framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 */
13
14 #define SR_NETWORKED
15 #include "common.h"
16 #include "conf.h"
17 #include "steam.h"
18 #include "render.h"
19 #include "audio.h"
20 #include "world.h"
21 #include "player.h"
22 #include "network.h"
23 #include "menu.h"
24
25 static int cl_ui = 1,
26 cl_view_id = 0;
27
28 int main( int argc, char *argv[] )
29 {
30 vg_mem.use_libc_malloc = 0;
31 vg_set_mem_quota( 128*1024*1024 );
32 vg_enter( argc, argv, "Voyager Game Engine" );
33
34 return 0;
35 }
36
37 VG_STATIC void highscores_save_at_exit(void)
38 {
39 highscores_serialize_all();
40 }
41
42 VG_STATIC void vg_launch_opt(void)
43 {
44
45 }
46
47 VG_STATIC void vg_preload(void)
48 {
49 g_conf_init();
50
51 vg_convar_push( (struct vg_convar){
52 .name = "cl_ui",
53 .data = &cl_ui,
54 .data_type = k_convar_dtype_i32,
55 .opt_i32 = { .min=0, .max=1, .clamp=1 },
56 .persistent = 0
57 });
58
59 vg_convar_push( (struct vg_convar){
60 .name = "cl_view_id",
61 .data = &cl_view_id,
62 .data_type = k_convar_dtype_i32,
63 .opt_i32 = { .min=0, .max=1, .clamp=1 },
64 .persistent = 0
65 });
66
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(" ' ' '--' [] '----- '----- ' ' '---' "
73 "SOFTWARE\n" );
74
75 highscores_init( 2000, 50 );
76 if( !highscores_read() )
77 highscores_create_db();
78
79 vg_loader_step( NULL, highscores_save_at_exit );
80
81 steam_init();
82 vg_loader_step( NULL, steam_end );
83 vg_loader_step( network_init, network_end );
84 }
85
86 VG_STATIC void vg_load(void)
87 {
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 );
92
93 vg_bake_shaders();
94 vg_loader_step( audio_init, audio_free );
95 world_audio_init();
96
97 /* 'systems' are completely loaded now */
98 strcpy( world.world_name, "maps/mp_mtzero.mdl" );
99 strcpy( world.world_name, "maps/mp_gridmap.mdl" );
100 world_load();
101 vg_console_load_autos();
102 }
103
104 VG_STATIC void vg_start(void)
105 {
106 reset_player( 1, (const char *[]){ "start" } );
107 }
108
109 VG_STATIC void draw_origin_axis(void)
110 {
111 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
112 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
113 vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
114 }
115
116 VG_STATIC void vg_update(void)
117 {
118 steam_update();
119
120 if( vg.is_loaded )
121 {
122 draw_origin_axis();
123 network_update();
124
125 player_update_pre();
126 world_update( player.phys.rb.co );
127 }
128 }
129
130 VG_STATIC void vg_update_fixed(void)
131 {
132 if( vg.is_loaded )
133 {
134 player_update_fixed();
135 }
136 }
137
138 VG_STATIC void vg_update_post(void)
139 {
140 if( vg.is_loaded )
141 {
142 player_update_post();
143 menu_update();
144 }
145 }
146
147 VG_STATIC void vg_framebuffer_resize( int w, int h )
148 {
149 render_fb_resize();
150 }
151
152 VG_STATIC void present_view_with_post_processing(void)
153 {
154 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
155
156 glEnable(GL_BLEND);
157 glDisable(GL_DEPTH_TEST);
158 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
159 glBlendEquation(GL_FUNC_ADD);
160
161 shader_blitblur_use();
162 shader_blitblur_uTexMain( 0 );
163 shader_blitblur_uTexMotion( 1 );
164 shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
165
166 if( cl_view_id == 0 )
167 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
168 else if( cl_view_id == 1 )
169 render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
170 else
171 render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
172
173 render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
174 render_fsquad();
175 }
176
177 VG_STATIC void render_scene(void)
178 {
179 render_fb_bind( gpipeline.fb_main );
180 glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
181 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
182
183 /* Draw world */
184 glEnable( GL_DEPTH_TEST );
185
186 render_world( &main_camera );
187 render_water_texture( &main_camera );
188 render_fb_bind( gpipeline.fb_main );
189 render_water_surface( &main_camera );
190 render_world_gates( &main_camera );
191 }
192
193 VG_STATIC void render_menu(void)
194 {
195 glClear( GL_DEPTH_BUFFER_BIT );
196 menu_render( &main_camera );
197 }
198
199 VG_STATIC void render_player_into_world(void)
200 {
201 render_fb_bind( gpipeline.fb_main );
202 draw_player( &main_camera );
203 }
204
205 VG_STATIC void render_player_transparent(void)
206 {
207 camera small_cam;
208 m4x3_copy( main_camera.transform, small_cam.transform );
209
210 small_cam.fov = main_camera.fov;
211 small_cam.nearz = 0.05f;
212 small_cam.farz = 60.0f;
213
214 camera_update_view( &small_cam );
215 camera_update_projection( &small_cam );
216 camera_finalize( &small_cam );
217
218 /* Draw player to window buffer and blend background ontop */
219
220 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
221 draw_player( &small_cam );
222 }
223
224 VG_STATIC void render_main_game(void)
225 {
226 static float fov = 60.0f;
227 float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
228 if( player.phys.on_board )
229 fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
230 if( cl_menu )
231 fov_target = menu_fov_target;
232 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
233 fov = freecam? 60.0f: fov;
234
235 main_camera.fov = fov;
236 main_camera.nearz = 0.1f;
237 main_camera.farz = 2100.0f;
238
239 camera_update_view( &main_camera );
240 camera_update_projection( &main_camera );
241 camera_finalize( &main_camera );
242
243 /* ========== Begin Frame ========== */
244
245 render_scene();
246
247 if( !cl_menu )
248 {
249 if( player.is_dead | freecam )
250 render_player_into_world();
251 else
252 render_player_transparent();
253 }
254
255 present_view_with_post_processing();
256
257 if( cl_menu )
258 {
259 render_menu();
260 render_player_transparent();
261 }
262
263 /* =========== End Frame =========== */
264 }
265
266 VG_STATIC void vg_render(void)
267 {
268 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
269
270 glViewport( 0,0, vg.window_x, vg.window_y );
271 glDisable( GL_DEPTH_TEST );
272
273 glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
274 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
275
276 render_main_game();
277
278 /* Other shite */
279 glDisable(GL_BLEND);
280 glDisable( GL_DEPTH_TEST );
281 vg_lines_drawall( (float *)main_camera.mtx.pv );
282 glViewport( 0,0, vg.window_x, vg.window_y );
283 }
284
285 VG_STATIC void vg_ui(void)
286 {
287 menu_crap_ui();
288
289 #if 0
290 if( lightedit )
291 {
292 ui_global_ctx.cursor[0] = 10;
293 ui_global_ctx.cursor[1] = 10;
294 ui_global_ctx.cursor[2] = 200;
295 ui_global_ctx.cursor[3] = 20;
296
297 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
298 struct ui_slider_vector
299 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
300
301 struct ui_slider
302 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
303 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
304
305 for( int i=0; i<3; i++ )
306 run_light_widget( &gpipeline.widgets[i] );
307
308 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
309 ui_global_ctx.cursor[1] += 16;
310 ui_slider_vector( &ui_global_ctx, &s5 );
311
312 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
313 ui_global_ctx.cursor[1] += 16;
314 ui_slider( &ui_global_ctx, &s8 );
315 ui_slider( &ui_global_ctx, &s9 );
316
317 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
318 ui_global_ctx.cursor[1] += 16;
319 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
320 ui_checkbox( &ui_global_ctx, &c1 );
321
322 render_update_lighting_ub();
323 }
324 #endif
325
326 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
327 if( cl_ui )
328 {
329 render_world_routes_ui();
330 }
331 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
332
333 audio_debug_soundscapes();
334 }
335
336 #if 0
337 VG_STATIC void run_light_widget( struct light_widget *lw )
338 {
339 struct ui_checkbox c1 = { .data=&lw->enabled };
340
341 ui_checkbox( &ui_global_ctx, &c1 );
342
343 if( lw->enabled )
344 {
345 struct ui_slider_vector
346 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
347 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
348
349 ui_slider_vector( &ui_global_ctx, &colour );
350 ui_global_ctx.cursor[1] += 4;
351 ui_slider_vector( &ui_global_ctx, &dir );
352 }
353 }
354 #endif
355
356 VG_STATIC void run_debug_info(void)
357 {
358 char buf[40];
359
360 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
361 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
362
363 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
364 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
365 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
366
367 snprintf( buf, 40, "pos %.2f %.2f %.2f",
368 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
369 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
370
371 if( vg_input.controller_handle )
372 {
373 for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
374 {
375 snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
376 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
377 }
378 }
379 else
380 {
381 ui_text( (ui_px [2]){ 0, 60 },
382 "Gamepad not ready", 1, k_text_align_left );
383 }
384 }