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
= 1;
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)
65 vg_tex2d
*texture_list
[] =
76 int main( int argc
, char *argv
[] )
78 vg_init( argc
, argv
, "Voyager Game Engine" );
81 static int playermodel( int argc
, char const *argv
[] )
83 if( argc
< 1 ) return 0;
85 glmesh old_mesh
= player
.mdl
.mesh
;
87 if( character_load( &player
.mdl
, argv
[0] ) )
88 mesh_free( &old_mesh
);
95 vg_convar_push( (struct vg_convar
){
98 .data_type
= k_convar_dtype_i32
,
99 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
103 vg_convar_push( (struct vg_convar
){
106 .data_type
= k_convar_dtype_i32
,
107 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
111 vg_convar_push( (struct vg_convar
){
113 .data
= &walk_grid_iterations
,
114 .data_type
= k_convar_dtype_i32
,
115 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
119 vg_convar_push( (struct vg_convar
){
122 .data_type
= k_convar_dtype_i32
,
123 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
127 vg_convar_push( (struct vg_convar
){
128 .name
= "walk_speed",
129 .data
= &k_walkspeed
,
130 .data_type
= k_convar_dtype_f32
,
131 .opt_f32
= { .clamp
= 0 },
135 vg_convar_push( (struct vg_convar
){
138 .data_type
= k_convar_dtype_f32
,
139 .opt_f32
= { .clamp
= 0 },
143 vg_convar_push( (struct vg_convar
){
145 .data
= &sv_debugcam
,
146 .data_type
= k_convar_dtype_i32
,
147 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
151 vg_convar_push( (struct vg_convar
){
154 .data_type
= k_convar_dtype_i32
,
155 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
159 vg_function_push( (struct vg_cmd
){
161 .function
= reset_player
164 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
169 * If we're in physics test mode we dont need to load anything else, this
170 * parameter is dev only. TODO: dev only cvars that don't ship with the game
171 * when building in release mode.
176 character_load( &player
.mdl
, "ch_default" );
177 character_init_ragdoll( &player
.mdl
);
181 reset_player( 1, (const char *[]){ "start" } );
182 rb_init( &player
.rb
);
186 physics_test_start();
192 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
201 //traffic_visualize( world.traffic, world.traffic_count );
204 if( glfwGetKey( vg_window
, GLFW_KEY_J
))
206 v3_copy( player
.camera_pos
, world
.mr_ball
.co
);
209 else if( sv_scene
== 1 )
211 physics_test_update();
215 static void vg_framebuffer_resize( int w
, int h
)
222 static void draw_origin_axis(void)
224 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
225 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
226 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
229 static void render_main_game(void)
231 float speed
= freecam
? 0.0f
: v3_length( player
.rb
.v
);
232 v3f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
, vg_randf()-0.5f
};
233 v3_muls( shake
, speed
*0.01f
, shake
);
236 m4x3_expand( player
.camera_inverse
, world_4x4
);
238 gpipeline
.fov
= freecam
? 60.0f
: 135.0f
; /* 120 */
239 m4x4_projection( vg_pv
, gpipeline
.fov
,
240 (float)vg_window_x
/ (float)vg_window_y
,
243 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
245 glEnable( GL_DEPTH_TEST
);
251 render_world( vg_pv
, player
.camera
);
252 render_water_texture( player
.camera
);
254 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
255 render_water_surface( vg_pv
, player
.camera
);
257 vg_tex2d_bind( &tex_water
, 1 );
259 for( int i
=0; i
<world
.gate_count
; i
++ )
261 render_gate( &world
.gates
[i
], player
.camera
);
265 /* Copy the RGB of what we have into the background buffer */
266 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
267 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
268 glBlitFramebuffer( 0,0, vg_window_x
, vg_window_y
,
269 0,0, vg_window_x
, vg_window_y
,
273 /* Clear out the colour buffer, but keep depth */
274 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
275 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
277 if( !player
.is_dead
)
278 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
280 glClear( GL_COLOR_BUFFER_BIT
);
282 if( !player
.is_dead
)
284 m4x4_projection( vg_pv
, gpipeline
.fov
,
285 (float)vg_window_x
/ (float)vg_window_y
,
287 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
291 /* Draw back in the background
293 * TODO: need to disable alpha write in the terrain shader so this works
297 glDisable(GL_DEPTH_TEST
);
298 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
299 glBlendEquation(GL_FUNC_ADD
);
302 shader_blit_uTexMain( 0 );
303 glActiveTexture(GL_TEXTURE0
);
304 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
310 glDisable( GL_DEPTH_TEST
);
311 vg_lines_drawall( (float *)vg_pv
);
312 glViewport( 0,0, vg_window_x
, vg_window_y
);
317 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
318 glViewport( 0,0, vg_window_x
, vg_window_y
);
320 glDisable( GL_DEPTH_TEST
);
321 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
322 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
330 else if( sv_scene
== 1 )
332 physics_test_render();
336 static void run_light_widget( struct light_widget
*lw
)
338 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
340 ui_checkbox( &ui_global_ctx
, &c1
);
344 struct ui_slider_vector
345 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
346 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
348 ui_slider_vector( &ui_global_ctx
, &colour
);
349 ui_global_ctx
.cursor
[1] += 4;
350 ui_slider_vector( &ui_global_ctx
, &dir
);
359 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
360 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
362 snprintf( buf
, 20, "%.2f %.2f %.2f m/s",
363 player
.a
[0], player
.a
[1], player
.a
[2] );
364 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
366 snprintf( buf
, 20, "pos %.2f %.2f %.2f",
367 player
.co
[0], player
.co
[1], player
.co
[2] );
368 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
370 if( vg_gamepad_ready
)
372 for( int i
=0; i
<6; i
++ )
374 snprintf( buf
, 20, "%.2f", vg_gamepad
.axes
[i
] );
375 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
380 gui_text( (ui_px
[2]){ 0, 60 },
381 "Gamepad not ready", 1, k_text_align_left
);
387 ui_global_ctx
.cursor
[0] = 10;
388 ui_global_ctx
.cursor
[1] = 10;
389 ui_global_ctx
.cursor
[2] = 200;
390 ui_global_ctx
.cursor
[3] = 20;
392 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
393 struct ui_slider_vector
394 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
397 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
398 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
400 for( int i
=0; i
<3; i
++ )
401 run_light_widget( &gpipeline
.widgets
[i
] );
403 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
404 ui_global_ctx
.cursor
[1] += 16;
405 ui_slider_vector( &ui_global_ctx
, &s5
);
407 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
408 ui_global_ctx
.cursor
[1] += 16;
409 ui_slider( &ui_global_ctx
, &s8
);
410 ui_slider( &ui_global_ctx
, &s9
);
412 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
413 ui_global_ctx
.cursor
[1] += 16;
414 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
415 ui_checkbox( &ui_global_ctx
, &c1
);
417 render_update_lighting_ub();