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