keyboard
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
1 /*
2 * =============================================================================
3 *
4 * Copyright . . . -----, ,----- ,---. .---.
5 * 2021-2022 |\ /| | / | | | | /|
6 * | \ / | +-- / +----- +---' | / |
7 * | \ / | | / | | \ | / |
8 * | \/ | | / | | \ | / |
9 * ' ' '--' [] '----- '----- ' ' '---' SOFTWARE
10 *
11 * =============================================================================
12 *
13 * register: shader register & init scheduling
14 * init: initialization
15 * update: logic
16 * render: graphics
17 * free: resource free
18 *
19 */
20
21 #define VG_3D
22 #define VG_STATIC static
23 //#define VG_STATIC
24
25 //#define VG_MINIMAL_TEST
26 #ifndef VG_MINIMAL_TEST
27
28 #define SR_NETWORKED
29
30 #include "common.h"
31 #include "steam.h"
32 #include "render.h"
33 #include "audio.h"
34 #include "world.h"
35 #include "player.h"
36 #include "network.h"
37 #include "menu.h"
38
39 static int cl_ui = 1;
40
41 int main( int argc, char *argv[] )
42 {
43 vg_mem.use_libc_malloc = 0;
44 vg_set_mem_quota( 128*1024*1024 );
45 vg_enter( argc, argv, "Voyager Game Engine" );
46 }
47
48 VG_STATIC void highscores_save_at_exit(void*_)
49 {
50 highscores_serialize_all();
51 }
52
53 VG_STATIC void vg_preload(void)
54 {
55
56 vg_convar_push( (struct vg_convar){
57 .name = "cl_ui",
58 .data = &cl_ui,
59 .data_type = k_convar_dtype_i32,
60 .opt_i32 = { .min=0, .max=1, .clamp=1 },
61 .persistent = 1
62 });
63
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(" ' ' '--' [] '----- '----- ' ' '---' "
70 "SOFTWARE\n" );
71
72 highscores_init( 2000, 50 );
73 if( !highscores_read() )
74 highscores_create_db();
75
76 vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
77
78 //vg_sleep_ms(200);
79
80 steam_init();
81 vg_loader_highwater( NULL, steam_end, NULL );
82 vg_loader_highwater( network_init, network_end, NULL );
83 }
84
85 VG_STATIC void vg_load(void)
86 {
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 );
91
92 vg_bake_shaders();
93 vg_loader_highwater( audio_init, audio_free, NULL );
94 world_audio_init();
95
96 /* 'systems' are completely loaded now */
97 strcpy( world.world_name, "models/mp_dev.mdl" );
98 world_load();
99 vg_console_load_autos();
100 }
101
102 VG_STATIC void vg_start(void)
103 {
104 reset_player( 1, (const char *[]){ "start" } );
105 }
106
107 VG_STATIC void draw_origin_axis(void)
108 {
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 );
112 }
113
114 VG_STATIC void vg_update( int loaded )
115 {
116 steam_update();
117
118 if( loaded )
119 {
120 draw_origin_axis();
121 network_update();
122
123 player_update_pre();
124 world_update( player.phys.rb.co );
125 }
126 }
127
128 VG_STATIC void vg_update_fixed( int loaded )
129 {
130 if( loaded )
131 {
132 player_update_fixed();
133 }
134 }
135
136 VG_STATIC void vg_update_post( int loaded )
137 {
138 if( loaded )
139 {
140 player_update_post();
141 menu_update();
142 }
143 }
144
145 VG_STATIC void vg_framebuffer_resize( int w, int h )
146 {
147 render_fb_resize();
148 water_fb_resize();
149 }
150
151 VG_STATIC void render_main_game(void)
152 {
153 m4x4f world_4x4;
154 m4x3_expand( camera_mtx_inverse, world_4x4 );
155
156 static float fov = 97.0f;
157
158 float fov_target = 108.0f;
159 if( player.phys.on_board )
160 fov_target = 125.0f;
161
162 if( cl_menu )
163 fov_target = menu_fov_target;
164
165 fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
166
167 gpipeline.fov = freecam? 60.0f: fov; /* 120 */
168 m4x4_projection( vg.pv, gpipeline.fov,
169 (float)vg.window_x / (float)vg.window_y,
170 0.1f, 2100.0f );
171
172 m4x4_mul( vg.pv, world_4x4, vg.pv );
173 glEnable( GL_DEPTH_TEST );
174
175 /*
176 * Draw world
177 */
178
179 int draw_solid = player.is_dead | freecam;
180 render_world( vg.pv, camera_mtx );
181
182 if( draw_solid )
183 draw_player( camera_mtx );
184
185 render_water_texture( camera_mtx );
186
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 );
190
191 if( cl_menu )
192 {
193 glClear( GL_DEPTH_BUFFER_BIT );
194 menu_render( vg.pv );
195 }
196
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,
202 GL_COLOR_BUFFER_BIT,
203 GL_LINEAR );
204
205 /* Clear out the colour buffer, but keep depth */
206 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
207 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
208
209 if( !player.is_dead )
210 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
211 else
212 glClear( GL_COLOR_BUFFER_BIT );
213
214 if( !draw_solid )
215 {
216 m4x4_projection( vg.pv, gpipeline.fov,
217 (float)vg.window_x / (float)vg.window_y,
218 0.05f, 60.0f );
219 m4x4_mul( vg.pv, world_4x4, vg.pv );
220 draw_player( camera_mtx );
221 }
222
223 /* Draw back in the background
224 *
225 * TODO: need to disable alpha write in the terrain shader so this works
226 * again.
227 */
228 glEnable(GL_BLEND);
229 glDisable(GL_DEPTH_TEST);
230 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
231 glBlendEquation(GL_FUNC_ADD);
232
233 shader_blit_use();
234 shader_blit_uTexMain( 0 );
235 glActiveTexture(GL_TEXTURE0);
236 glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
237
238 render_fsquad();
239 }
240
241 VG_STATIC void vg_render(void)
242 {
243 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
244 glViewport( 0,0, vg.window_x, vg.window_y );
245 glDisable( GL_DEPTH_TEST );
246
247 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
248 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
249
250 render_main_game();
251
252
253 /* Other shite */
254 glDisable(GL_BLEND);
255 glDisable( GL_DEPTH_TEST );
256 vg_lines_drawall( (float *)vg.pv );
257 glViewport( 0,0, vg.window_x, vg.window_y );
258 }
259
260 VG_STATIC void vg_ui(void)
261 {
262 #if 0
263 if( lightedit )
264 {
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;
269
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 };
273
274 struct ui_slider
275 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
276 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
277
278 for( int i=0; i<3; i++ )
279 run_light_widget( &gpipeline.widgets[i] );
280
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 );
284
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 );
289
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 );
294
295 render_update_lighting_ub();
296 }
297 #endif
298
299 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
300 if( cl_ui )
301 {
302 render_world_routes_ui();
303 }
304 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
305
306 audio_debug_soundscapes();
307 }
308
309 #if 0
310 VG_STATIC void run_light_widget( struct light_widget *lw )
311 {
312 struct ui_checkbox c1 = { .data=&lw->enabled };
313
314 ui_checkbox( &ui_global_ctx, &c1 );
315
316 if( lw->enabled )
317 {
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 };
321
322 ui_slider_vector( &ui_global_ctx, &colour );
323 ui_global_ctx.cursor[1] += 4;
324 ui_slider_vector( &ui_global_ctx, &dir );
325 }
326 }
327 #endif
328
329 VG_STATIC void run_debug_info(void)
330 {
331 char buf[40];
332
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 );
335
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 );
339
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 );
343
344 if( vg.gamepad_ready )
345 {
346 for( int i=0; i<6; i++ )
347 {
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 );
350 }
351 }
352 else
353 {
354 ui_text( (ui_px [2]){ 0, 60 },
355 "Gamepad not ready", 1, k_text_align_left );
356 }
357 }
358
359 #else
360
361 #define VG_TIMESTEP_FIXED (1.0/60.0)
362 #define VG_3D
363 #define VG_FRAMEBUFFER_RESIZE 1
364 #include "vg/vg.h"
365
366 int main( int argc, char *argv[] )
367 {
368 vg_prealloc_quota( 512*1024*1024 );
369 vg_enter( argc, argv, "Voyager Game Engine" );
370 }
371
372 VG_STATIC void vg_preload(void)
373 {
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(" ' ' '--' [] '----- '----- ' ' '---' "
380 "SOFTWARE\n" );
381 }
382
383 VG_STATIC void vg_load(void)
384 {
385 vg_bake_shaders();
386 vg_console_load_autos();
387 }
388
389 VG_STATIC void vg_start(void)
390 {
391 }
392
393 VG_STATIC void vg_update( int loaded )
394 {
395 }
396
397 VG_STATIC void vg_update_fixed( int loaded )
398 {
399 }
400
401 VG_STATIC void vg_update_post( int loaded )
402 {
403 }
404
405 VG_STATIC void vg_framebuffer_resize( int w, int h )
406 {
407 }
408
409 VG_STATIC void vg_render(void)
410 {
411 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
412 glViewport( 0,0, vg.window_x, vg.window_y );
413 glDisable( GL_DEPTH_TEST );
414
415 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
416 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
417
418 /* Other shite */
419 glDisable(GL_BLEND);
420 glDisable( GL_DEPTH_TEST );
421 vg_lines_drawall( (float *)vg.pv );
422 glViewport( 0,0, vg.window_x, vg.window_y );
423 }
424
425 VG_STATIC void vg_ui(void)
426 {
427 }
428
429 #endif