6d402bfc260422a819dcff16154e075413bc6c62
2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
28 int main( int argc
, char *argv
[] )
30 vg_mem
.use_libc_malloc
= 0;
31 vg_set_mem_quota( 128*1024*1024 );
32 vg_enter( argc
, argv
, "Voyager Game Engine" );
37 VG_STATIC
void highscores_save_at_exit(void)
39 highscores_serialize_all();
42 VG_STATIC
void vg_launch_opt(void)
47 VG_STATIC
void vg_preload(void)
51 vg_convar_push( (struct vg_convar
){
54 .data_type
= k_convar_dtype_i32
,
55 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
59 vg_convar_push( (struct vg_convar
){
62 .data_type
= k_convar_dtype_i32
,
63 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
67 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
68 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
69 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
70 vg_info(" | \\ / | | / | | \\ | / | \n" );
71 vg_info(" | \\/ | | / | | \\ | / | \n" );
72 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
75 highscores_init( 2000, 50 );
76 if( !highscores_read() )
77 highscores_create_db();
79 vg_loader_step( NULL
, highscores_save_at_exit
);
82 vg_loader_step( NULL
, steam_end
);
83 vg_loader_step( network_init
, network_end
);
86 VG_STATIC
void vg_load(void)
88 vg_loader_step( render_init
, NULL
);
89 vg_loader_step( menu_init
, NULL
);
90 vg_loader_step( world_init
, NULL
);
91 vg_loader_step( player_init
, NULL
);
94 vg_loader_step( audio_init
, audio_free
);
97 /* 'systems' are completely loaded now */
98 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
100 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
103 vg_console_load_autos();
106 VG_STATIC
void vg_start(void)
108 reset_player( 1, (const char *[]){ "start" } );
111 VG_STATIC
void draw_origin_axis(void)
113 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
114 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
115 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
118 VG_STATIC
void vg_update(void)
128 world_update( player
.phys
.rb
.co
);
132 VG_STATIC
void vg_update_fixed(void)
136 player_update_fixed();
140 VG_STATIC
void vg_update_post(void)
144 player_update_post();
149 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
154 VG_STATIC
void present_view_with_post_processing(void)
156 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
159 glDisable(GL_DEPTH_TEST
);
160 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
161 glBlendEquation(GL_FUNC_ADD
);
165 shader_blitblur_use();
166 shader_blitblur_uTexMain( 0 );
167 shader_blitblur_uTexMotion( 1 );
168 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
171 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
172 shader_blitblur_uOverrideDir( menu_blurring
);
174 if( cl_view_id
== 0 )
175 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
176 else if( cl_view_id
== 1 )
177 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
179 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
181 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
186 shader_blit_uTexMain( 0 );
187 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
193 VG_STATIC
void render_player_transparent(void)
195 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
198 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
200 small_cam
.fov
= main_camera
.fov
;
201 small_cam
.nearz
= 0.05f
;
202 small_cam
.farz
= 60.0f
;
204 camera_update_view( &small_cam
);
205 camera_update_projection( &small_cam
);
206 camera_finalize( &small_cam
);
208 /* Draw player to window buffer and blend background ontop */
210 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
211 draw_player( &small_cam
);
214 VG_STATIC
void render_scene(void)
216 render_fb_bind( gpipeline
.fb_main
);
217 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
218 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
221 glEnable( GL_DEPTH_TEST
);
223 render_world( &main_camera
);
225 int player_transparent
= !(player
.is_dead
|| freecam
),
226 player_draw
= !cl_menu
;
228 if( !player_transparent
&& player_draw
)
229 draw_player( &main_camera
);
231 render_water_texture( &main_camera
);
232 render_fb_bind( gpipeline
.fb_main
);
233 render_water_surface( &main_camera
);
234 render_world_gates( &main_camera
);
236 if( player_transparent
&& player_draw
)
237 render_player_transparent();
240 VG_STATIC
void render_menu(void)
242 glClear( GL_DEPTH_BUFFER_BIT
);
243 menu_render( &main_camera
);
246 VG_STATIC
void render_main_game(void)
248 static float fov
= 60.0f
;
249 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
250 if( player
.phys
.on_board
)
251 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
253 fov_target
= menu_fov_target
;
254 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
255 fov
= freecam
? 60.0f
: fov
;
257 main_camera
.fov
= fov
;
258 main_camera
.nearz
= 0.1f
;
259 main_camera
.farz
= 2100.0f
;
261 camera_update_view( &main_camera
);
262 camera_update_projection( &main_camera
);
263 camera_finalize( &main_camera
);
265 /* ========== Begin Frame ========== */
268 present_view_with_post_processing();
273 render_player_transparent();
276 /* =========== End Frame =========== */
279 VG_STATIC
void vg_render(void)
281 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
283 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
284 glDisable( GL_DEPTH_TEST
);
286 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
287 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
293 glDisable( GL_DEPTH_TEST
);
294 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
295 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
298 VG_STATIC
void vg_ui(void)
305 ui_global_ctx
.cursor
[0] = 10;
306 ui_global_ctx
.cursor
[1] = 10;
307 ui_global_ctx
.cursor
[2] = 200;
308 ui_global_ctx
.cursor
[3] = 20;
310 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
311 struct ui_slider_vector
312 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
315 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
316 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
318 for( int i
=0; i
<3; i
++ )
319 run_light_widget( &gpipeline
.widgets
[i
] );
321 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
322 ui_global_ctx
.cursor
[1] += 16;
323 ui_slider_vector( &ui_global_ctx
, &s5
);
325 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
326 ui_global_ctx
.cursor
[1] += 16;
327 ui_slider( &ui_global_ctx
, &s8
);
328 ui_slider( &ui_global_ctx
, &s9
);
330 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
331 ui_global_ctx
.cursor
[1] += 16;
332 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
333 ui_checkbox( &ui_global_ctx
, &c1
);
335 render_update_lighting_ub();
339 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
342 render_world_routes_ui();
344 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
346 audio_debug_soundscapes();
347 render_view_framebuffer_ui();
351 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
353 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
355 ui_checkbox( &ui_global_ctx
, &c1
);
359 struct ui_slider_vector
360 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
361 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
363 ui_slider_vector( &ui_global_ctx
, &colour
);
364 ui_global_ctx
.cursor
[1] += 4;
365 ui_slider_vector( &ui_global_ctx
, &dir
);
370 VG_STATIC
void run_debug_info(void)
374 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.phys
.rb
.v
) );
375 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
377 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
378 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
379 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
381 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
382 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
383 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
385 if( vg_input
.controller_handle
)
387 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
389 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
390 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
395 ui_text( (ui_px
[2]){ 0, 60 },
396 "Gamepad not ready", 1, k_text_align_left
);