9d72bec2aa030060fdd7009f465715e07026e195
2 * =============================================================================
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2023 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
11 * =============================================================================
29 int main( int argc
, char *argv
[] )
31 vg_mem
.use_libc_malloc
= 0;
32 vg_set_mem_quota( 128*1024*1024 );
33 vg_enter( argc
, argv
, "Voyager Game Engine" );
38 VG_STATIC
void highscores_save_at_exit(void)
40 highscores_serialize_all();
43 VG_STATIC
void vg_launch_opt(void)
48 VG_STATIC
void vg_preload(void)
52 vg_convar_push( (struct vg_convar
){
55 .data_type
= k_convar_dtype_i32
,
56 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
60 vg_convar_push( (struct vg_convar
){
63 .data_type
= k_convar_dtype_i32
,
64 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
68 vg_convar_push( (struct vg_convar
){
70 .data
= &cl_light_edit
,
71 .data_type
= k_convar_dtype_i32
,
72 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
76 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
77 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
78 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
79 vg_info(" | \\ / | | / | | \\ | / | \n" );
80 vg_info(" | \\/ | | / | | \\ | / | \n" );
81 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
84 highscores_init( 2000, 50 );
85 if( !highscores_read() )
86 highscores_create_db();
88 vg_loader_step( NULL
, highscores_save_at_exit
);
91 vg_loader_step( NULL
, steam_end
);
92 vg_loader_step( network_init
, network_end
);
95 VG_STATIC
void vg_load(void)
97 vg_loader_step( render_init
, NULL
);
98 vg_loader_step( menu_init
, NULL
);
99 vg_loader_step( world_init
, NULL
);
100 vg_loader_step( player_init
, NULL
);
103 vg_loader_step( audio_init
, audio_free
);
106 /* 'systems' are completely loaded now */
107 strcpy( world
.world_name
, "maps/mp_mtzero.mdl" );
108 strcpy( world
.world_name
, "maps/mp_gridmap.mdl" );
110 vg_console_load_autos();
113 VG_STATIC
void vg_start(void)
115 reset_player( 1, (const char *[]){ "start" } );
118 VG_STATIC
void draw_origin_axis(void)
120 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, 0xffff0000 );
121 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, 0xff00ff00 );
122 vg_line( (v3f
){ 0.0f
, 0.0f
, 0.0f
}, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, 0xff0000ff );
125 VG_STATIC
void vg_update(void)
135 world_update( player
.phys
.rb
.co
);
139 VG_STATIC
void vg_update_fixed(void)
143 player_update_fixed();
147 VG_STATIC
void vg_update_post(void)
151 player_update_post();
156 VG_STATIC
void vg_framebuffer_resize( int w
, int h
)
161 VG_STATIC
void present_view_with_post_processing(void)
163 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
166 glDisable(GL_DEPTH_TEST
);
167 glBlendFunc(GL_ONE_MINUS_DST_ALPHA
, GL_DST_ALPHA
);
168 glBlendEquation(GL_FUNC_ADD
);
172 shader_blitblur_use();
173 shader_blitblur_uTexMain( 0 );
174 shader_blitblur_uTexMotion( 1 );
175 shader_blitblur_uBlurStrength(cl_blur_strength
/ (vg
.frame_delta
*60.0f
));
178 v2_muls( (v2f
){ 0.04f
, 0.001f
}, menu_opacity
, menu_blurring
);
179 shader_blitblur_uOverrideDir( menu_blurring
);
181 if( cl_view_id
== 0 )
182 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
183 else if( cl_view_id
== 1 )
184 render_fb_bind_texture( gpipeline
.fb_main
, 1, 0 );
186 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
188 render_fb_bind_texture( gpipeline
.fb_main
, 1, 1 );
193 shader_blit_uTexMain( 0 );
194 render_fb_bind_texture( gpipeline
.fb_main
, 0, 0 );
200 VG_STATIC
void render_player_transparent(void)
202 static camera small_cam
; /* DOES NOT NEED TO BE STATIC BUT MINGW
205 m4x3_copy( main_camera
.transform
, small_cam
.transform
);
207 small_cam
.fov
= main_camera
.fov
;
208 small_cam
.nearz
= 0.05f
;
209 small_cam
.farz
= 60.0f
;
211 camera_update_view( &small_cam
);
212 camera_update_projection( &small_cam
);
213 camera_finalize( &small_cam
);
215 /* Draw player to window buffer and blend background ontop */
217 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
218 draw_player( &small_cam
);
221 VG_STATIC
void render_scene(void)
223 render_fb_bind( gpipeline
.fb_main
);
224 glClearColor( 0.0f
, 0.0f
, 0.0f
, 1.0f
);
225 glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
| GL_STENCIL_BUFFER_BIT
);
228 glEnable( GL_DEPTH_TEST
);
230 render_world( &main_camera
);
232 int player_transparent
= !(player
.is_dead
|| freecam
),
233 player_draw
= !cl_menu
;
235 if( !player_transparent
&& player_draw
)
236 draw_player( &main_camera
);
238 render_water_texture( &main_camera
);
239 render_fb_bind( gpipeline
.fb_main
);
240 render_water_surface( &main_camera
);
241 render_world_gates( &main_camera
);
243 if( player_transparent
&& player_draw
)
244 render_player_transparent();
247 VG_STATIC
void render_menu(void)
249 glClear( GL_DEPTH_BUFFER_BIT
);
250 menu_render( &main_camera
);
253 VG_STATIC
void render_main_game(void)
255 static float fov
= 60.0f
;
256 float fov_target
= vg_lerpf( 90.0f
, 110.0f
, cl_fov
);
257 if( player
.phys
.on_board
)
258 fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
);
260 fov_target
= menu_fov_target
;
261 fov
= vg_lerpf( fov
, fov_target
, vg
.frame_delta
* 2.0f
);
262 fov
= freecam
? 60.0f
: fov
;
264 main_camera
.fov
= fov
;
265 main_camera
.nearz
= 0.1f
;
266 main_camera
.farz
= 2100.0f
;
268 camera_update_view( &main_camera
);
269 camera_update_projection( &main_camera
);
270 camera_finalize( &main_camera
);
272 /* ========== Begin Frame ========== */
275 present_view_with_post_processing();
280 render_player_transparent();
283 /* =========== End Frame =========== */
286 VG_STATIC
void vg_render(void)
288 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
290 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
291 glDisable( GL_DEPTH_TEST
);
293 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
294 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
300 glDisable( GL_DEPTH_TEST
);
301 vg_lines_drawall( (float *)main_camera
.mtx
.pv
);
302 glViewport( 0,0, vg
.window_x
, vg
.window_y
);
305 VG_STATIC
void run_light_widget( struct light_widget
*lw
);
306 VG_STATIC
void vg_ui(void)
312 vg_uictx
.cursor
[0] = 10;
313 vg_uictx
.cursor
[1] = 10;
314 vg_uictx
.cursor
[2] = 200;
315 vg_uictx
.cursor
[3] = 20;
317 struct ub_world_lighting
*wl
= &gpipeline
.ub_world_lighting
;
318 struct ui_slider_vector
319 s5
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=wl
->g_ambient_colour
};
322 s8
= { .min
=0.0f
, .max
=2.0f
, .data
= &gpipeline
.shadow_spread
},
323 s9
= { .min
=0.0f
, .max
=25.0f
, .data
= &gpipeline
.shadow_length
};
325 for( int i
=0; i
<3; i
++ )
326 run_light_widget( &gpipeline
.widgets
[i
] );
328 ui_text( vg_uictx
.cursor
, "Ambient", 1, 0 );
329 vg_uictx
.cursor
[1] += 16;
330 ui_slider_vector( &s5
);
332 ui_text( vg_uictx
.cursor
, "Shadows", 1, 0 );
333 vg_uictx
.cursor
[1] += 16;
337 ui_text( vg_uictx
.cursor
, "Misc", 1, 0 );
338 vg_uictx
.cursor
[1] += 16;
339 struct ui_checkbox c1
= {.data
= &wl
->g_light_preview
};
342 render_update_lighting_ub();
345 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
348 render_world_routes_ui();
350 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
352 audio_debug_soundscapes();
353 render_view_framebuffer_ui();
356 VG_STATIC
void run_light_widget( struct light_widget
*lw
)
358 struct ui_checkbox c1
= { .data
=&lw
->enabled
};
364 struct ui_slider_vector
365 colour
= { .min
=0.0f
, .max
=2.0f
, .len
=3, .data
=lw
->colour
},
366 dir
= { .min
=-VG_PIf
, .max
=VG_PIf
, .len
=2, .data
=lw
->dir
};
368 ui_slider_vector( &colour
);
369 vg_uictx
.cursor
[1] += 4;
370 ui_slider_vector( &dir
);
374 VG_STATIC
void run_debug_info(void)
378 snprintf( buf
, 40, "%.2fm/s", v3_length( player
.phys
.rb
.v
) );
379 ui_text( (ui_px
[2]){ 0, 0 }, buf
, 1, k_text_align_left
);
381 snprintf( buf
, 40, "%.2f %.2f %.2f m/s",
382 player
.phys
.a
[0], player
.phys
.a
[1], player
.phys
.a
[2] );
383 ui_text( (ui_px
[2]){ 0, 20 }, buf
, 1, k_text_align_left
);
385 snprintf( buf
, 40, "pos %.2f %.2f %.2f",
386 player
.phys
.rb
.co
[0], player
.phys
.rb
.co
[1], player
.phys
.rb
.co
[2] );
387 ui_text( (ui_px
[2]){ 0, 40 }, buf
, 1, k_text_align_left
);
389 if( vg_input
.controller_handle
)
391 for( int i
=0; i
<vg_list_size(vg_input
.controller_axises
); i
++ )
393 snprintf( buf
, 40, "%.2f", vg_input
.controller_axises
[i
] );
394 ui_text( (ui_px
[2]){ 0, (i
+3)*20 }, buf
, 1, k_text_align_left
);
399 ui_text( (ui_px
[2]){ 0, 60 },
400 "Gamepad not ready", 1, k_text_align_left
);