130bedfe14716564cb17662aa6e2f3d24bb4b75b
2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
30 int main( int argc
, char *argv
[] )
32 vg_mem
.use_libc_malloc
= 0;
33 vg_set_mem_quota( 128*1024*1024 );
34 vg_enter( argc
, argv
, "Voyager Game Engine" );
39 VG_STATIC
void highscores_save_at_exit(void)
41 highscores_serialize_all();
44 VG_STATIC
void vg_launch_opt(void)
49 VG_STATIC
void vg_preload(void)
53 vg_var_push( (struct vg_var
){
56 .data_type
= k_var_dtype_i32
,
57 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
61 vg_var_push( (struct vg_var
){
64 .data_type
= k_var_dtype_i32
,
65 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
69 vg_var_push( (struct vg_var
){
71 .data
= &cl_light_edit
,
72 .data_type
= k_var_dtype_i32
,
73 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
77 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
78 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
79 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
80 vg_info(" | \\ / | | / | | \\ | / | \n" );
81 vg_info(" | \\/ | | / | | \\ | / | \n" );
82 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
85 highscores_init( 2000, 50 );
86 if( !highscores_read() )
87 highscores_create_db();
89 vg_loader_step( NULL
, highscores_save_at_exit
);
92 vg_loader_step( NULL
, steam_end
);
93 vg_loader_step( network_init
, network_end
);
96 VG_STATIC
void vg_load(void)
98 vg_loader_step( render_init
, NULL
);
99 vg_loader_step( menu_init
, NULL
);
100 vg_loader_step( world_init
, NULL
);
101 vg_loader_step( player_init
, NULL
);
102 vg_loader_step( vehicle_init
, NULL
);
105 vg_loader_step( audio_init
, audio_free
);
108 /* 'systems' are completely loaded now */
109 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
110 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
112 vg_console_load_autos();
115 VG_STATIC
void vg_start(void)
117 reset_player( 1, (const char *[]){ "start" } );
120 VG_STATIC
void draw_origin_axis(void)
122 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
123 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
124 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
127 VG_STATIC
void vg_update(void)
137 world_update( player
.phys
.rb
.co
);
141 VG_STATIC
void vg_update_fixed(void)
145 player_update_fixed();
146 vehicle_update_fixed();
150 VG_STATIC
void vg_update_post(void)
154 player_update_post();
156 vehicle_update_post();
160 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
165 VG_STATIC
void present_view_with_post_processing(void)
167 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
170 glDisable(GL_DEPTH_TEST
);
171 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
172 glBlendEquation(GL_FUNC_ADD
);
176 shader_blitblur_use();
177 shader_blitblur_uTexMain( 0 );
178 shader_blitblur_uTexMotion( 1 );
179 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
182 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
183 shader_blitblur_uOverrideDir( menu_blurring
);
185 if( cl_view_id
== 0 )
186 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
187 else if( cl_view_id
== 1 )
188 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
190 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
192 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
197 shader_blit_uTexMain( 0 );
198 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
204 VG_STATIC
void render_player_transparent(void)
206 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
209 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
211 small_cam
.fov
= main_camera
.fov
;
212 small_cam
.nearz
= 0.05f
;
213 small_cam
.farz
= 60.0f
;
215 camera_update_view( &small_cam
);
216 camera_update_projection( &small_cam
);
217 camera_finalize( &small_cam
);
219 /* Draw player to window buffer and blend background ontop */
221 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
222 draw_player( &small_cam
);
225 VG_STATIC
void render_scene(void)
227 render_fb_bind( gpipeline
.fb_main
);
228 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
229 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
232 glEnable( GL_DEPTH_TEST
);
234 render_world( &main_camera
);
236 int player_transparent
= !(player
.is_dead
|| freecam
),
237 player_draw
= !cl_menu
;
239 if( !player_transparent
&& player_draw
)
240 draw_player( &main_camera
);
242 render_water_texture( &main_camera
);
243 render_fb_bind( gpipeline
.fb_main
);
244 render_water_surface( &main_camera
);
245 render_world_gates( &main_camera
);
247 if( player_transparent
&& player_draw
)
248 render_player_transparent();
251 VG_STATIC
void render_menu(void)
253 glClear( GL_DEPTH_BUFFER_BIT
);
254 menu_render( &main_camera
);
257 VG_STATIC
void render_main_game(void)
259 static float fov
= 60.0f
;
260 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
261 if( player
.phys
.on_board
)
262 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
264 fov_target
= menu_fov_target
;
265 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
266 fov
= freecam
? 60.0f
: fov
;
268 main_camera
.fov
= fov
;
269 main_camera
.nearz
= 0.1f
;
270 main_camera
.farz
= 2100.0f
;
272 camera_update_view( &main_camera
);
273 camera_update_projection( &main_camera
);
274 camera_finalize( &main_camera
);
276 /* ========== Begin Frame ========== */
279 present_view_with_post_processing();
284 render_player_transparent();
287 /* =========== End Frame =========== */
290 VG_STATIC
void vg_render(void)
292 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
294 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
295 glDisable( GL_DEPTH_TEST
);
297 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
298 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
304 glDisable( GL_DEPTH_TEST
);
305 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
306 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
309 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
310 VG_STATIC
void vg_ui(void)
316 vg_uictx
.cursor
[0] = 10;
317 vg_uictx
.cursor
[1] = 10;
318 vg_uictx
.cursor
[2] = 200;
319 vg_uictx
.cursor
[3] = 20;
321 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
322 struct ui_slider_vector
323 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
326 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
327 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
329 for( int i
=0; i
<3; i
++ )
330 run_light_widget( &gpipeline
.widgets
[i
] );
332 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
333 vg_uictx
.cursor
[1] += 16;
334 ui_slider_vector( &s5
);
336 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
337 vg_uictx
.cursor
[1] += 16;
341 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
342 vg_uictx
.cursor
[1] += 16;
343 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
346 render_update_lighting_ub();
349 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
352 render_world_routes_ui();
354 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
356 audio_debug_soundscapes();
357 render_view_framebuffer_ui();
358 player_physics_gui();
361 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
363 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
369 struct ui_slider_vector
370 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
371 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
373 ui_slider_vector( &colour
);
374 vg_uictx
.cursor
[1] += 4;
375 ui_slider_vector( &dir
);
379 VG_STATIC
void run_debug_info(void)
383 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.phys
.rb
.v
) );
384 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
386 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
387 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
388 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
390 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
391 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
392 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
394 if( vg_input
.controller_handle
)
396 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
398 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
399 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
404 ui_text( (ui_px
[2]){ 0, 60 },
405 "Gamepad not ready", 1, k_text_align_left
);