7c094b0efeb0823e8a2916878b80bbf0da349f3c
2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
13 * register: shader register & init scheduling
14 * init: initialization
22 #define VG_STATIC static
25 //#define VG_MINIMAL_TEST
26 #ifndef VG_MINIMAL_TEST
41 int main( int argc
, char *argv
[] )
43 vg_mem
.use_libc_malloc
= 0;
44 vg_set_mem_quota( 128*1024*1024 );
45 vg_enter( argc
, argv
, "Voyager Game Engine" );
48 VG_STATIC
void highscores_save_at_exit(void*_
)
50 highscores_serialize_all();
53 VG_STATIC
void vg_preload(void)
56 vg_convar_push( (struct vg_convar
){
59 .data_type
= k_convar_dtype_i32
,
60 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
64 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
65 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
66 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
67 vg_info(" | \\ / | | / | | \\ | / | \n" );
68 vg_info(" | \\/ | | / | | \\ | / | \n" );
69 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
72 highscores_init( 2000, 50 );
73 if( !highscores_read() )
74 highscores_create_db();
76 vg_loader_highwater( NULL
, highscores_save_at_exit
, NULL
);
81 vg_loader_highwater( NULL
, steam_end
, NULL
);
82 vg_loader_highwater( network_init
, network_end
, NULL
);
85 VG_STATIC
void vg_load(void)
87 vg_loader_highwater( render_init
, NULL
, NULL
);
88 vg_loader_highwater( menu_init
, NULL
, NULL
);
89 vg_loader_highwater( world_init
, NULL
, NULL
);
90 vg_loader_highwater( player_init
, NULL
, NULL
);
93 vg_loader_highwater( audio_init
, audio_free
, NULL
);
96 /* 'systems' are completely loaded now */
97 strcpy( world
.world_name
, "models/mp_dev.mdl" );
99 vg_console_load_autos();
102 VG_STATIC
void vg_start(void)
104 reset_player( 1, (const char *[]){ "start" } );
107 VG_STATIC
void draw_origin_axis(void)
109 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
110 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
111 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
114 VG_STATIC
void vg_update( int loaded
)
124 world_update( player
.phys
.rb
.co
);
128 VG_STATIC
void vg_update_fixed( int loaded
)
132 player_update_fixed();
136 VG_STATIC
void vg_update_post( int loaded
)
140 player_update_post();
145 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
151 VG_STATIC
void render_main_game(void)
154 m4x3_expand( camera_mtx_inverse
, world_4x4
);
156 static float fov
= 97.0f
;
158 float fov_target
= 108.0f
;
159 if( player
.phys
.on_board
)
163 fov_target
= menu_fov_target
;
165 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
167 gpipeline
.fov
= freecam
? 60.0f
: fov
; /* 120 */
168 m4x4_projection( vg
.pv
, gpipeline
.fov
,
169 (float)vg
.window_x
/ (float)vg
.window_y
,
172 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
173 glEnable( GL_DEPTH_TEST
);
179 int draw_solid
= player
.is_dead
| freecam
;
180 render_world( vg
.pv
, camera_mtx
);
183 draw_player( camera_mtx
);
185 render_water_texture( camera_mtx
);
187 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
188 render_water_surface( vg
.pv
, camera_mtx
);
189 render_world_gates( vg
.pv
, player
.phys
.rb
.co
, camera_mtx
);
193 glClear( GL_DEPTH_BUFFER_BIT
);
194 menu_render( vg
.pv
);
197 /* Copy the RGB of what we have into the background buffer */
198 glBindFramebuffer( GL_READ_FRAMEBUFFER
, 0 );
199 glBindFramebuffer( GL_DRAW_FRAMEBUFFER
, gpipeline
.fb_background
);
200 glBlitFramebuffer( 0,0, vg
.window_x
, vg
.window_y
,
201 0,0, vg
.window_x
, vg
.window_y
,
205 /* Clear out the colour buffer, but keep depth */
206 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
207 glClearColor( 0.0f
, 0.0f
, 0.0f
, 0.0f
);
209 if( !player
.is_dead
)
210 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
212 glClear( GL_COLOR_BUFFER_BIT
);
216 m4x4_projection( vg
.pv
, gpipeline
.fov
,
217 (float)vg
.window_x
/ (float)vg
.window_y
,
219 m4x4_mul( vg
.pv
, world_4x4
, vg
.pv
);
220 draw_player( camera_mtx
);
223 /* Draw back in the background
225 * TODO: need to disable alpha write in the terrain shader so this works
229 glDisable(GL_DEPTH_TEST
);
230 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
231 glBlendEquation(GL_FUNC_ADD
);
234 shader_blit_uTexMain( 0 );
235 glActiveTexture(GL_TEXTURE0
);
236 glBindTexture( GL_TEXTURE_2D
, gpipeline
.rgb_background
);
241 VG_STATIC
void vg_render(void)
243 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
244 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
245 glDisable( GL_DEPTH_TEST
);
247 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
248 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
255 glDisable( GL_DEPTH_TEST
);
256 vg_lines_drawall( (float *)vg
.pv
);
257 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
260 VG_STATIC
void vg_ui(void)
265 ui_global_ctx
.cursor
[0] = 10;
266 ui_global_ctx
.cursor
[1] = 10;
267 ui_global_ctx
.cursor
[2] = 200;
268 ui_global_ctx
.cursor
[3] = 20;
270 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
271 struct ui_slider_vector
272 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
275 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
276 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
278 for( int i
=0; i
<3; i
++ )
279 run_light_widget( &gpipeline
.widgets
[i
] );
281 gui_text( ui_global_ctx
.cursor
, "Ambient", 1, 0 );
282 ui_global_ctx
.cursor
[1] += 16;
283 ui_slider_vector( &ui_global_ctx
, &s5
);
285 gui_text( ui_global_ctx
.cursor
, "Shadows", 1, 0 );
286 ui_global_ctx
.cursor
[1] += 16;
287 ui_slider( &ui_global_ctx
, &s8
);
288 ui_slider( &ui_global_ctx
, &s9
);
290 gui_text( ui_global_ctx
.cursor
, "Misc", 1, 0 );
291 ui_global_ctx
.cursor
[1] += 16;
292 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
293 ui_checkbox( &ui_global_ctx
, &c1
);
295 render_update_lighting_ub();
299 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
302 render_world_routes_ui();
304 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
306 audio_debug_soundscapes();
310 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
312 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
314 ui_checkbox( &ui_global_ctx
, &c1
);
318 struct ui_slider_vector
319 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
320 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
322 ui_slider_vector( &ui_global_ctx
, &colour
);
323 ui_global_ctx
.cursor
[1] += 4;
324 ui_slider_vector( &ui_global_ctx
, &dir
);
329 VG_STATIC
void run_debug_info(void)
333 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.phys
.rb
.v
) );
334 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
336 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
337 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
338 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
340 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
341 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
342 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
344 if( vg
.gamepad_ready
)
346 for( int i
=0; i
<6; i
++ )
348 snprintf( buf
, 40, "%.2f", vg
.gamepad
.axes
[i
] );
349 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
354 ui_text( (ui_px
[2]){ 0, 60 },
355 "Gamepad not ready", 1, k_text_align_left
);
361 #define VG_TIMESTEP_FIXED (1.0/60.0)
363 #define VG_FRAMEBUFFER_RESIZE 1
366 int main( int argc
, char *argv
[] )
368 vg_prealloc_quota( 512*1024*1024 );
369 vg_enter( argc
, argv
, "Voyager Game Engine" );
372 VG_STATIC
void vg_preload(void)
374 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
375 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
376 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
377 vg_info(" | \\ / | | / | | \\ | / | \n" );
378 vg_info(" | \\/ | | / | | \\ | / | \n" );
379 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
383 VG_STATIC
void vg_load(void)
386 vg_console_load_autos();
389 VG_STATIC
void vg_start(void)
393 VG_STATIC
void vg_update( int loaded
)
397 VG_STATIC
void vg_update_fixed( int loaded
)
401 VG_STATIC
void vg_update_post( int loaded
)
405 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
409 VG_STATIC
void vg_render(void)
411 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
412 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
413 glDisable( GL_DEPTH_TEST
);
415 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
416 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
420 glDisable( GL_DEPTH_TEST
);
421 vg_lines_drawall( (float *)vg
.pv
);
422 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
425 VG_STATIC
void vg_ui(void)