*
*/
-#define SR_NETWORKED
#define VG_3D
+#define VG_STATIC static
+//#define VG_STATIC
+
+//#define VG_MINIMAL_TEST
+#ifndef VG_MINIMAL_TEST
+
+#define SR_NETWORKED
+
#include "common.h"
#include "steam.h"
#include "render.h"
#include "audio.h"
#include "world.h"
#include "player.h"
+#include "network.h"
+#include "menu.h"
-static int cl_ui = 1;
+static int cl_ui = 1;
int main( int argc, char *argv[] )
-{
+{
+ vg_prealloc_quota( 128*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
}
-static void highscores_save_at_exit(void*_)
+VG_STATIC void highscores_save_at_exit(void*_)
{
highscores_serialize_all();
- highscores_free();
}
-void vg_preload(void)
+VG_STATIC void vg_preload(void)
{
vg_convar_push( (struct vg_convar){
.name = "cl_ui",
"SOFTWARE\n" );
highscores_init( 2000, 50 );
+ if( !highscores_read() )
+ highscores_create_db();
+
vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
- vg_sleep_ms(200);
+ //vg_sleep_ms(200);
steam_init();
vg_loader_highwater( NULL, steam_end, NULL );
-
vg_loader_highwater( network_init, network_end, NULL );
}
-void vg_load(void)
+VG_STATIC void vg_load(void)
{
- vg_loader_highwater( render_init, render_free, NULL );
- vg_loader_highwater( world_init, world_free, NULL );
+ vg_loader_highwater( render_init, NULL, NULL );
+ vg_loader_highwater( menu_init, NULL, NULL );
+ vg_loader_highwater( world_init, NULL, NULL );
vg_loader_highwater( player_init, NULL, NULL );
- if( !vg_bake_shaders() )
- vg_fatal_exit_loop( "Did not load all shaders" );
-
+ vg_bake_shaders();
vg_loader_highwater( audio_init, audio_free, NULL );
- /* FInal step */
+ /* 'systems' are completely loaded now */
+ strcpy( world.world_name, "models/mp_dev.mdl" );
world_load();
vg_console_load_autos();
}
-static void vg_start(void)
+VG_STATIC void vg_start(void)
{
- player_load_model( "ch_new" );
reset_player( 1, (const char *[]){ "start" } );
}
-static void draw_origin_axis(void)
+VG_STATIC void draw_origin_axis(void)
{
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_update( int loaded )
+VG_STATIC void vg_update( int loaded )
{
steam_update();
{
draw_origin_axis();
network_update();
+
player_update_pre();
world_update( player.phys.rb.co );
}
}
-static void vg_update_fixed( int loaded )
+VG_STATIC void vg_update_fixed( int loaded )
{
if( loaded )
{
}
}
-static void vg_update_post( int loaded )
+VG_STATIC void vg_update_post( int loaded )
{
if( loaded )
{
player_update_post();
+ menu_update();
}
}
-static void vg_framebuffer_resize( int w, int h )
+VG_STATIC void vg_framebuffer_resize( int w, int h )
{
render_fb_resize();
- gate_fb_resize();
water_fb_resize();
}
-static void render_main_game(void)
+VG_STATIC void render_main_game(void)
{
m4x4f world_4x4;
- m4x3_expand( player.camera_inverse, world_4x4 );
+ m4x3_expand( camera_mtx_inverse, world_4x4 );
static float fov = 97.0f;
- float fov_target = player.phys.on_board? 125.0f: 108.0f;
- fov = vg_lerpf( fov, fov_target, vg.time_delta * 2.0f );
+
+ float fov_target = 108.0f;
+ if( player.phys.on_board )
+ fov_target = 125.0f;
+
+ if( cl_menu )
+ fov_target = menu_fov_target;
+
+ fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
gpipeline.fov = freecam? 60.0f: fov; /* 120 */
m4x4_projection( vg.pv, gpipeline.fov,
(float)vg.window_x / (float)vg.window_y,
- 0.02f, 2100.0f );
+ 0.1f, 2100.0f );
m4x4_mul( vg.pv, world_4x4, vg.pv );
glEnable( GL_DEPTH_TEST );
int draw_solid = player.is_dead | freecam;
- render_world( vg.pv, player.camera );
+ render_world( vg.pv, camera_mtx );
if( draw_solid )
- draw_player();
- render_water_texture( player.camera );
+ draw_player( camera_mtx );
+
+ render_water_texture( camera_mtx );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- render_water_surface( vg.pv, player.camera );
+ render_water_surface( vg.pv, camera_mtx );
+ render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
- render_world_gates( vg.pv, player.phys.rb.co, player.camera );
+ if( cl_menu )
+ {
+ glClear( GL_DEPTH_BUFFER_BIT );
+ menu_render( vg.pv );
+ }
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
{
m4x4_projection( vg.pv, gpipeline.fov,
(float)vg.window_x / (float)vg.window_y,
- 0.01f, 600.0f );
+ 0.05f, 60.0f );
m4x4_mul( vg.pv, world_4x4, vg.pv );
- draw_player();
+ draw_player( camera_mtx );
}
/* Draw back in the background
render_fsquad();
}
-void vg_render(void)
+VG_STATIC void vg_render(void)
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
glViewport( 0,0, vg.window_x, vg.window_y );
}
-void vg_ui(void)
+VG_STATIC void vg_ui(void)
{
#if 0
+ if( cl_menu )
+ {
+ ui_rect menu =
+ {
+ vg.window_x / 2 - 150,
+ vg.window_y / 2 - 50,
+ 300,
+ 130
+ };
+
+ ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+ ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
+ steam_username_at_startup,
+ 1, k_text_align_center );
+ menu[1] += 24;
+ menu[3] -= 30;
+
+ ui_rect_pad( menu, 8 );
+ ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
+ ui_rect_pad( menu, 2 );
+ ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+ menu[1] += 32;
+ ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
+ "Exit", 2, k_text_align_center );
+
+ if( vg_get_button_down( "jump" ) )
+ {
+ glfwSetWindowShouldClose( vg.window, 1 );
+ }
+ }
+
if( lightedit )
{
ui_global_ctx.cursor[0] = 10;
}
#if 0
-static void run_light_widget( struct light_widget *lw )
+VG_STATIC void run_light_widget( struct light_widget *lw )
{
struct ui_checkbox c1 = { .data=&lw->enabled };
}
#endif
-static void run_debug_info(void)
+VG_STATIC void run_debug_info(void)
{
char buf[40];
snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
- gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
+ ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
player.phys.a[0], player.phys.a[1], player.phys.a[2] );
- gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+ ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "pos %.2f %.2f %.2f",
player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
- gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+ ui_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, 40, "%.2f", vg.gamepad.axes[i] );
- gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
+ ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
}
}
else
{
- gui_text( (ui_px [2]){ 0, 60 },
+ ui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
}
+
+#else
+
+#define VG_TIMESTEP_FIXED (1.0/60.0)
+#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
+#include "vg/vg.h"
+
+int main( int argc, char *argv[] )
+{
+ vg_prealloc_quota( 512*1024*1024 );
+ vg_enter( argc, argv, "Voyager Game Engine" );
+}
+
+VG_STATIC void vg_preload(void)
+{
+vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
+vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
+vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
+vg_info(" | \\ / | | / | | \\ | / | \n" );
+vg_info(" | \\/ | | / | | \\ | / | \n" );
+vg_info(" ' ' '--' [] '----- '----- ' ' '---' "
+ "SOFTWARE\n" );
+}
+
+VG_STATIC void vg_load(void)
+{
+ vg_bake_shaders();
+ vg_console_load_autos();
+}
+
+VG_STATIC void vg_start(void)
+{
+}
+
+VG_STATIC void vg_update( int loaded )
+{
+}
+
+VG_STATIC void vg_update_fixed( int loaded )
+{
+}
+
+VG_STATIC void vg_update_post( int loaded )
+{
+}
+
+VG_STATIC void vg_framebuffer_resize( int w, int h )
+{
+}
+
+VG_STATIC void vg_render(void)
+{
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+ 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 );
+
+ /* Other shite */
+ glDisable(GL_BLEND);
+ glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg.pv );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+}
+
+VG_STATIC void vg_ui(void)
+{
+}
+
+#endif