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;
26 #include "character.h"
28 #include "rigidbody.h"
35 #include "shaders/blit.h"
36 #include "shaders/standard.h"
37 #include "shaders/unlit.h"
39 void vg_register(void)
41 shader_blit_register();
42 shader_standard_register();
43 shader_vblend_register();
44 shader_unlit_register();
52 static void init_other(void)
61 vg_tex2d
*texture_list
[] =
72 int main( int argc
, char *argv
[] )
74 vg_init( argc
, argv
, "Voyager Game Engine" );
77 static int playermodel( int argc
, char const *argv
[] )
79 if( argc
< 1 ) return 0;
81 glmesh old_mesh
= player
.mdl
.mesh
;
83 if( character_load( &player
.mdl
, argv
[0] ) )
84 mesh_free( &old_mesh
);
91 vg_convar_push( (struct vg_convar
){
94 .data_type
= k_convar_dtype_i32
,
95 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
99 vg_convar_push( (struct vg_convar
){
101 .data
= &walk_grid_iterations
,
102 .data_type
= k_convar_dtype_i32
,
103 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
107 vg_convar_push( (struct vg_convar
){
108 .name
= "walk_speed",
109 .data
= &k_walkspeed
,
110 .data_type
= k_convar_dtype_f32
,
111 .opt_f32
= { .clamp
= 0 },
115 vg_convar_push( (struct vg_convar
){
117 .data
= &sv_debugcam
,
118 .data_type
= k_convar_dtype_i32
,
119 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
123 vg_convar_push( (struct vg_convar
){
126 .data_type
= k_convar_dtype_i32
,
127 .opt_i32
= { .min
=0, .max
=1, .clamp
=0 },
131 vg_function_push( (struct vg_cmd
){
133 .function
= reset_player
136 vg_tex2d_init( texture_list
, vg_list_size( texture_list
) );
140 character_load( &player
.mdl
, "ch_default" );
141 character_init_ragdoll( &player
.mdl
);
145 reset_player( 1, (const char *[]){ "tutorial" } );
146 player_transform_update();
151 vg_tex2d_free( texture_list
, vg_list_size(texture_list
) );
159 static void vg_framebuffer_resize( int w
, int h
)
168 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
169 glViewport( 0,0, vg_window_x
, vg_window_y
);
171 glDisable( GL_DEPTH_TEST
);
172 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
173 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
175 float speed
= freecam
? 0.0f
: v3_length( player
.v
);
176 v3f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
, vg_randf()-0.5f
};
177 v3_muls( shake
, speed
*0.01f
, shake
);
180 m4x3_expand( player
.camera_inverse
, world_4x4
);
182 gpipeline
.fov
= freecam
? 60.0f
: 135.0f
; /* 120 */
183 m4x4_projection( vg_pv
, gpipeline
.fov
,
184 (float)vg_window_x
/ (float)vg_window_y
,
187 m4x4_mul( vg_pv
, world_4x4
, vg_pv
);
189 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
190 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
191 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
193 glEnable( GL_DEPTH_TEST
);
199 render_world( vg_pv
, player
.camera
);
200 render_water_texture( player
.camera
);
202 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
203 render_water_surface( vg_pv
, player
.camera
);
205 vg_tex2d_bind( &tex_water
, 1 );
207 for( int i
=0; i
<world
.gate_count
; i
++ )
209 render_gate( &world
.gates
[i
], player
.camera
);
213 /* Copy the RGB of what we have into the background buffer */
214 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
215 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
216 glBlitFramebuffer( 0,0, vg_window_x
, vg_window_y
,
217 0,0, vg_window_x
, vg_window_y
,
221 /* Clear out the colour buffer, but keep depth */
222 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
223 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
225 if( !player
.is_dead
)
226 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
228 glClear( GL_COLOR_BUFFER_BIT
);
232 /* Draw back in the background
234 * TODO: need to disable alpha write in the terrain shader so this works
238 glDisable(GL_DEPTH_TEST
);
239 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
240 glBlendEquation(GL_FUNC_ADD
);
243 shader_blit_uTexMain( 0 );
244 glActiveTexture(GL_TEXTURE0
);
245 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
251 glDisable( GL_DEPTH_TEST
);
252 vg_lines_drawall( (float *)vg_pv
);
253 glViewport( 0,0, vg_window_x
, vg_window_y
);
260 snprintf( buf
, 20, "%.2fm/s", v3_length( player
.v
) );
261 gui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
263 snprintf( buf
, 20, "%.2f %.2f %.2f m/s",
264 player
.a
[0], player
.a
[1], player
.a
[2] );
265 gui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
267 snprintf( buf
, 20, "pos %.2f %.2f %.2f",
268 player
.co
[0], player
.co
[1], player
.co
[2] );
269 gui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
271 if( vg_gamepad_ready
)
273 for( int i
=0; i
<6; i
++ )
275 snprintf( buf
, 20, "%.2f", vg_gamepad
.axes
[i
] );
276 gui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
281 gui_text( (ui_px
[2]){ 0, 60 },
282 "Gamepad not ready", 1, k_text_align_left
);