-#define VG_3D
-#include "vg/vg.h"
+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
/* Resources */
vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.flags = VG_TEXTURE_CLAMP };
-vg_tex2d *texture_list[] =
-{
- &tex_norwey,
- &tex_gradients,
- &tex_grid,
- &tex_sky
-};
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
/* Convars */
-static int freecam = 0;
static int debugview = 0;
-static int debugsdf = 0;
static int sv_debugcam = 0;
+static int lightedit = 0;
+static int sv_scene = 0;
/* Components */
+#define SR_NETWORKED
+
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
+
+#include "steam.h"
+#include "network.h"
+
#include "road.h"
#include "scene.h"
#include "ik.h"
+#include "audio.h"
+#include "terrain.h"
+#include "character.h"
+#include "ragdoll.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+#include "world.h"
+#include "player.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
+
+#include "physics_test.h"
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "Voyager Game Engine" );
-}
-
-m4x3f world_matrix;
-
-static struct gplayer
+void vg_register(void)
{
- v3f co, v, a;
- v4f rot;
- float vswitch, slip_last;
-
- v3f view;
- v2f look_dir; /* TEMP */
-
- m4x3f to_world, to_local;
-
- glmesh mesh;
-
- submodel legl,
- legu,
- board,
- torso,
- wheels;
+ shader_blit_register();
+ shader_standard_register();
+ shader_vblend_register();
+ shader_unlit_register();
+
+ world_register();
+ character_register();
+ water_register();
+ gate_register();
}
-player;
-static struct gworld
+static void init_other(void)
{
- glmesh skydome;
-
- scene foliage, /* Tree shader */
- geo, /* Std shader, collisions */
- detail; /* Std shader, no collisions */
-
- submodel terrain,
- terrain_rocks,
- terrain_road;
+ player_init();
+ render_init();
+ gate_init();
+ world_init();
+ character_init();
+ audio_init();
}
-world;
-static void player_transform_update(void)
+vg_tex2d *texture_list[] =
{
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
+ &tex_norwey,
+ &tex_gradients,
+ &tex_grid,
+ &tex_sky,
+ &tex_cement,
+ &tex_water,
+ &tex_water_surf
+};
- v4f inv;
- q_inv( player.rot, inv );
- q_m3x3( inv, player.to_local );
- v3_negate( player.co, player.to_local[3] );
+int main( int argc, char *argv[] )
+{
+ vg_init( argc, argv, "Voyager Game Engine" );
}
-static int reset_player( int argc, char const *argv[] )
+static int playermodel( int argc, char const *argv[] )
{
- v3_zero( player.co );
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
-
- player_transform_update();
- return 0;
-}
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
-void vg_register(void)
-{
- scene_register();
+ if( character_load( &player.mdl, argv[0] ) )
+ mesh_free( &old_mesh );
+
+ return 1;
}
void vg_start(void)
{
- vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
+ steam_init();
+
vg_convar_push( (struct vg_convar){
- .name = "freecam",
+ .name = "fc",
.data = &freecam,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
});
vg_convar_push( (struct vg_convar){
- .name = "debugcam",
- .data = &sv_debugcam,
+ .name = "grid",
+ .data = &walk_grid_iterations,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "debugview",
- .data = &debugview,
+ .name = "ledit",
+ .data = &lightedit,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_speed",
+ .data = &k_walkspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "dt",
+ .data = &ktimestep,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 0
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "debugcam",
+ .data = &sv_debugcam,
.data_type = k_convar_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
vg_convar_push( (struct vg_convar){
- .name = "debugsdf",
- .data = &debugsdf,
+ .name = "debugview",
+ .data = &debugview,
.data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
.persistent = 1
});
.name = "reset",
.function = reset_player
});
-
- v3f lightDir = { 0.1f, 0.8f, 0.2f };
- v3_normalize( lightDir );
-
- /* Unpack player */
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- model_unpack( char_dev, &player.mesh );
- player.legl = *submodel_get( char_dev, "legl" );
- player.legu = *submodel_get( char_dev, "legu" );
- player.board = *submodel_get( char_dev, "skateboard" );
- player.torso = *submodel_get( char_dev, "torso" );
- player.wheels = *submodel_get( char_dev, "wheels" );
- free(char_dev);
-
- /* Setup scene */
- scene_init( &world.geo );
- scene_init( &world.detail );
- scene_init( &world.foliage );
-
- model *mworld = vg_asset_read( "models/free_dev.mdl" );
- model *mtest = vg_asset_read( "models/test.mdl" );
-
- model *msky = vg_asset_read( "models/skydome.mdl" );
- model_unpack( msky, &world.skydome );
- free( msky );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_rocks );
-
- submodel *ptree = submodel_get( mtest, "tree" ),
- *pt_groundcover[] =
- {
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "blubber" ),
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-
-#ifdef VG_RELEASE
- int const ktree_count = 8000,
- kfoliage_count = 200000;
-#else
- int const ktree_count = 200,
- kfoliage_count = 0;
-#endif
-
- for( int i=0; i<ktree_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
- {
- scene_add_model( &world.foliage, mtest, ptree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- for( int i=0; i<kfoliage_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
- {
- scene_add_model( &world.foliage, mtest,
- pt_groundcover[rand()%vg_list_size(pt_groundcover)],
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_road );
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
- free( mtest );
- free( mworld );
-
- scene_compute_occlusion( &world.foliage );
-
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
- reset_player( 0, NULL );
- player_transform_update();
-}
-
-v3f head;
-
-void vg_update(void)
-{
- float timestep = 1.0f/60.0f;
-
- if( freecam )
- {
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -player.look_dir[0] );
- m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m4x3_mulv( cam_rot, lookdir, lookdir );
- m4x3_mulv( cam_rot, sidedir, sidedir );
-
- float movespeed = 5.0f;
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
- if( vg_get_button_down( "primary" ) )
- {
- v2_copy( vg_mouse, mouse_last );
- }
- else if( vg_get_button( "primary" ) )
- {
- v2f delta;
- v2_sub( vg_mouse, mouse_last, delta );
- v2_copy( vg_mouse, mouse_last );
-
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.75f, view_vel );
- v2_add( view_vel, player.look_dir, player.look_dir );
- player.look_dir[1] =
- vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
- }
+ vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
+ init_other();
- static int in_air = 1;
-
- v3f ground_pos, ground_norm;
- v3_copy( player.co, ground_pos );
+ /*
+ * If we're in physics test mode we dont need to load anything else, this
+ * parameter is dev only. TODO: dev only cvars that don't ship with the game
+ * when building in release mode.
+ */
- if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+ if( sv_scene == 0 )
{
-#if 0
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
- v3_normalize(localup);
- v3_normalize(ground_norm);
+ character_load( &player.mdl, "ch_default" );
+ character_init_ragdoll( &player.mdl );
- float angle = v3_dot( localup, ground_norm );
- v3f axis;
- v3_cross( localup, ground_norm, axis );
+ world_load();
- if( angle < 0.999f && !in_air )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-#endif
- }
-
- if( freecam )
- return;
-
- if( in_air )
- {
- v3f pco, pco1, pv;
-
- float pstep = timestep*10.0f;
+ reset_player( 1, (const char *[]){ "start" } );
+ rb_init( &player.rb );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- v3f targetn;
-
- for( int i=0; i<20; i++ )
- {
- v3_copy( pco, pco1 );
- v3_muladds( pv, gravity, pstep, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- v3f sh;
- v3_copy( pco, sh );
- sample_scene_height( &world.geo, sh, targetn );
-
- if( sh[1] >= pco[1] )
- {
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, targetn );
- v3f axis;
- v3_cross( localup, targetn, axis );
-
- if( angle < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.1f );
- q_mul( correction, player.rot, player.rot );
- }
-
- break;
- }
- }
-
- if( ground_pos[1] > player.co[1] )
- {
- in_air = 0;
- }
+ network_init();
}
-
- if( vg_get_button( "forward" ) )
- {
- v3f dir = { 0.0f, 0.0f, -1.0f };
-
- m3x3_mulv( player.to_world, dir, dir );
- v3_muladds( player.v, dir, 5.0f * timestep, player.v );
- }
-
- /* Get front and back contact points */
-
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside;
- v3f axis;
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- int all_contacting =
- sample_scene_height( &world.geo, contact_front, NULL ) &&
- sample_scene_height( &world.geo, contact_back, NULL ) &&
- sample_scene_height( &world.geo, contact_norm, NULL );
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_norm, contact_front, v0 );
- v3_sub( contact_back, contact_front, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
-
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
-
- if( angle < 0.999f && !in_air )
+ else
{
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
+ physics_test_start();
}
+}
+void vg_free(void)
+{
+ network_end();
+ vg_tex2d_free( texture_list, vg_list_size(texture_list) );
+ /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
+ steam_end();
+}
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.v, gravity, timestep, player.v );
-
- if( !in_air )
- {
- float resistance = v3_dot( norm, player.v );
-
- if( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
- }
-
- /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
- v3_muladds( player.co, player.v, timestep, player.co );
-
- float slip = 0.0f;
- float yawamt = 0.0f;
+void vg_update(void)
+{
+ steam_update();
- if( !in_air )
+ if( sv_scene == 0 )
{
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
-
- slip = (-vel[0] / vel[2]) * player.vswitch;
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
-
-
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+ network_update();
+ player_update();
+ world_update();
+ //traffic_visualize( world.traffic, world.traffic_count );
+ //
+ /* TEMP */
+ if( glfwGetKey( vg_window, GLFW_KEY_J ))
{
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
+ v3_copy( player.camera_pos, world.mr_ball.co );
}
-
- player.slip_last = slip;
-
- float substep = timestep * 0.2f;
-
- for( int i=0; i<5; i++ )
- {
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 6.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
- }
-
- m3x3_mulv( player.to_world, vel, player.v );
-
- if( vg_get_button( "yawl" ) )
- yawamt = 1.6f * timestep;
- if( vg_get_button( "yawr" ) )
- yawamt = -1.6f * timestep;
-
- yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
-
}
- else
+ else if( sv_scene == 1 )
{
- yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
-
- v4f pitch;
- q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep );
- q_mul( pitch, player.rot, player.rot );
+ physics_test_update();
}
-
- v4f rotate;
- q_axis_angle( rotate, vup, yawamt );
- q_mul( rotate, player.rot, player.rot );
-
- player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
-
- /* Creating a skeleton of the player dynamically */
- float kheight = 1.8f,
- kleg = 0.6f;
-
- v2f ac;
-
- static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f momentum, bob;
-
- v3_sub( player.v, last_vel, player.a );
- v3_copy( player.v, last_vel );
-
- v3_add( momentum, player.a, momentum );
-
- v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
- v3f target;
-
- momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
- momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
- momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
- v3_copy( momentum, target );
-
- v3_lerp( bob, target, 0.2f, bob );
-
- /* Head */
- float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
- head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
- head[1] = (0.3f + cosf(lslip)*0.5f) * kheight;
- head[2] = 0.0f;
-
- v3f offset;
- m3x3_mulv( player.to_local, bob, offset );
- offset[0] *= 0.25f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 1.0f, head );
-
- player_transform_update();
-
- m4x3_mulv( player.to_world, head, head );
- v3_copy( head, player.view );
-
- q_normalize(player.rot);
}
-static void debug_grid( v3f at )
+static void vg_framebuffer_resize( int w, int h )
{
- v3f base;
- v3_floor( at, base );
-
- for( int y=0; y<16; y++ )
- {
- vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
- (v3f){ base[0] + 8, base[1], base[2]+y-8 },
- 0x40ffffff );
- }
- for( int x=0; x<16; x++ )
- {
- vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
- (v3f){ base[0]+x-8, base[1], base[2]+8 },
- 0x40ffffff );
- }
+ render_fb_resize();
+ gate_fb_resize();
+ water_fb_resize();
}
-static void draw_player(void)
+static void draw_origin_axis(void)
{
- mesh_bind( &player.mesh );
- float const kleg_upper = 0.53f,
- kleg_lower = 0.5f;
-
- /* Create IK targets */
- struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower };
-
- v3f butt, fwd;
-
- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
- m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
- m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
-
- m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
- v3_add( butt, player.view, butt );
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
- v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
-
- /* Compute IK */
- m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
-
- ik_basic( &ik_leg_r, mleg_r, mknee_r );
- ik_basic( &ik_leg_l, mleg_l, mknee_l );
-
- /* Draw */
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- mesh_bind( &player.mesh );
- m4x4f mat;
-
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_grid, 0 );
-
- GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-
- float kscale = 0.7f;
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f );
-
- m4x3_expand( player.to_world, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.board );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f );
- submodel_draw( &player.wheels );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glBlendEquation(GL_FUNC_ADD);
- glDisable( GL_DEPTH_TEST );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f );
-
- m4x3_expand( mleg_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( mknee_l, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- m4x3_expand( mleg_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legu );
-
- m4x3_expand( mknee_r, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.legl );
-
- m4x3f mbutt;
- m3x3_copy( player.to_world, mbutt );
- v3_copy( butt, mbutt[3] );
-
- m4x3_expand( mbutt, mat );
- glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
- submodel_draw( &player.torso );
-
- glDisable(GL_BLEND);
- glEnable( GL_DEPTH_TEST );
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
+ vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
}
-void vg_render(void)
+static void render_main_game(void)
{
- glViewport( 0,0, vg_window_x, vg_window_y );
-
- glDisable( GL_DEPTH_TEST );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- v3_negate( player.view, pos_inv );
-
- float speed = v3_length( player.v );
+ float speed = freecam? 0.0f: v3_length( player.rb.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f );
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, pos_inv );
-
m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
+ m4x3_expand( player.camera_inverse, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
+ gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+ m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
+ 0.02f, 2100.0f );
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
glEnable( GL_DEPTH_TEST );
- scene_foliage_shader_use();
- m4x4f temp1;
- m4x4_identity( temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
-
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- if( debugsdf )
- scene_debugsdf( &world.foliage );
+ /*
+ * Draw world
+ */
- SHADER_USE(shader_unlit);
- m4x4f temp2;
- m4x4_identity(temp2);
- //m4x4_translate( temp2, player.co );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
- 1, GL_FALSE, (float *)temp2 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
-
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ render_world( vg_pv, player.camera );
+ render_water_texture( player.camera );
- vg_tex2d_bind( &tex_grid, 0 );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv, player.camera );
- scene_bind( &world.geo );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.36f,0.25f,1.0f );
- submodel_draw( &world.terrain );
+ vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
+ render_world_gates( vg_pv, player.camera );
+
+ /* Copy the RGB of what we have into the background buffer */
+ glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+ glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
+ glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
+ 0,0, vg_window_x, vg_window_y,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
+
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.2f,0.21f,1.0f );
- submodel_draw( &world.terrain_rocks );
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ else
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ if( !player.is_dead )
+ {
+ m4x4_projection( vg_pv, gpipeline.fov,
+ (float)vg_window_x / (float)vg_window_y,
+ 0.04f, 600.0f );
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
+ }
+ draw_player();
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.4f,0.4f,0.4f,1.0f );
- submodel_draw( &world.terrain_road );
+ /* Draw back in the background
+ *
+ * TODO: need to disable alpha write in the terrain shader so this works
+ * again.
+ */
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- scene_bind( &world.detail );
- scene_draw( &world.detail );
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- draw_player();
+ render_fsquad();
+ glDisable(GL_BLEND);
+ /* Other shite */
glDisable( GL_DEPTH_TEST );
vg_lines_drawall( (float *)vg_pv );
+ glViewport( 0,0, vg_window_x, vg_window_y );
+}
- /* Debugger camera */
- glViewport( 0,0, 512, 512 );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClear( GL_DEPTH_BUFFER_BIT );
-
- m4x3_identity( world_matrix );
-
- v3f debugcam;
- v3_negate( player.co, debugcam );
- debugcam[2] -= 2.0f;
- debugcam[1] -= 0.7f;
+void vg_render(void)
+{
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg_window_x, vg_window_y );
- m4x3_translate( world_matrix, debugcam );
- m4x3_expand( world_matrix, world_4x4 );
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
- m4x4_projection( vg_pv,
- 100.0f,
- (float)128.0f / (float)128.0f,
- 0.01f, 1000.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
+#ifndef SR_NETWORK_TEST
+ draw_origin_axis();
- if(sv_debugcam)
+ if( sv_scene == 0 )
{
- glEnable( GL_DEPTH_TEST );
- draw_player();
+ render_main_game();
}
+ else if( sv_scene == 1 )
+ {
+ physics_test_render();
+ }
+#endif
+}
- glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)vg_pv );
+static void run_light_widget( struct light_widget *lw )
+{
+ struct ui_checkbox c1 = { .data=&lw->enabled };
- glViewport( 0,0, vg_window_x, vg_window_y );
+ ui_checkbox( &ui_global_ctx, &c1 );
+
+ if( lw->enabled )
+ {
+ struct ui_slider_vector
+ colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
+ dir = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
+
+ ui_slider_vector( &ui_global_ctx, &colour );
+ ui_global_ctx.cursor[1] += 4;
+ ui_slider_vector( &ui_global_ctx, &dir );
+ }
}
-void vg_ui(void)
+static void run_debug_info(void)
{
- char buf[20];
-
- snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
+ char buf[40];
+
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
- snprintf( buf, 20, "%.2f %.2f %.2f m/s",
+ snprintf( buf, 40, "%.2f %.2f %.2f m/s",
player.a[0], player.a[1], player.a[2] );
-
gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+ snprintf( buf, 40, "pos %.2f %.2f %.2f",
+ player.rb.co[0], player.rb.co[1], player.rb.co[2] );
+ gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
if( vg_gamepad_ready )
{
for( int i=0; i<6; i++ )
{
- snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
- gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+ snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
+ gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
else
{
- gui_text( (ui_px [2]){ 0, 40 },
+ gui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
}
-void vg_free(void){}
+void vg_ui(void)
+{
+ if( lightedit )
+ {
+ ui_global_ctx.cursor[0] = 10;
+ ui_global_ctx.cursor[1] = 10;
+ ui_global_ctx.cursor[2] = 200;
+ ui_global_ctx.cursor[3] = 20;
+
+ struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
+ struct ui_slider_vector
+ s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
+
+ struct ui_slider
+ s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
+ s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
+
+ for( int i=0; i<3; i++ )
+ run_light_widget( &gpipeline.widgets[i] );
+
+ gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
+ ui_global_ctx.cursor[1] += 16;
+ ui_slider_vector( &ui_global_ctx, &s5 );
+
+ gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
+ ui_global_ctx.cursor[1] += 16;
+ ui_slider( &ui_global_ctx, &s8 );
+ ui_slider( &ui_global_ctx, &s9 );
+
+ gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
+ ui_global_ctx.cursor[1] += 16;
+ struct ui_checkbox c1 = {.data = &wl->g_light_preview};
+ ui_checkbox( &ui_global_ctx, &c1 );
+
+ render_update_lighting_ub();
+ }
+}