0; i<3; i++ )
309 run_light_widget( &gpipeline.widgets[i] );
310
311 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
312 ui_global_ctx.cursor[1] += 16;
313 ui_slider_vector( &ui_global_ctx, &s5 );
314
315 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
316 ui_global_ctx.cursor[1] += 16;
317 ui_slider( &ui_global_ctx, &s8 );
318 ui_slider( &ui_global_ctx, &s9 );
319
320 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
321 ui_global_ctx.cursor[1] += 16;
322 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
323 ui_checkbox( &ui_global_ctx, &c1 );
324
325 render_update_lighting_ub();
326 }
327 #endif
328
329 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
330 if( cl_ui )
331 {
332 render_world_routes_ui();
333 }
334 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
335
336 audio_debug_soundscapes();
337 }
338
339 #if 0
340 VG_STATIC void run_light_widget( struct light_widget *lw )
341 {
342 struct ui_checkbox c1 = { .data=&lw->enabled };
343
344 ui_checkbox( &ui_global_ctx, &c1 );
345
346 if( lw->enabled )
347 {
348 struct ui_slider_vector
349 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
350 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
351
352 ui_slider_vector( &ui_global_ctx, &colour );
353 ui_global_ctx.cursor[1] += 4;
354 ui_slider_vector( &ui_global_ctx, &dir );
355 }
356 }
357 #endif
358
359 VG_STATIC void run_debug_info(void)
360 {
361 char buf[40];
362
363 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
364 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
365
366 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
367 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
368 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
369
370 snprintf( buf, 40, "pos %.2f %.2f %.2f",
371 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
372 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
373
374 if( vg.gamepad_ready )
375 {
376 for( int i=0; i<6; i++ )
377 {
378 snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
379 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
380 }
381 }
382 else
383 {
384 ui_text( (ui_px [2]){ 0, 60 },
385 "Gamepad not ready", 1, k_text_align_left );
386 }
387 }
388
389 #else
390
391 #define VG_TIMESTEP_FIXED (1.0/60.0)
392 #define VG_3D
393 #define VG_FRAMEBUFFER_RESIZE 1
394 #include "vg/vg.h"
395
396 int main( int argc, char *argv[] )
397 {
398 vg_prealloc_quota( 512*1024*1024 );
399 vg_enter( argc, argv, "Voyager Game Engine" );
400 }
401
402 VG_STATIC void vg_preload(void)
403 {
404 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
405 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
406 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
407 vg_info(" | \\ / | | / | | \\ | / | \n" );
408 vg_info(" | \\/ | | / | | \\ | / | \n" );
409 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
410 "SOFTWARE\n" );
411 }
412
413 VG_STATIC void vg_load(void)
414 {
415 vg_bake_shaders();
416 vg_console_load_autos();
417 }
418
419 VG_STATIC void vg_start(void)
420 {
421 }
422
423 VG_STATIC void vg_update( int loaded )
424 {
425 }
426
427 VG_STATIC void vg_update_fixed( int loaded )
428 {
429 }
430
431 VG_STATIC void vg_update_post( int loaded )
432 {
433 }
434
435 VG_STATIC void vg_framebuffer_resize( int w, int h )
436 {
437 }
438
439 VG_STATIC void vg_render(void)
440 {
441 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
442 glViewport( 0,0, vg.window_x, vg.window_y );
443 glDisable( GL_DEPTH_TEST );
444
445 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
446 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
447
448 /* Other shite */
449 glDisable(GL_BLEND);
450 glDisable( GL_DEPTH_TEST );
451 vg_lines_drawall( (float *)vg.pv );
452 glViewport( 0,0, vg.window_x, vg.window_y );
453 }
454
455 VG_STATIC void vg_ui(void)
456 {
457 }
458
459 #endif