d8a2cebab93c4ce3c1c832a8796067ea6328a798
[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 #include "road.h"
24 #include "scene.h"
25 #include "ik.h"
26 #include "audio.h"
27 #include "terrain.h"
28 #include "character.h"
29 #include "ragdoll.h"
30 #include "rigidbody.h"
31 #include "render.h"
32 #include "gate.h"
33 #include "water.h"
34 #include "world.h"
35 #include "player.h"
36
37 #include "shaders/blit.h"
38 #include "shaders/standard.h"
39 #include "shaders/unlit.h"
40
41 #include "physics_test.h"
42
43 void vg_register(void)
44 {
45 shader_blit_register();
46 shader_standard_register();
47 shader_vblend_register();
48 shader_unlit_register();
49
50 world_register();
51 character_register();
52 water_register();
53 gate_register();
54 }
55
56 static void init_other(void)
57 {
58 player_init();
59 render_init();
60 gate_init();
61 world_init();
62 character_init();
63 audio_init();
64 }
65
66 vg_tex2d *texture_list[] =
67 {
68 &tex_norwey,
69 &tex_gradients,
70 &tex_grid,
71 &tex_sky,
72 &tex_cement,
73 &tex_water,
74 &tex_water_surf
75 };
76
77 int main( int argc, char *argv[] )
78 {
79 vg_init( argc, argv, "Voyager Game Engine" );
80 }
81
82 static int playermodel( int argc, char const *argv[] )
83 {
84 if( argc < 1 ) return 0;
85
86 glmesh old_mesh = player.mdl.mesh;
87
88 if( character_load( &player.mdl, argv[0] ) )
89 mesh_free( &old_mesh );
90
91 return 1;
92 }
93
94 void vg_start(void)
95 {
96 vg_convar_push( (struct vg_convar){
97 .name = "fc",
98 .data = &freecam,
99 .data_type = k_convar_dtype_i32,
100 .opt_i32 = { .min=0, .max=1, .clamp=1 },
101 .persistent = 1
102 });
103
104 vg_convar_push( (struct vg_convar){
105 .name = "grid",
106 .data = &walk_grid_iterations,
107 .data_type = k_convar_dtype_i32,
108 .opt_i32 = { .min=0, .max=1, .clamp=0 },
109 .persistent = 1
110 });
111
112 vg_convar_push( (struct vg_convar){
113 .name = "ledit",
114 .data = &lightedit,
115 .data_type = k_convar_dtype_i32,
116 .opt_i32 = { .min=0, .max=1, .clamp=1 },
117 .persistent = 1
118 });
119
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 },
125 .persistent = 1
126 });
127
128 vg_convar_push( (struct vg_convar){
129 .name = "dt",
130 .data = &ktimestep,
131 .data_type = k_convar_dtype_f32,
132 .opt_f32 = { .clamp = 0 },
133 .persistent = 0
134 });
135
136 vg_convar_push( (struct vg_convar){
137 .name = "debugcam",
138 .data = &sv_debugcam,
139 .data_type = k_convar_dtype_i32,
140 .opt_i32 = { .min=0, .max=1, .clamp=0 },
141 .persistent = 1
142 });
143
144 vg_convar_push( (struct vg_convar){
145 .name = "debugview",
146 .data = &debugview,
147 .data_type = k_convar_dtype_i32,
148 .opt_i32 = { .min=0, .max=1, .clamp=0 },
149 .persistent = 1
150 });
151
152 vg_function_push( (struct vg_cmd){
153 .name = "reset",
154 .function = reset_player
155 });
156
157 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
158
159 init_other();
160
161 /*
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.
165 */
166
167 if( sv_scene == 0 )
168 {
169 character_load( &player.mdl, "ch_outlaw" );
170 character_init_ragdoll( &player.mdl );
171
172 world_load();
173
174 reset_player( 1, (const char *[]){ "start" } );
175 rb_init( &player.rb );
176 }
177 else
178 {
179 physics_test_start();
180 }
181 }
182
183 void vg_free(void)
184 {
185 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
186 }
187
188 void vg_update(void)
189 {
190 if( sv_scene == 0 )
191 {
192 player_update();
193 world_update();
194 //traffic_visualize( world.traffic, world.traffic_count );
195 //
196 /* TEMP */
197 if( glfwGetKey( vg_window, GLFW_KEY_J ))
198 {
199 v3_copy( player.camera_pos, world.mr_ball.co );
200 }
201 }
202 else if( sv_scene == 1 )
203 {
204 physics_test_update();
205 }
206 }
207
208 static void vg_framebuffer_resize( int w, int h )
209 {
210 render_fb_resize();
211 gate_fb_resize();
212 water_fb_resize();
213 }
214
215 static void draw_origin_axis(void)
216 {
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 );
220 }
221
222 static void render_main_game(void)
223 {
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 );
227
228 m4x4f world_4x4;
229 m4x3_expand( player.camera_inverse, world_4x4 );
230
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,
234 0.1f, 2100.0f );
235
236 m4x4_mul( vg_pv, world_4x4, vg_pv );
237
238 glEnable( GL_DEPTH_TEST );
239
240 /*
241 * Draw world
242 */
243
244 render_world( vg_pv, player.camera );
245 render_water_texture( player.camera );
246
247 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
248 render_water_surface( vg_pv, player.camera );
249
250 vg_tex2d_bind( &tex_water, 1 );
251
252 for( int i=0; i<world.gate_count; i++ )
253 {
254 render_gate( &world.gates[i], player.camera );
255 }
256
257
258 /* Copy the RGB of what we have into the background buffer */
259 glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
260 glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
261 glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
262 0,0, vg_window_x, vg_window_y,
263 GL_COLOR_BUFFER_BIT,
264 GL_LINEAR );
265
266 /* Clear out the colour buffer, but keep depth */
267 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
268 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
269
270 if( !player.is_dead )
271 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
272 else
273 glClear( GL_COLOR_BUFFER_BIT );
274
275 if( !player.is_dead )
276 {
277 m4x4_projection( vg_pv, gpipeline.fov,
278 (float)vg_window_x / (float)vg_window_y,
279 0.01f, 100.0f );
280 m4x4_mul( vg_pv, world_4x4, vg_pv );
281 }
282 draw_player();
283
284 /* Draw back in the background
285 *
286 * TODO: need to disable alpha write in the terrain shader so this works
287 * again.
288 */
289 glEnable(GL_BLEND);
290 glDisable(GL_DEPTH_TEST);
291 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
292 glBlendEquation(GL_FUNC_ADD);
293
294 shader_blit_use();
295 shader_blit_uTexMain( 0 );
296 glActiveTexture(GL_TEXTURE0);
297 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
298
299 render_fsquad();
300 glDisable(GL_BLEND);
301
302 /* Other shite */
303 glDisable( GL_DEPTH_TEST );
304 vg_lines_drawall( (float *)vg_pv );
305 glViewport( 0,0, vg_window_x, vg_window_y );
306 }
307
308 void vg_render(void)
309 {
310 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
311 glViewport( 0,0, vg_window_x, vg_window_y );
312
313 glDisable( GL_DEPTH_TEST );
314 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
315 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
316
317 draw_origin_axis();
318
319 if( sv_scene == 0 )
320 {
321 render_main_game();
322 }
323 else if( sv_scene == 1 )
324 {
325 physics_test_render();
326 }
327 }
328
329 static void run_light_widget( struct light_widget *lw )
330 {
331 struct ui_checkbox c1 = { .data=&lw->enabled };
332
333 ui_checkbox( &ui_global_ctx, &c1 );
334
335 if( lw->enabled )
336 {
337 struct ui_slider_vector
338 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
339 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
340
341 ui_slider_vector( &ui_global_ctx, &colour );
342 ui_global_ctx.cursor[1] += 4;
343 ui_slider_vector( &ui_global_ctx, &dir );
344 }
345 }
346
347 void vg_ui(void)
348 {
349 char buf[20];
350
351 #if 0
352 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
353 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
354
355 snprintf( buf, 20, "%.2f %.2f %.2f m/s",
356 player.a[0], player.a[1], player.a[2] );
357 gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
358
359 snprintf( buf, 20, "pos %.2f %.2f %.2f",
360 player.co[0], player.co[1], player.co[2] );
361 gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
362
363 if( vg_gamepad_ready )
364 {
365 for( int i=0; i<6; i++ )
366 {
367 snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
368 gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
369 }
370 }
371 else
372 {
373 gui_text( (ui_px [2]){ 0, 60 },
374 "Gamepad not ready", 1, k_text_align_left );
375 }
376 #endif
377
378 if( lightedit )
379 {
380 ui_global_ctx.cursor[0] = 10;
381 ui_global_ctx.cursor[1] = 10;
382 ui_global_ctx.cursor[2] = 200;
383 ui_global_ctx.cursor[3] = 20;
384
385 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
386 struct ui_slider_vector
387 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
388
389 struct ui_slider
390 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
391 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
392
393 for( int i=0; i<3; i++ )
394 run_light_widget( &gpipeline.widgets[i] );
395
396 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
397 ui_global_ctx.cursor[1] += 16;
398 ui_slider_vector( &ui_global_ctx, &s5 );
399
400 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
401 ui_global_ctx.cursor[1] += 16;
402 ui_slider( &ui_global_ctx, &s8 );
403 ui_slider( &ui_global_ctx, &s9 );
404
405 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
406 ui_global_ctx.cursor[1] += 16;
407 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
408 ui_checkbox( &ui_global_ctx, &c1 );
409
410 render_update_lighting_ub();
411 }
412 }