Fix major overstep with last commit
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 175f12efe879a4af4a8244c231bf57fd3f47117a..81584dd5b0b97800e2ca20f9f6459428e776620f 100644 (file)
--- a/main.c
+++ b/main.c
 /*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * =============================================================================
+ *
+ * Copyright  .        . .       -----, ,----- ,---.   .---.
+ * 2021-2022  |\      /| |           /  |      |    | |    /|
+ *            | \    / | +--        /   +----- +---'  |   / |
+ *            |  \  /  | |         /    |      |   \  |  /  |
+ *            |   \/   | |        /     |      |    \ | /   |
+ *            '        ' '--' [] '----- '----- '     ' '---'  SOFTWARE
+ *
+ * =============================================================================
+ *
+ * register: shader register & init scheduling
+ * init:     initialization
+ * update:   logic
+ * render:   graphics
+ * free:     resource free
+ * 
  */
 
-#include "common.h"
-
-/* Resources */
-vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
-vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
-vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
-                           .flags = VG_TEXTURE_CLAMP };
-vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
-vg_tex2d tex_water = { .path = "textures/water.qoi" };
-
-/* Convars */
-static int debugview = 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
-
+#define VG_3D
+#include "common.h"
 #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 "audio.h"
 #include "world.h"
 #include "player.h"
 
-#include "shaders/blit.h"
-#include "shaders/standard.h"
-#include "shaders/unlit.h"
-
-#include "physics_test.h"
-
-void vg_register(void)
-{
-   shader_blit_register();
-   shader_standard_register();
-   shader_vblend_register();
-   shader_unlit_register();
-
-   world_register();
-   character_register();
-   water_register();
-   gate_register();
-}
-
-static void init_other(void)
-{
-   player_init();
-   render_init();
-   gate_init();
-   world_init();
-   character_init();
-   audio_init();
-}
-
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_sky,
-   &tex_cement,
-   &tex_water,
-   &tex_water_surf
-};
+static int cl_ui = 1;
 
 int main( int argc, char *argv[] )
 { 
-   vg_init( argc, argv, "Voyager Game Engine" ); 
+   vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
-static int playermodel( int argc, char const *argv[] )
+static void highscores_save_at_exit(void*_)
 {
-   if( argc < 1 ) return 0;
-   
-   glmesh old_mesh = player.mdl.mesh;
-
-   if( character_load( &player.mdl, argv[0] ) )
-      mesh_free( &old_mesh );
-
-   return 1;
+   highscores_serialize_all();
+   highscores_free();
 }
 
-void vg_start(void)
+void vg_preload(void)
 {
-   steam_init();
-
    vg_convar_push( (struct vg_convar){
-      .name = "fc",
-      .data = &freecam,
+      .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 = "grid",
-      .data = &walk_grid_iterations,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=0 },
-      .persistent = 1
-   });
+vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  " );
+vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| " );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | " );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | " );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | " );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE" );
 
-   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 = "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
-   });
+   highscores_init( 2000, 50 );
+   vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
 
-   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_sleep_ms(200);
 
-       vg_function_push( (struct vg_cmd){
-               .name = "reset",
-               .function = reset_player
-       });
+   steam_init();
+   vg_loader_highwater( NULL, steam_end, NULL );
 
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   init_other();
+   vg_loader_highwater( network_init, network_end, NULL );
+}
 
-   /* 
-    * 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.
-    */
+void vg_load(void)
+{
+   vg_loader_highwater( render_init, render_free, NULL );
+   vg_loader_highwater( world_init, world_free, NULL );
+   vg_loader_highwater( player_init, NULL, NULL );
 
-   if( sv_scene == 0 )
-   {
-      character_load( &player.mdl, "ch_default" );
-      character_init_ragdoll( &player.mdl );
+   if( !vg_bake_shaders() )
+      vg_fatal_exit_loop( "Did not load all shaders" );
 
-      world_load();
+   vg_loader_highwater( audio_init, audio_free, NULL );
 
-      reset_player( 1, (const char *[]){ "start" } );
-      rb_init( &player.rb );
+   /* FInal step */
+   world_load();
+   vg_console_load_autos();
+}
 
-      network_init();
-   }
-   else
-   {
-      physics_test_start();
-   }
+static void vg_start(void)
+{
+   player_load_model( "ch_new" );
+   reset_player( 1, (const char *[]){ "start" } );
 }
 
-void vg_free(void)
+static void draw_origin_axis(void)
 {
-   network_end();
-   vg_tex2d_free( texture_list, vg_list_size(texture_list) );
-   /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
-   steam_end();
+   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(void)
+void vg_update( int loaded )
 {
    steam_update();
 
-   if( sv_scene == 0 )
+   if( loaded )
    {
+      draw_origin_axis();
       network_update();
       player_update();
-      world_update();
-      //traffic_visualize( world.traffic, world.traffic_count );
-      //
-      /* TEMP */
-      if( glfwGetKey( vg_window, GLFW_KEY_J ))
-      {
-         v3_copy( player.camera_pos, world.mr_ball.co );
-      }
-   }
-   else if( sv_scene == 1 )
-   {
-      physics_test_update();
+      world_update( player.phys.rb.co );
    }
 }
 
@@ -230,23 +118,19 @@ static void vg_framebuffer_resize( int w, int h )
    water_fb_resize();
 }
 
-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 );
-}
-
 static void render_main_game(void)
 {
-   float speed = freecam? 0.0f: v3_length( player.rb.v );
+   /* TODO Breakup this & Gen */
+#if 0
+   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 );
+#endif
 
    m4x4f world_4x4;
    m4x3_expand( player.camera_inverse, world_4x4 );
 
-   gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+   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 );
@@ -258,15 +142,18 @@ static void render_main_game(void)
    /* 
     * Draw world
     */
+
+   int draw_solid = player.is_dead | freecam;
    
    render_world( vg_pv, player.camera );
+   if( draw_solid )
+      draw_player();
    render_water_texture( player.camera );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    render_water_surface( vg_pv, player.camera );
 
-   vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
-   render_world_gates( vg_pv, player.camera );
+   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 );
@@ -285,14 +172,14 @@ static void render_main_game(void)
    else
       glClear( GL_COLOR_BUFFER_BIT );
    
-   if( !player.is_dead )
+   if( !draw_solid )
    {
       m4x4_projection( vg_pv, gpipeline.fov, 
             (float)vg_window_x / (float)vg_window_y, 
-            0.04f, 600.0f );
+            0.01f, 600.0f );
       m4x4_mul( vg_pv, world_4x4, vg_pv );
+      draw_player();
    }
-   draw_player();
 
    /* Draw back in the background
     *
@@ -310,37 +197,77 @@ static void render_main_game(void)
    glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
    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 );
 }
 
-void vg_render(void) 
+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 );
 
-#ifndef SR_NETWORK_TEST
-   draw_origin_axis();
+   render_main_game();
+   
+   
+   /* Other shite */
+   glDisable(GL_BLEND);
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+   glViewport( 0,0, vg_window_x, vg_window_y );
+}
 
-   if( sv_scene == 0 )
+void vg_ui(void)
+{
+#if 0
+   if( lightedit )
    {
-      render_main_game();
+      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();
    }
-   else if( sv_scene == 1 )
+#endif
+   
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+   if( cl_ui )
    {
-      physics_test_render();
+      render_world_routes_ui();
    }
-#endif
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+   
+   audio_debug_soundscapes();
 }
 
+#if 0
 static void run_light_widget( struct light_widget *lw )
 {
    struct ui_checkbox c1 = { .data=&lw->enabled };
@@ -358,27 +285,28 @@ static void run_light_widget( struct light_widget *lw )
       ui_slider_vector( &ui_global_ctx, &dir );
    }
 }
+#endif
 
 static void run_debug_info(void)
 {
    char buf[40];
    
-   snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
    gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
    snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
-         player.a[0], player.a[1], player.a[2] );
+         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 );
 
    snprintf( buf, 40, "pos %.2f %.2f %.2f", 
-         player.rb.co[0], player.rb.co[1], player.rb.co[2] );
+         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 );
 
-   if( vg_gamepad_ready )
+   if( vg.gamepad_ready )
    {
       for( int i=0; i<6; i++ )
       {
-         snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
+         snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
          gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
    }
@@ -388,41 +316,3 @@ static void run_debug_info(void)
             "Gamepad not ready", 1, k_text_align_left );
    }
 }
-
-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();
-   }
-}