update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index bdd819739554e2c35c8ed8b97b30f3e96c832750..57728587415bb3237d8a9a668c5459fa6cdaff7a 100644 (file)
--- a/main.c
+++ b/main.c
@@ -10,41 +10,7 @@ vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
 vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
 vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
-
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_sky,
-   &tex_cement,
-   &tex_pallet
-};
-
-SHADER_DEFINE( shader_blit,
-   "layout (location=0) in vec2 a_co;"
-   "out vec2 aUv;"
-   ""
-       "void main()"
-       "{"
-               "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
-      "aUv = a_co;"
-       "}",
-
-   /* Fragment */
-       "out vec4 FragColor;"
-       ""
-   "uniform sampler2D uTexMain;"
-   ""
-   "in vec2 aUv;"
-   ""
-       "void main()"
-       "{"
-      "FragColor = texture( uTexMain, aUv );"
-       "}"
-       ,
-       UNIFORMS({ "uTexMain" })
-)
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
 static int freecam = 0;
@@ -69,6 +35,37 @@ static int replay_buffer_frame = 0;
 #include "terrain.h"
 #include "ragdoll.h"
 #include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
+
+void vg_register(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_unlit_register();
+
+   terrain_register();
+   character_register();
+   water_register();
+   gate_register();
+}
+
+vg_tex2d *texture_list[] =
+{
+   &tex_norwey,
+   &tex_gradients,
+   &tex_grid,
+   &tex_sky,
+   &tex_cement,
+   &tex_pallet,
+   &tex_water,
+   &tex_water_surf
+};
 
 int main( int argc, char *argv[] )
 { 
@@ -80,7 +77,7 @@ m4x3f world_matrix;
 static struct gplayer
 {
    /* Physics */
-   v3f co, v, a;
+   v3f co, v, a, v_last, m, bob;
    v4f rot;
    float vswitch, slip, slip_last,
          reverse;
@@ -117,6 +114,7 @@ static struct gworld
 {
    scene geo;
    submodel sm_road, sm_terrain;
+   glmesh skybox;
 
    v3f tutorial;
 }
@@ -139,6 +137,15 @@ rigidbody mrs_box = {
    .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
 };
 
+teleport_gate gate_a = {
+   .co = { 0.0f, -3.0f, -15.0f },
+   .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+}, 
+gate_b = {
+   .co = { -8.0f, -3.0f, -17.0f },
+   .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+};
+
 static void player_transform_update(void)
 {
    q_normalize( player.rot );
@@ -185,11 +192,41 @@ static int playermodel( int argc, char const *argv[] )
    return 1;
 }
 
-void vg_register(void)
+static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
 {
-   scene_register();
-   character_shader_register();
-   SHADER_INIT( shader_blit );
+   glGenFramebuffers( 1, fb );
+   glBindFramebuffer( GL_FRAMEBUFFER, *fb );
+
+   glGenTextures( 1, rgb );
+   glBindTexture( GL_TEXTURE_2D, *rgb );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_2D, *rgb, 0);
+
+   /* TODO: Check for DEPTH32f availiblity and use if possible */
+
+   glGenRenderbuffers( 1, rb );
+   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
+         vg_window_x, vg_window_y );
+
+   glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+         GL_RENDERBUFFER, *rb );
+}
+
+static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+{
+   glBindTexture( GL_TEXTURE_2D, *rgb );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
+         GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
+         vg_window_x, vg_window_y );
 }
 
 void vg_start(void)
@@ -297,13 +334,48 @@ void vg_start(void)
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
    scene_copy_slice( &world.geo, &world.sm_terrain );
 
-   v3_copy( submodel_get( mworld, "tutorial" )->pivot, world.tutorial );
+   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
+
+
+   /* GATE DEV */
+   {
+      model_marker *ga = model_marker_get(mworld,"gate_a"),
+                   *gb = model_marker_get(mworld,"gate_a_recv");
+
+      v3_copy( ga->co, gate_a.co );
+      v3_copy( gb->co, gate_b.co );
+      v4_copy( ga->q, gate_a.q );
+      v4_copy( gb->q, gate_b.q );
+      v2_copy( ga->s, gate_a.dims );
+      v2_copy( gb->s, gate_b.dims );
+
+      gate_a.other = &gate_b;
+      gate_b.other = &gate_a;
+
+      gate_transform_update( &gate_a );
+      gate_transform_update( &gate_b );
+   }
+
+   /* WATER DEV */
+   {
+      glmesh surf;
+      submodel *sm = submodel_get(mworld,"mp_dev_water");
+      model_unpack_submodel( mworld, &surf, sm );
+            
+      water_init( create_renderbuffer_std );
+      water_set_surface( &surf, sm->pivot[1] );
+   }
+   {
+      model *msky = vg_asset_read("models/rs_skydome.mdl");
+      model_unpack( msky, &world.skybox );
+      free(msky);
+   }
 
    free( mworld );
    scene_upload( &world.geo );
    bvh_create( &world.geo );
 
-   reset_player( 0, NULL );
+   reset_player( 1, (const char *[]){ "tutorial" } );
    player_transform_update();
 
    /* Create framebuffers */
@@ -321,13 +393,14 @@ void vg_start(void)
          GL_TEXTURE_2D, 
          render.rgb_background, 0);
 
+   gate_init( create_renderbuffer_std );
+
    {
       float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                        0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
 
       glGenVertexArrays( 1, &render.fsquad.vao );
       glGenBuffers( 1, &render.fsquad.vbo );
-      glGenBuffers( 1, &render.fsquad.ebo );
       glBindVertexArray( render.fsquad.vao );
       glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
       glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
@@ -424,6 +497,7 @@ static void player_start_air(void)
       v3f pco, pco1, pv;
       v3_copy( player.co, pco );
       v3_copy( player.v, pv );
+      v3_muladds( pco, pv, ktimestep, pco );
 
       /* 
        * Try different 'rotations' of the velocity to find the best possible
@@ -597,8 +671,10 @@ static void player_physics_ground(void)
    m3x3_mulv( player.to_local, player.v, vel );
 
    /* Calculate local forces */
+   
+   if( fabsf(vel[2]) > 0.01f )
+      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
 
-   slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
    if( fabsf( slip ) > 1.2f )
       slip = vg_signf( slip ) * 1.2f;
    player.slip = slip;
@@ -800,7 +876,15 @@ static void player_update(void)
    player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
    player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
 
+   if( player.in_air )
+      player_physics_air();
+
+   if( !player.in_air )
+      player_physics_ground();
+   
    /* Integrate velocity */
+   v3f prevco;
+   v3_copy( player.co, prevco );
    if( sv_phys )
    {
       apply_gravity( player.v, ktimestep );
@@ -819,23 +903,33 @@ static void player_update(void)
    q_axis_angle( rotate, vup, siY );
    q_mul( rotate, player.rot, player.rot );
 
-   player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
-   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
-                                       player.v[2]*player.v[2]) ) * 0.3f;
-
    player.iY = 0.0f; /* temp */
 
-   if( player.in_air )
-      player_physics_air();
+   /* GATE COLLISION */
+   if( gate_intersect( &gate_a, player.co, prevco ) )
+   {
+      teleport_gate *gate = &gate_a;
+
+      m4x3f transport;
+      m4x3_mul( gate->other->to_world, gate->to_local, transport );
+      m4x3_mulv( transport, player.co, player.co );
+      m3x3_mulv( transport, player.v, player.v );
+      m3x3_mulv( transport, player.v_last, player.v_last );
+      m3x3_mulv( transport, player.m, player.m );
+      m3x3_mulv( transport, player.bob, player.bob );
+
+      v4f transport_rotation;
+      m3x3_q( transport, transport_rotation );
+      q_mul( transport_rotation, player.rot, player.rot );
+   }
 
-   if( !player.in_air )
-      player_physics_ground();
-   
    /* Camera and character */
-
    player_transform_update();
-   q_normalize(player.rot);
    player_animate();
+
+   player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
 }
 
 void vg_update(void)
@@ -886,21 +980,18 @@ void vg_update(void)
 static void player_animate(void)
 {
    /* Camera position */
-   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_sub( player.v, player.v_last, player.a );
+   v3_copy( player.v, player.v_last );
 
-   v3_add( momentum, player.a, momentum );
-   v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
+   v3_add( player.m, player.a, player.m );
+   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
    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 );
+   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+   v3_copy( player.m, target );
+   v3_lerp( player.bob, target, 0.2f, player.bob );
 
    /* Head */
    float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
@@ -917,7 +1008,7 @@ static void player_animate(void)
    head[2] = 0.0f;
 
    v3f offset;
-   m3x3_mulv( player.to_local, bob, offset );
+   m3x3_mulv( player.to_local, player.bob, offset );
 
    offset[0] *= 0.3333f;
    offset[1] *= -0.25f;
@@ -1101,6 +1192,41 @@ static void vg_framebuffer_resize( int w, int h )
    glBindTexture( GL_TEXTURE_2D, render.rgb_background );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, 
          GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+   gate_fb_resize( resize_renderbuffer_std );
+   water_fb_resize( resize_renderbuffer_std );
+}
+
+static void render_world( m4x4f projection )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_unlit_use();
+   shader_unlit_uPv( projection );
+   shader_unlit_uTexMain( 0 );
+   vg_tex2d_bind( &tex_sky, 0 );
+   
+   glDepthMask(GL_FALSE);
+   glDisable(GL_DEPTH_TEST);
+
+   mesh_bind( &world.skybox );
+   mesh_draw( &world.skybox );
+
+   glEnable(GL_DEPTH_TEST);
+   glDepthMask(GL_TRUE);
+
+   
+   shader_standard_use();
+   shader_standard_uPv( projection );
+   shader_standard_uMdl( identity_matrix );
+
+   vg_tex2d_bind( &tex_grid, 0 );
+   shader_standard_uTexMain( 0 );
+   shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} );
+
+   scene_bind( &world.geo );
+   scene_draw( &world.geo );
 }
 
 void vg_render(void) 
@@ -1109,12 +1235,7 @@ void vg_render(void)
    glViewport( 0,0, vg_window_x, vg_window_y );
 
    glDisable( GL_DEPTH_TEST );
-   glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
-   glClearColor(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f);
-
-   glClearColor( powf(0.066f,1.0f/2.2f), 
-                 powf(0.050f,1.0f/2.2f), 
-                 powf(0.046f,1.0f/2.2f), 1.0f );
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
@@ -1183,10 +1304,12 @@ void vg_render(void)
    
    m4x4f world_4x4;
    m4x3_expand( world_matrix, world_4x4 );
-   m4x4_projection( vg_pv, 
-         freecam? 60.0f: 120.0f,
+
+   gpipeline.fov = freecam? 60.0f: 120.0f;
+   m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
-         0.01f, 1000.0f );
+         0.1f, 1000.0f );
+
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
@@ -1198,44 +1321,18 @@ void vg_render(void)
    /* 
     * Draw world
     */
-   SHADER_USE(shader_standard_lit);
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
-         1, GL_FALSE, (float *)identity_matrix );
-
-   vg_tex2d_bind( &tex_grid, 0 );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.4f,0.4f,0.4f,1.0f );
+   m4x3f cam_transform;
+   m4x3_invert_affine( world_matrix, cam_transform );
 
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+   render_world( vg_pv );
+   render_water_texture( cam_transform );
 
-#if 0
-   if( !replay_record )
-   {
-      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
-      for( int i=0; i<PART_COUNT; i++ )
-         m4x3_copy( base[i], player.mdl.matrices[i] );
-
-      replay_buffer_frame ++;
-
-      if( replay_buffer_frame == REPLAY_LENGTH )
-         replay_buffer_frame = 0;
-
-      vg_tex2d_bind( &tex_pallet, 0 );
-      character_draw( &player.mdl, 0.0f );
-      player_animate();
-   }
-#endif
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv );
 
+   vg_tex2d_bind( &tex_water, 1 );
+   render_gate( &gate_a, cam_transform );
 
    
    /* Copy the RGB of what we have into the background buffer */
@@ -1263,9 +1360,8 @@ void vg_render(void)
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
    
-   SHADER_USE( shader_blit );
-
-   glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
    glActiveTexture(GL_TEXTURE0);
    glBindTexture( GL_TEXTURE_2D, render.rgb_background );
 
@@ -1296,7 +1392,7 @@ void vg_render(void)
    m4x4_projection( vg_pv, 
          100.0f,
          (float)128.0f / (float)128.0f,
-         0.01f, 1000.0f );
+         0.1f, 1000.0f );
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
    if(sv_debugcam)