f3b5b8cfa0b1598211ba5ddb195fa23fec09690e
[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 = 1;
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 render_init();
59 gate_init();
60 world_init();
61 character_init();
62 audio_init();
63 }
64
65 vg_tex2d *texture_list[] =
66 {
67 &tex_norwey,
68 &tex_gradients,
69 &tex_grid,
70 &tex_sky,
71 &tex_cement,
72 &tex_water,
73 &tex_water_surf
74 };
75
76 int main( int argc, char *argv[] )
77 {
78 vg_init( argc, argv, "Voyager Game Engine" );
79 }
80
81 static int playermodel( int argc, char const *argv[] )
82 {
83 if( argc < 1 ) return 0;
84
85 glmesh old_mesh = player.mdl.mesh;
86
87 if( character_load( &player.mdl, argv[0] ) )
88 mesh_free( &old_mesh );
89
90 return 1;
91 }
92
93 void vg_start(void)
94 {
95 vg_convar_push( (struct vg_convar){
96 .name = "scene",
97 .data = &sv_scene,
98 .data_type = k_convar_dtype_i32,
99 .opt_i32 = { .min=0, .max=1, .clamp=1 },
100 .persistent = 1
101 });
102
103 vg_convar_push( (struct vg_convar){
104 .name = "fc",
105 .data = &freecam,
106 .data_type = k_convar_dtype_i32,
107 .opt_i32 = { .min=0, .max=1, .clamp=1 },
108 .persistent = 1
109 });
110
111 vg_convar_push( (struct vg_convar){
112 .name = "grid",
113 .data = &walk_grid_iterations,
114 .data_type = k_convar_dtype_i32,
115 .opt_i32 = { .min=0, .max=1, .clamp=0 },
116 .persistent = 1
117 });
118
119 vg_convar_push( (struct vg_convar){
120 .name = "ledit",
121 .data = &lightedit,
122 .data_type = k_convar_dtype_i32,
123 .opt_i32 = { .min=0, .max=1, .clamp=1 },
124 .persistent = 1
125 });
126
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 },
132 .persistent = 1
133 });
134
135 vg_convar_push( (struct vg_convar){
136 .name = "dt",
137 .data = &ktimestep,
138 .data_type = k_convar_dtype_f32,
139 .opt_f32 = { .clamp = 0 },
140 .persistent = 0
141 });
142
143 vg_convar_push( (struct vg_convar){
144 .name = "debugcam",
145 .data = &sv_debugcam,
146 .data_type = k_convar_dtype_i32,
147 .opt_i32 = { .min=0, .max=1, .clamp=0 },
148 .persistent = 1
149 });
150
151 vg_convar_push( (struct vg_convar){
152 .name = "debugview",
153 .data = &debugview,
154 .data_type = k_convar_dtype_i32,
155 .opt_i32 = { .min=0, .max=1, .clamp=0 },
156 .persistent = 1
157 });
158
159 vg_function_push( (struct vg_cmd){
160 .name = "reset",
161 .function = reset_player
162 });
163
164 vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
165
166 init_other();
167
168 /*
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.
172 */
173
174 if( sv_scene == 0 )
175 {
176 character_load( &player.mdl, "ch_default" );
177 character_init_ragdoll( &player.mdl );
178
179 world_load();
180
181 reset_player( 1, (const char *[]){ "start" } );
182 rb_init( &player.rb );
183 }
184 else
185 {
186 physics_test_start();
187 }
188 }
189
190 void vg_free(void)
191 {
192 vg_tex2d_free( texture_list, vg_list_size(texture_list) );
193 }
194
195 void vg_update(void)
196 {
197 if( sv_scene == 0 )
198 {
199 player_update();
200 world_update();
201 //traffic_visualize( world.traffic, world.traffic_count );
202 //
203 /* TEMP */
204 if( glfwGetKey( vg_window, GLFW_KEY_J ))
205 {
206 v3_copy( player.camera_pos, world.mr_ball.co );
207 }
208 }
209 else if( sv_scene == 1 )
210 {
211 physics_test_update();
212 }
213 }
214
215 static void vg_framebuffer_resize( int w, int h )
216 {
217 render_fb_resize();
218 gate_fb_resize();
219 water_fb_resize();
220 }
221
222 static void draw_origin_axis(void)
223 {
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 );
227 }
228
229 static void render_main_game(void)
230 {
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 );
234
235 m4x4f world_4x4;
236 m4x3_expand( player.camera_inverse, world_4x4 );
237
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,
241 0.1f, 2100.0f );
242
243 m4x4_mul( vg_pv, world_4x4, vg_pv );
244
245 glEnable( GL_DEPTH_TEST );
246
247 /*
248 * Draw world
249 */
250
251 render_world( vg_pv, player.camera );
252 render_water_texture( player.camera );
253
254 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
255 render_water_surface( vg_pv, player.camera );
256
257 vg_tex2d_bind( &tex_water, 1 );
258
259 for( int i=0; i<world.gate_count; i++ )
260 {
261 render_gate( &world.gates[i], player.camera );
262 }
263
264
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,
270 GL_COLOR_BUFFER_BIT,
271 GL_LINEAR );
272
273 /* Clear out the colour buffer, but keep depth */
274 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
275 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
276
277 if( !player.is_dead )
278 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
279 else
280 glClear( GL_COLOR_BUFFER_BIT );
281
282 if( !player.is_dead )
283 {
284 m4x4_projection( vg_pv, gpipeline.fov,
285 (float)vg_window_x / (float)vg_window_y,
286 0.01f, 100.0f );
287 m4x4_mul( vg_pv, world_4x4, vg_pv );
288 }
289 draw_player();
290
291 /* Draw back in the background
292 *
293 * TODO: need to disable alpha write in the terrain shader so this works
294 * again.
295 */
296 glEnable(GL_BLEND);
297 glDisable(GL_DEPTH_TEST);
298 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
299 glBlendEquation(GL_FUNC_ADD);
300
301 shader_blit_use();
302 shader_blit_uTexMain( 0 );
303 glActiveTexture(GL_TEXTURE0);
304 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
305
306 render_fsquad();
307 glDisable(GL_BLEND);
308
309 /* Other shite */
310 glDisable( GL_DEPTH_TEST );
311 vg_lines_drawall( (float *)vg_pv );
312 glViewport( 0,0, vg_window_x, vg_window_y );
313 }
314
315 void vg_render(void)
316 {
317 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
318 glViewport( 0,0, vg_window_x, vg_window_y );
319
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 );
323
324 draw_origin_axis();
325
326 if( sv_scene == 0 )
327 {
328 render_main_game();
329 }
330 else if( sv_scene == 1 )
331 {
332 physics_test_render();
333 }
334 }
335
336 static void run_light_widget( struct light_widget *lw )
337 {
338 struct ui_checkbox c1 = { .data=&lw->enabled };
339
340 ui_checkbox( &ui_global_ctx, &c1 );
341
342 if( lw->enabled )
343 {
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 };
347
348 ui_slider_vector( &ui_global_ctx, &colour );
349 ui_global_ctx.cursor[1] += 4;
350 ui_slider_vector( &ui_global_ctx, &dir );
351 }
352 }
353
354 void vg_ui(void)
355 {
356 char buf[20];
357
358 #if 0
359 snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
360 gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
361
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 );
365
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 );
369
370 if( vg_gamepad_ready )
371 {
372 for( int i=0; i<6; i++ )
373 {
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 );
376 }
377 }
378 else
379 {
380 gui_text( (ui_px [2]){ 0, 60 },
381 "Gamepad not ready", 1, k_text_align_left );
382 }
383 #endif
384
385 if( lightedit )
386 {
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;
391
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 };
395
396 struct ui_slider
397 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
398 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
399
400 for( int i=0; i<3; i++ )
401 run_light_widget( &gpipeline.widgets[i] );
402
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 );
406
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 );
411
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 );
416
417 render_update_lighting_ub();
418 }
419 }