ca2b99717ff0ad232772de970ca33156bf01a257
[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
21 /* Components */
22 #include "road.h"
23 #include "scene.h"
24 #include "ik.h"
25 #include "audio.h"
26 #include "terrain.h"
27 #include "character.h"
28 #include "ragdoll.h"
29 #include "rigidbody.h"
30 #include "render.h"
31 #include "gate.h"
32 #include "water.h"
33 #include "world.h"
34 #include "player.h"
35
36 #include "shaders/blit.h"
37 #include "shaders/standard.h"
38 #include "shaders/unlit.h"
39
40 void vg_register(void)
41 {
42 shader_blit_register();
43 shader_standard_register();
44 shader_vblend_register();
45 shader_unlit_register();
46
47 world_register();
48 character_register();
49 water_register();
50 gate_register();
51 }
52
53 static void init_other(void)
54 {
55 render_init();
56 gate_init();
57 world_init();
58 character_init();
59 audio_init();
60 }
61
62 vg_tex2d *texture_list[] =
63 {
64 &tex_norwey,
65 &tex_gradients,
66 &tex_grid,
67 &tex_sky,
68 &tex_cement,
69 &tex_water,
70 &tex_water_surf
71 };
72
73 int main( int argc, char *argv[] )
74 {
75 vg_init( argc, argv, "Voyager Game Engine" );
76 }
77
78 static int playermodel( int argc, char const *argv[] )
79 {
80 if( argc < 1 ) return 0;
81
82 glmesh old_mesh = player.mdl.mesh;
83
84 if( character_load( &player.mdl, argv[0] ) )
85 mesh_free( &old_mesh );
86
87 return 1;
88 }
89
90 void vg_start(void)
91 {
92 vg_convar_push( (struct vg_convar){
93 .name = "fc",
94 .data = &freecam,
95 .data_type = k_convar_dtype_i32,
96 .opt_i32 = { .min=0, .max=1, .clamp=1 },
97 .persistent = 1
98 });
99
100 vg_convar_push( (struct vg_convar){
101 .name = "grid",
102 .data = &walk_grid_iterations,
103 .data_type = k_convar_dtype_i32,
104 .opt_i32 = { .min=0, .max=1, .clamp=0 },
105 .persistent = 1
106 });
107
108 vg_convar_push( (struct vg_convar){
109 .name = "ledit",
110 .data = &lightedit,
111 .data_type = k_convar_dtype_i32,
112 .opt_i32 = { .min=0, .max=1, .clamp=1 },
113 .persistent = 1
114 });
115
116 vg_convar_push( (struct vg_convar){
117 .name = "walk_speed",
118 .data = &k_walkspeed,
119 .data_type = k_convar_dtype_f32,
120 .opt_f32 = { .clamp = 0 },
121 .persistent = 1
122 });
123
124 vg_convar_push( (struct vg_convar){
125 .name = "debugcam",
126 .data = &sv_debugcam,
127 .data_type = k_convar_dtype_i32,
128 .opt_i32 = { .min=0, .max=1, .clamp=0 },
129 .persistent = 1
130 });
131
132 vg_convar_push( (struct vg_convar){
133 .name = "debugview",
134 .data = &debugview,
135 .data_type = k_convar_dtype_i32,
136 .opt_i32 = { .min=0, .max=1, .clamp=0 },
137 .persistent = 1
138 });
139
140 vg_function_push( (struct vg_cmd){
141 .name = "reset",
142 .function = reset_player
143 });
144
145 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
146
147 init_other();
148
149 character_load( &player.mdl, "ch_mike" );
150 character_init_ragdoll( &player.mdl );
151
152 world_load();
153
154 reset_player( 1, (const char *[]){ "start" } );
155 player_transform_update();
156 }
157
158 void vg_free(void)
159 {
160 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
161 }
162
163 void vg_update(void)
164 {
165 player_update();
166 world_update();
167 //traffic_visualize( world.traffic, world.traffic_count );
168 }
169
170 static void vg_framebuffer_resize( int w, int h )
171 {
172 render_fb_resize();
173 gate_fb_resize();
174 water_fb_resize();
175 }
176
177 void vg_render(void)
178 {
179 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
180 glViewport( 0,0, vg_window_x, vg_window_y );
181
182 glDisable( GL_DEPTH_TEST );
183 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
184 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
185
186 float speed = freecam? 0.0f: v3_length( player.v );
187 v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
188 v3_muls( shake, speed*0.01f, shake );
189
190 m4x4f world_4x4;
191 m4x3_expand( player.camera_inverse, world_4x4 );
192
193 gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
194 m4x4_projection( vg_pv, gpipeline.fov,
195 (float)vg_window_x / (float)vg_window_y,
196 0.1f, 2100.0f );
197
198 m4x4_mul( vg_pv, world_4x4, vg_pv );
199
200 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
201 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
202 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
203
204 glEnable( GL_DEPTH_TEST );
205
206 /*
207 * Draw world
208 */
209
210 render_world( vg_pv, player.camera );
211 render_water_texture( player.camera );
212
213 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
214 render_water_surface( vg_pv, player.camera );
215
216 vg_tex2d_bind( &tex_water, 1 );
217
218 for( int i=0; i<world.gate_count; i++ )
219 {
220 render_gate( &world.gates[i], player.camera );
221 }
222
223
224 /* Copy the RGB of what we have into the background buffer */
225 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
226 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
227 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
228 0,0, vg_window_x, vg_window_y,
229 GL_COLOR_BUFFER_BIT,
230 GL_LINEAR );
231
232 /* Clear out the colour buffer, but keep depth */
233 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
234 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
235
236 if( !player.is_dead )
237 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
238 else
239 glClear( GL_COLOR_BUFFER_BIT );
240
241 if( !player.is_dead )
242 {
243 m4x4_projection( vg_pv, gpipeline.fov,
244 (float)vg_window_x / (float)vg_window_y,
245 0.01f, 100.0f );
246 m4x4_mul( vg_pv, world_4x4, vg_pv );
247 }
248 draw_player();
249
250 /* Draw back in the background
251 *
252 * TODO: need to disable alpha write in the terrain shader so this works
253 * again.
254 */
255 glEnable(GL_BLEND);
256 glDisable(GL_DEPTH_TEST);
257 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
258 glBlendEquation(GL_FUNC_ADD);
259
260 shader_blit_use();
261 shader_blit_uTexMain( 0 );
262 glActiveTexture(GL_TEXTURE0);
263 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
264
265 render_fsquad();
266 glDisable(GL_BLEND);
267
268 /* Other shite */
269 glDisable( GL_DEPTH_TEST );
270 vg_lines_drawall( (float *)vg_pv );
271 glViewport( 0,0, vg_window_x, vg_window_y );
272 }
273
274 static void run_light_widget( struct light_widget *lw )
275 {
276 struct ui_checkbox c1 = { .data=&lw->enabled };
277
278 ui_checkbox( &ui_global_ctx, &c1 );
279
280 if( lw->enabled )
281 {
282 struct ui_slider_vector
283 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
284 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
285
286 ui_slider_vector( &ui_global_ctx, &colour );
287 ui_global_ctx.cursor[1] += 4;
288 ui_slider_vector( &ui_global_ctx, &dir );
289 }
290 }
291
292 void vg_ui(void)
293 {
294 char buf[20];
295
296 #if 0
297 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
298 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
299
300 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
301 player.a[0], player.a[1], player.a[2] );
302 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
303
304 snprintf( buf, 20, "pos %.2f %.2f %.2f",
305 player.co[0], player.co[1], player.co[2] );
306 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
307
308 if( vg_gamepad_ready )
309 {
310 for( int i=0; i<6; i++ )
311 {
312 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
313 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
314 }
315 }
316 else
317 {
318 gui_text( (ui_px [2]){ 0, 60 },
319 "Gamepad not ready", 1, k_text_align_left );
320 }
321 #endif
322
323 if( lightedit )
324 {
325 ui_global_ctx.cursor[0] = 10;
326 ui_global_ctx.cursor[1] = 10;
327 ui_global_ctx.cursor[2] = 200;
328 ui_global_ctx.cursor[3] = 20;
329
330 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
331 struct ui_slider_vector
332 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
333
334 struct ui_slider
335 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
336 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
337
338 for( int i=0; i<3; i++ )
339 run_light_widget( &gpipeline.widgets[i] );
340
341 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
342 ui_global_ctx.cursor[1] += 16;
343 ui_slider_vector( &ui_global_ctx, &s5 );
344
345 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
346 ui_global_ctx.cursor[1] += 16;
347 ui_slider( &ui_global_ctx, &s8 );
348 ui_slider( &ui_global_ctx, &s9 );
349
350 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
351 ui_global_ctx.cursor[1] += 16;
352 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
353 ui_checkbox( &ui_global_ctx, &c1 );
354
355 render_update_lighting_ub();
356 }
357 }