first sorta working port
[fishladder.git] / marblecomp.c
1 #define VG_GAME
2 #define VG_AUDIO_FORCE_COMPRESSED
3 #define VG_2D
4 #define VG_LOG_SOURCE_INFO
5 #define VG_TIMESTEP_FIXED (1.0/60.0)
6
7 #ifndef VG_RELEASE
8 #define VG_DEVWINDOW
9 #endif
10
11 #define SDL_MAIN_HANDLED
12
13 #define STB_DS_IMPLEMENTATION
14 #include "vg/submodules/stb/stb_ds.h"
15
16 #include "vg/vg.h"
17
18
19 struct {
20 enum mc_op {
21 k_mc_op_none,
22 k_mc_op_clientloading
23 }
24 op;
25
26 v3f mouse_ws;
27 }
28 static marblecomp = { .op = k_mc_op_clientloading };
29
30 #include "input.h"
31 #include "fishladder_vg1.c"
32
33 int main( int argc, char *argv[] ){
34 vg_mem.use_libc_malloc = 0;
35 vg_set_mem_quota( 80*1024*1024 );
36 vg_enter( argc, argv, "Voyager Game Engine" );
37 return 0;
38 }
39
40 static void vg_launch_opt(void){
41 const char *arg;
42 }
43
44 static void vg_preload(void){
45 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
46 vg_info(" 2021-2023 |\\ /| | / | | | | /| \n" );
47 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
48 vg_info(" | \\ / | | / | | \\ | / | \n" );
49 vg_info(" | \\/ | | / | | \\ | / | \n" );
50 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
51 "SOFTWARE\n" );
52 }
53
54 static void async_call_ready( void *payload, u32 size ){
55 _mc_vg1_start();
56 marblecomp.op = k_mc_op_none;
57 }
58
59 static void vg_load(void){
60 /* --------------------- */
61 _mc_vg1_register();
62 _mc_resource_load_main();
63 vg_bake_shaders();
64 vg_async_call( async_call_ready, NULL, 0 );
65 }
66
67 void _mc_vg1_projection_update(void){
68 /*
69 * Reproject screenspace mouse into world
70 */
71
72 marblecomp.mouse_ws[0] = ((vg.mouse_pos[0]/(f32)vg.window_x)-0.5f)*2.0f;
73 marblecomp.mouse_ws[1] = -((vg.mouse_pos[1]/(f32)vg.window_y)-0.5f)*2.0f;
74 marblecomp.mouse_ws[2] = 1.0f;
75
76 m3x3f inverse;
77 m3x3_inv( vg.pv, inverse );
78 m3x3_mulv( inverse, marblecomp.mouse_ws, marblecomp.mouse_ws );
79
80 vg_info( "VG %f %f\n", vg.mouse_pos[0], vg.mouse_pos[1] );
81 vg_info( "WS %f %f\n", marblecomp.mouse_ws[0], marblecomp.mouse_ws[1] );
82 }
83
84
85 static void vg_pre_update(void){
86 if( marblecomp.op == k_mc_op_clientloading ) return;
87 skaterift_preupdate_inputs();
88 _mc_vg1_update();
89 }
90
91 static void vg_fixed_update(void){
92 if( marblecomp.op == k_mc_op_clientloading ) return;
93 }
94
95 static void vg_post_update(void){
96 if( marblecomp.op == k_mc_op_clientloading ) return;
97 _mc_vg1_projection_update();
98 }
99
100 static void vg_framebuffer_resize( int w, int h ){
101 _mc_vg1_framebuffer_resize(w,h);
102 }
103
104 static void vg_render(void){
105 if( marblecomp.op == k_mc_op_clientloading ){
106 _vg_loader_render();
107 return;
108 }
109
110 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
111 glViewport( 0,0, vg.window_x, vg.window_y );
112 glDisable( GL_DEPTH_TEST );
113 glDisable( GL_BLEND );
114
115 glClearColor( 0.0f, 0.3f, 0.5f, 0.0f );
116 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
117 _mc_vg1_render();
118
119 glDisable(GL_BLEND);
120 glDisable(GL_DEPTH_TEST);
121 vg_lines_drawall();
122 }
123
124 static void vg_gui(void){
125 if( marblecomp.op == k_mc_op_clientloading ) return;
126 vg_ui.wants_mouse = 1;
127 _mc_vg1_ui();
128 }