better low qual mode
[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( cl_menu )
264 {
265 ui_rect menu =
266 {
267 vg.window_x / 2 - 150,
268 vg.window_y / 2 - 50,
269 300,
270 130
271 };
272
273 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
274
275 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
276 steam_username_at_startup,
277 1, k_text_align_center );
278 menu[1] += 24;
279 menu[3] -= 30;
280
281 ui_rect_pad( menu, 8 );
282 ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
283 ui_rect_pad( menu, 2 );
284 ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
285
286 menu[1] += 32;
287 ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
288 "Exit", 2, k_text_align_center );
289
290 if( vg_get_button_down( "jump" ) )
291 {
292 glfwSetWindowShouldClose( vg.window, 1 );
293 }
294 }
295
296 if( lightedit )
297 {
298 ui_global_ctx.cursor[0] = 10;
299 ui_global_ctx.cursor[1] = 10;
300 ui_global_ctx.cursor[2] = 200;
301 ui_global_ctx.cursor[3] = 20;
302
303 struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
304 struct ui_slider_vector
305 s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
306
307 struct ui_slider
308 s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
309 s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
310
311 for( int i=0; i<3; i++ )
312 run_light_widget( &gpipeline.widgets[i] );
313
314 gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
315 ui_global_ctx.cursor[1] += 16;
316 ui_slider_vector( &ui_global_ctx, &s5 );
317
318 gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
319 ui_global_ctx.cursor[1] += 16;
320 ui_slider( &ui_global_ctx, &s8 );
321 ui_slider( &ui_global_ctx, &s9 );
322
323 gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
324 ui_global_ctx.cursor[1] += 16;
325 struct ui_checkbox c1 = {.data = &wl->g_light_preview};
326 ui_checkbox( &ui_global_ctx, &c1 );
327
328 render_update_lighting_ub();
329 }
330 #endif
331
332 //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
333 if( cl_ui )
334 {
335 render_world_routes_ui();
336 }
337 //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
338
339 audio_debug_soundscapes();
340 }
341
342 #if 0
343 VG_STATIC void run_light_widget( struct light_widget *lw )
344 {
345 struct ui_checkbox c1 = { .data=&lw->enabled };
346
347 ui_checkbox( &ui_global_ctx, &c1 );
348
349 if( lw->enabled )
350 {
351 struct ui_slider_vector
352 colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
353 dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
354
355 ui_slider_vector( &ui_global_ctx, &colour );
356 ui_global_ctx.cursor[1] += 4;
357 ui_slider_vector( &ui_global_ctx, &dir );
358 }
359 }
360 #endif
361
362 VG_STATIC void run_debug_info(void)
363 {
364 char buf[40];
365
366 snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
367 ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
368
369 snprintf( buf, 40, "%.2f %.2f %.2f m/s",
370 player.phys.a[0], player.phys.a[1], player.phys.a[2] );
371 ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
372
373 snprintf( buf, 40, "pos %.2f %.2f %.2f",
374 player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
375 ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
376
377 if( vg.gamepad_ready )
378 {
379 for( int i=0; i<6; i++ )
380 {
381 snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
382 ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
383 }
384 }
385 else
386 {
387 ui_text( (ui_px [2]){ 0, 60 },
388 "Gamepad not ready", 1, k_text_align_left );
389 }
390 }
391
392 #else
393
394 #define VG_TIMESTEP_FIXED (1.0/60.0)
395 #define VG_3D
396 #define VG_FRAMEBUFFER_RESIZE 1
397 #include "vg/vg.h"
398
399 int main( int argc, char *argv[] )
400 {
401 vg_prealloc_quota( 512*1024*1024 );
402 vg_enter( argc, argv, "Voyager Game Engine" );
403 }
404
405 VG_STATIC void vg_preload(void)
406 {
407 vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
408 vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
409 vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
410 vg_info(" | \\ / | | / | | \\ | / | \n" );
411 vg_info(" | \\/ | | / | | \\ | / | \n" );
412 vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
413 "SOFTWARE\n" );
414 }
415
416 VG_STATIC void vg_load(void)
417 {
418 vg_bake_shaders();
419 vg_console_load_autos();
420 }
421
422 VG_STATIC void vg_start(void)
423 {
424 }
425
426 VG_STATIC void vg_update( int loaded )
427 {
428 }
429
430 VG_STATIC void vg_update_fixed( int loaded )
431 {
432 }
433
434 VG_STATIC void vg_update_post( int loaded )
435 {
436 }
437
438 VG_STATIC void vg_framebuffer_resize( int w, int h )
439 {
440 }
441
442 VG_STATIC void vg_render(void)
443 {
444 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
445 glViewport( 0,0, vg.window_x, vg.window_y );
446 glDisable( GL_DEPTH_TEST );
447
448 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
449 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
450
451 /* Other shite */
452 glDisable(GL_BLEND);
453 glDisable( GL_DEPTH_TEST );
454 vg_lines_drawall( (float *)vg.pv );
455 glViewport( 0,0, vg.window_x, vg.window_y );
456 }
457
458 VG_STATIC void vg_ui(void)
459 {
460 }
461
462 #endif