-#define VG_3D
-#include "vg/vg.h"
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h structure definitions
+ * module_submodule.h implementation
+ * module_submodule_2.h
+ */
+
+#include "common.h"
/* Resources */
vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.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_road
-};
+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 debugroad = 0;
+static int sv_debugcam = 0;
+static int lightedit = 0;
+static int sv_scene = 0;
+static int cl_ui = 1;
/* Components */
-#include "road.h"
-#include "scene.h"
+#define SR_NETWORKED
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "Voyager Game Engine" );
-}
-
-m4x3f world_matrix;
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
-#if 0
-v3f player.co;
-v3f player.view; /* Relative to pos */
-v3f player.v = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f player.look_dir;
-v3f player.a;
-#endif
+#include "steam.h"
+#include "network.h"
-static struct gplayer
-{
- v3f co, v, a;
- v4f rot;
+#include "model.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 "world.h"
+#include "player.h"
- v3f view;
- v2f look_dir; /* TEMP */
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
- m4x3f to_world, to_local;
-}
-player;
+#include "physics_test.h"
+#include "anim_test.h"
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
- world_road_count;
+#include "gate.h"
-static void player_transform_update(void)
+void vg_register(void)
{
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
+ shader_blit_register();
+ shader_standard_register();
+ shader_vblend_register();
+ shader_unlit_register();
+
+ player_register();
+ world_register();
+ gate_register();
+}
- v4f inv;
- q_inv( player.rot, inv );
- q_m3x3( inv, player.to_local );
- v3_negate( player.co, player.to_local[3] );
+static void init_other(void)
+{
+ player_init();
+ render_init();
+ gate_init();
+ world_init();
+ audio_init();
}
-static int reset_player( int argc, char const *argv[] )
+vg_tex2d *texture_list[] =
{
- v3_zero( player.co );
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
+ &tex_norwey,
+ &tex_gradients,
+ &tex_grid,
+ &tex_sky,
+ &tex_cement,
+ &tex_water,
+ &tex_water_surf
+};
- player_transform_update();
- return 0;
+int main( int argc, char *argv[] )
+{
+ highscores_init( 2000, 50 );
+ vg_init( argc, argv, "Voyager Game Engine" );
}
-void vg_register(void)
+static int playermodel( int argc, char const *argv[] )
{
- scene_register();
+ if( argc < 1 ) return 0;
+
+ glmesh old_mesh = player.mdl.mesh;
+
+ if( player_load_model( argv[0] ) )
+ mesh_free( &old_mesh );
+
+ return 1;
}
void vg_start(void)
{
- vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
- road_patch_init( &road_main );
- road_generate( &road_main );
+ 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 = "debugview",
- .data = &debugview,
+ .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 = "debugsdf",
- .data = &debugsdf,
+ .name = "fcs",
+ .data = &fc_speed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .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 = "debugroad",
- .data = &debugroad,
+ .name = "cl_ui",
+ .data = &cl_ui,
.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 = "run_speed",
+ .data = &k_runspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_accel",
+ .data = &k_walk_accel,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floaty",
+ .data = &k_ragdoll_floatyiness,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "rd_floatd",
+ .data = &k_ragdoll_floatydrag,
+ .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 = "debugview",
+ .data = &debugview,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
+ });
+
vg_function_push( (struct vg_cmd){
.name = "reset",
.function = reset_player
});
+
+ vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
- v3f lightDir = { 0.1f, 0.8f, 0.2f };
- v3_normalize( lightDir );
-
- scene_init( &world_scene );
- scene_init( &test_scene );
- scene_init( &player_scene );
- model *world = vg_asset_read( "models/free_dev.mdl" );
- model *test = vg_asset_read( "models/test.mdl" );
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- scene_add_model( &player_scene, char_dev,
- submodel_get( char_dev, "joint" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- free(char_dev);
-
- scene_add_model( &world_scene, world,
- submodel_get( world, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
- int id_tree = submodel_get( test, "tree" ),
- id_groundcover[] =
- {
- submodel_get( test, "bush" ),
- submodel_get( test, "grass" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "blubber" ),
- submodel_get( test, "grassthin" )
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
-
- for( int i=0; i<8000; i++ )
- {
- v3f pos;
+ init_other();
- pos[0] = vg_randf();
- pos[1] = 0.0f;
- pos[2] = vg_randf();
- v3_muladd( world_scene.bbx[0], pos, range, 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_scene, pos ) )
- {
- scene_add_model( &test_scene, test,
- id_tree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
+ if( sv_scene == 0 )
+ {
+ player_load_model( "ch_new" );
- world_terrain_count = world_scene.indice_count;
+ world_load();
- scene_add_model( &world_scene, world,
- submodel_get( world, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- world_road_count = world_scene.indice_count-world_terrain_count;
+ reset_player( 1, (const char *[]){ "start" } );
+ rb_init( &player.phys.rb );
- free( test );
- free( world );
+ network_init();
+ }
+ else if( sv_scene == 1 )
+ {
+ physics_test_start();
+ }
+ else if( sv_scene == 2 )
+ {
+ anim_test_start();
+ }
+}
-#if 0
- scene_compute_occlusion( &test_scene );
- scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
- scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
- (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
+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();
- scene_upload( &player_scene );
- scene_upload( &world_scene );
- scene_upload( &test_scene );
-
- reset_player( 0, NULL );
- player_transform_update();
+ highscores_serialize_all();
+ highscores_free();
}
-v3f head;
-
void vg_update(void)
{
- float timestep = 1.0f/60.0f;
+ steam_update();
- if( freecam )
+ if( sv_scene == 0 )
{
- 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" ) )
+ network_update();
+ player_update();
+ world_update( player.phys.rb.co );
+ //traffic_visualize( world.traffic, world.traffic_count );
+ //
+ /* TEMP */
+ if( glfwGetKey( vg_window, GLFW_KEY_J ))
{
- v2_copy( vg_mouse, mouse_last );
+ v3_copy( player.camera_pos, world.mr_ball.co );
}
- 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 );
-
- return;
}
-
- if( vg_get_button( "forward" ) )
+ else if( sv_scene == 1 )
{
- 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 );
+ physics_test_update();
}
+ else if( sv_scene == 2 )
+ {
+ anim_test_update();
+ }
+}
- /* Get front and back contact points */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+static void vg_framebuffer_resize( int w, int h )
+{
+ render_fb_resize();
+ gate_fb_resize();
+ water_fb_resize();
+}
- v3_muladds( player.co, fwd, 1.0f, contact_front );
- v3_muladds( player.co, fwd,-1.0f, contact_back );
- v3_muladds( player.co, fwd1, 1.0f, contact_norm );
-
- sample_scene_height( &world_scene, contact_front );
- sample_scene_height( &world_scene, contact_back );
- sample_scene_height( &world_scene, contact_norm );
+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 );
+}
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_back, contact_norm, v0 );
- v3_sub( contact_front, contact_norm, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
+static void render_main_game(void)
+{
+ float speed = freecam? 0.0f: v3_length( player.phys.rb.v );
+ v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
+ v3_muls( shake, speed*0.01f, shake );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.v, gravity, timestep, player.v );
+ m4x4f world_4x4;
+ m4x3_expand( player.camera_inverse, world_4x4 );
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
- sample_scene_height( &world_scene, ground_pos );
+ gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
+ m4x4_projection( vg_pv, gpipeline.fov,
+ (float)vg_window_x / (float)vg_window_y,
+ 0.02f, 2100.0f );
- static int in_air = 1;
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
- if( in_air )
- {
- if( ground_pos[1] > player.co[1] )
- in_air = 0;
- }
+ glEnable( GL_DEPTH_TEST );
+
+ /*
+ * Draw world
+ */
- if( !in_air )
- {
- float resistance = v3_dot( norm, player.v );
+ int draw_solid = player.is_dead | freecam;
+
+ render_world( vg_pv, player.camera );
+ if( draw_solid )
+ draw_player();
+ render_water_texture( player.camera );
- if( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
- }
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ render_water_surface( vg_pv, player.camera );
- /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
- v3_muladds( player.co, player.v, timestep, player.co );
+ vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
+ render_world_gates( vg_pv, player.phys.rb.co, 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 );
- float slip = 0.0f;
- float yawamt = 0.0f;
+ /* Clear out the colour buffer, but keep depth */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
- if( !in_air )
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ else
+ glClear( GL_COLOR_BUFFER_BIT );
+
+ if( !draw_solid )
{
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+ m4x4_projection( vg_pv, gpipeline.fov,
+ (float)vg_window_x / (float)vg_window_y,
+ 0.01f, 600.0f );
+ m4x4_mul( vg_pv, world_4x4, vg_pv );
+ draw_player();
+ }
- vg_line( player.co, contact_front, 0xff00ffff );
- vg_line( player.co, contact_back, 0xff00ffa0 );
+ /* 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);
+
+ shader_blit_use();
+ shader_blit_uTexMain( 0 );
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
- /* Create the 'travel' vector */
- v3f travel;
- v3_sub( contact_front, contact_back, travel );
- v3_normalize( travel );
+ render_fsquad();
+ glDisable(GL_BLEND);
- /* Apply gravity */
-#if 0
- float gravity_conversion = -v3_dot( travel, gravity );
- vel[2] += gravity_conversion * substep;
-#endif
+ /* Other shite */
+ glDisable( GL_DEPTH_TEST );
+ vg_lines_drawall( (float *)vg_pv );
+ glViewport( 0,0, vg_window_x, vg_window_y );
+}
- /* Get localized (rotated) rigidbody forces
- * -z
- * ^
- * -|-
- * |
- * +z
- */
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
- slip = -vel[0] / vel[2];
- float substep = timestep * 0.2f;
-
- if( fabsf( slip ) > 1.2f )
- {
- slip = vg_signf( slip ) * 1.2f;
- }
-
- 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 );
+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 );
- 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;
+#ifndef SR_NETWORK_TEST
+ draw_origin_axis();
+ if( sv_scene == 0 )
+ {
+ render_main_game();
}
- else
+ else if( sv_scene == 1 )
+ {
+ physics_test_render();
+ }
+ else if( sv_scene == 2 )
{
- yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+ anim_test_render( &tex_characters );
}
+#endif
+}
- v4f rotate;
- q_axis_angle( rotate, vup, yawamt );
- q_mul( rotate, player.rot, player.rot );
+static void run_light_widget( struct light_widget *lw )
+{
+ struct ui_checkbox c1 = { .data=&lw->enabled };
- player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+ ui_checkbox( &ui_global_ctx, &c1 );
- /* 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 bob, bob1;
+ 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 };
- v3_sub( player.v, last_vel, player.a );
- v3_copy( player.v, last_vel );
- v3_add( bob, player.a, bob );
+ ui_slider_vector( &ui_global_ctx, &colour );
+ ui_global_ctx.cursor[1] += 4;
+ ui_slider_vector( &ui_global_ctx, &dir );
+ }
+}
- bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
- bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
- bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
+static void run_debug_info(void)
+{
+ char buf[40];
- v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
- v3_lerp( bob1, bob, 0.1f, bob1 );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+ gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
- /* Head */
- head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
- head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
- head[2] = 0.0f;
-
- m4x3_mulv( player.to_world, head, head );
- v3_copy( head, player.view );
-
- player_transform_update();
-}
+ 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 );
-static void debug_grid( v3f at )
-{
- v3f base;
- v3_floor( at, base );
+ 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 );
- for( int y=0; y<16; y++ )
+ if( vg_gamepad_ready )
{
- 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 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 );
+ }
}
- for( int x=0; x<16; x++ )
+ else
{
- vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
- (v3f){ base[0]+x-8, base[1], base[2]+8 },
- 0x40ffffff );
+ gui_text( (ui_px [2]){ 0, 60 },
+ "Gamepad not ready", 1, k_text_align_left );
}
}
-void vg_render(void)
+void vg_ui(void)
{
- glViewport( 0,0, vg_window_x, vg_window_y );
-
- glDisable( GL_DEPTH_TEST );
- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- v3_negate( player.view, pos_inv );
+ 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;
- float speed = v3_length( player.v );
- v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
- v3_muls( shake, speed*0.01f, shake );
+ 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 };
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam? player.look_dir[1]: 0.3f+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 );
-
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
- (float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
+ 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 };
- if( debugroad )
- draw_road_patch_dev( &road_main );
+ for( int i=0; i<3; i++ )
+ run_light_widget( &gpipeline.widgets[i] );
- 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 );
+ gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
+ ui_global_ctx.cursor[1] += 16;
+ ui_slider_vector( &ui_global_ctx, &s5 );
- v3f board_fwd = { 0.0f, 0.0f, -1.0f };
- v3f board_side = { 1.0f, 0.0f, 0.0f };
+ 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 );
- m3x3_mulv( player.to_world, board_fwd, board_fwd );
- m3x3_mulv( player.to_world, board_side, board_side );
+ 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 );
- v3f bnw, bne, bse, bsw;
+ render_update_lighting_ub();
+ }
- v3_muladds( player.co, board_fwd, 0.75f, bnw );
- v3_muladds( player.co, board_fwd, -0.75f, bsw );
- v3_muladds( bnw, board_side, 0.1f, bne );
- v3_muladds( bnw, board_side, -0.1f, bnw );
- v3_muladds( bsw, board_side, 0.1f, bse );
- v3_muladds( bsw, board_side, -0.1f, bsw );
-
- vg_line( bnw, bne, 0xff00ff00 );
- vg_line( bne, bse, 0xff00ff00 );
- vg_line( bse, bsw, 0xff00ff00 );
- vg_line( bsw, bnw, 0xff00ff00 );
-
- glEnable( GL_DEPTH_TEST );
-
- SHADER_USE( shader_debug_vcol );
- m4x3f temp;
- m4x4f temp1;
-
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
- scene_draw( &player_scene, -1, 0 );
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+ if( cl_ui )
+ {
+ render_world_routes_ui();
+ }
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
+ audio_debug_soundscapes();
+ world_audio_debug();
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
- scene_draw( &test_scene, -1, 0 );
+#if 0
+ static double last_b_press = 0.0;
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
- scene_draw( &world_scene, world_terrain_count, 0 );
+ double localtime = vg_time - last_b_press;
- vg_tex2d_bind( &tex_road, 0 );
- scene_draw( &world_scene, world_road_count, world_terrain_count );
+ world_routes_ui_updatetime( 0, localtime );
+ world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
- glDisable( GL_DEPTH_TEST );
-}
+ if( glfwGetKey(vg_window,GLFW_KEY_B) )
+ world_routes_ui_notch( 0, localtime );
-void vg_ui(void)
-{
- char buf[20];
+ if( vg_time-last_b_press > 1.0 )
+ if( glfwGetKey(vg_window,GLFW_KEY_N) )
+ {
+ last_b_press = vg_time;
+ world_routes_ui_newseg( 0 );
+ }
- snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
- gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
-
- snprintf( buf, 20, "%.2f %.2f %.2f m/s",
- player.a[0], player.a[1], player.a[2] );
+ static double last_m_press;
+ if( vg_time-last_m_press > 1.0 )
+ if( glfwGetKey( vg_window, GLFW_KEY_M) )
+ {
+ last_m_press = vg_time;
- gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+ vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
+ for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
+ world_routes_ui_popfirst(0);
- 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 );
+ vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
}
- }
- else
- {
- gui_text( (ui_px [2]){ 0, 40 },
- "Gamepad not ready", 1, k_text_align_left );
- }
+#endif
}
-
-void vg_free(void){}